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My List of SH4 Features
Gameplay
-ability to manually adjust front and rear dive planes -more manual control over ballast (ability to manual rotate valves) -ship supplies, rations, diminish the longer you are at sea...forces you to dock at ports to get more food for crew -functioning anchor -breakdowns...downtime to replace parts, tuneups (to increase efficiency of engines every so often) -ability to dump fuel or jettison an artificial debris field -ability to simulate boardings for resupply or intellegence gathering (like you would dock at (shipname) and then based on a percentage and time of war it would give you a list of items or prisoners you recovered. These would then be traded at end of mission for more reown or skill points) -a boarding crew that is setup like damage/repair crew box but, during a board a certain amount can get injured or die (boarding is activated when next to a enemy ship...will ask would you like to board your party yes/no when click yes it calculates results based on crew fatigue, wounded, etc or just random success or fail...with casualty report) -real working milk cows -no death screen -death by sinking, drowning, or imploding beyond crush depth limits...no death by hull integrity 10% at 20 meters, etc...should just sink in shallow areas...not implode -visual damage on the uboat models -thermal layers -reduction of hull integrity causes leaks...the less the hull integrity value the more the leaks....the deeper you go the more the leaks....leaks can overwhelm the pumps....and cause flooding...this restricts how deep you can go and/or how long you can stay down at a deeper depth....eventually you will have to climb to a shallower depth to slow down the leak rate -leaks cause flooding if pumps dont work -pumps can fail and be repaired at various locations throughout ship Campaign Improvements -dynamic campaign that can be played in both single player and multiplayer modes so friends can join and help you out with your campaign -more available realistic missions: airmen rescue missions, ship demolition by boarding parties, cloak and dagger ops, minelaying, beacon missions for amphibious landings, and chariot recovery, recon: photos of ports, docked ships, mine locations, other enemy assets, patrol behaviors. -ability to choose campaign or theatre of operations (these can come in form of addons or expansion packs) Multiplayer -ability to receive and transmit messages in multiplayer to other friends on uboats (wolfpacks) Commands/Orders -ability to scuttle the ship to prevent capture -ability to abandon ship to save crew -ability to surrender -secure compartments (all hatches closed) -man overboard (ordered to get chance to recover someone that gets washed off deck) General Compartments -full compartments to explore and interact with (torpedo room, sleeping quarters, mess, head) -functioning lights-ability to manually turn sections of ship on and off or change coloration for different running modes. amount of lights drain battery during use -repair party seen in 3-d view working on the part of ship you put them in -more breakable equipment with ability to check status and work on -periscope animation inside compartment...you click on periscope you want to use you see it rise and can tell if it is up or down by looking at 3-d representation) -opening and closing hatches -compartment flooding in 3-d view -functional bilge pumps in different locations that you can check. -compressor that you can hear running on surface Radio Room Improvements -real uboat engagement orders and laws to follow through different parts of war (only attack on surface, signal must be given, lifeboats must leave safely, boats must be armed, etc) -functioning enigma machine....encoded messages -Ability to request more options from headquarters (aerial recon, distress, resupply, etc) -Ability to ask for replacements for specialists that die (mechanic, sonarman, navigator, etc) Captain's Quarters -captains logbook or reference library that can be modded or expanded...html format liek the pilot logbook in fs9 Watch Officer/Deck -ability to use a sextant or use watch officer to find location for navigation only while surfaced on clear day or night....gives a genral location not specific...error grows the longer you are submerged or in bad weather. -Small percentage of probability of watch crew member or members being lost overboard during rough weather. -ability to hoist flags -ability to signal ships through signal light or flags -ability to have noone on deck when on surface -uboat spotlight to identify flags at night Engine Room -ability to check oil levels add new oil or have oil leaks and different effects to engine from it -animated engine Mess -inventory of amount of food onboard -shows how many days left of food -adjust how much is rationed...full, half, quarter....the less the food the weaker and higher the chance of crew getting sick -food is perishable based on climate (a certain amount of waste of food rotting occurs the warmer the waters the faster this process occurs) Crew Management -chance of crew getting sick at sea...can spread to other crew members if not treated by medic -high co2 levels cause crew to work less efficiently...longer repair times, reaction to orders, etc... -if 02 depletes or c02 is in danger levels crew die in a trickling effect not all at once -talented crew (crew characters have more individual features...you may get a engine mechanic that is more talented than another despite his ability to get better....same goes for helmsmen, torpedomen (strength more physique) -ability to set crew shifts or presets for crew to rotate at different times Crew Qualifications and Traits Torpedoman-Strength, Repair, Efficiency Helmsman-Strength, Repair, Efficiency Repairman-Strength, Repair, Efficiency Radioman-Intelligence, Technical Skill, Hearing Sonarman-Intelligence, Technical Skill, Hearing Navigation-Intelligence, Technical Skill Medic-Intelligence, Technical Skill Fire Control-Strength, Efficiency Watchman-Intelligence, Vision Gunner-Strengh, Vision Flak Gunner-Strength, Vision Machinist-Intelligence, Technical Skill, Repair, Efficiency Cook-Technical Skill, Efficiency Special V.I.P. Guests (these are guests that travel with you for special missions) Photographer/Intelligence Operative-takes pictures gathers intelligence Propaganda Official-observes Conduct and procedures of Patrol Reports back findings....no fooling around when this individual is on board....everything must be by the book Special Ops/Commandos-use you for a ride to a mission area Shotdown Airmen-you pick these up for points they use you for a ride home during a rescue Reporters-Writing Story on war at sea rare but, available Sick and Wounded-Random pickups solidiers or other injured uboat crew Naval Officials-general transport Mechanic or other crew- replacements needed for distressed uboats at sea Common Traits: Focus-ability to do work efficiently despite environmental conditions Fear-fear of death Intelligence-efficiency modifier Vision-ability to see Hearing-ability to hear Strength-Physique, ability to do laborous tasks Efficiency-ability to boost the function of a compartment Technical Skill- Understanding of Station-efficiency modifier Morale-Attitude at sea Repair-ability to stop or reduce flooding Fire Control-Ability to stop or contain a fire Stamina-Ability to recover traits at rest Environment -differnet types of ocean floors....ability to have uboat sink in muddy bottoms causing you to push back and forth to try to free it -realworld tides (exposing mines or cutting off navigation areas) -sealife animated objects and sounds (whales, dolphins, biological sounds) -seaweed or schools of fish seen in shallow areas. -channel markers for entering and leaving ports -Simulate Upper and Lower Currents, simulate major current systems found throughout world (gulf stream, etc) and affect the way you travel (fuel consumption, etc) -fog horns in harbors during poor visability -underwater terrain (trenches, mountains, etc) -moon illusion-large moon near horizon and smaller the higher it is in sky Ship Behavior General -functioning ship sirens and emergency flares fired from sinking or burning ships -navigational lights for ships at night -portholes and other night lighting effects -destoryers sometimes will use real hunting techniques- 3 in line abreast formation carpeting floor with depth charges, etc Types of Damage Air Compressor Failure Air Leaks Oil Leaks Fuel Leaks Engine Failure (either port engine, starboard engine, or both) Out of Oil Compartment Fire Jammed diving plane Battery Failure Battery Leaks Gas from Battery Periscope failure Electrical failure (lights) Flooding Leaks (Minor Flooding) as hull integrity decreases leaks increase Radio, Hydrophone, Radar Failure Bilge Pump Failure different locations Contaminated Air (after fire) requires venting or filter scrubbing Air Filtration Failure Influences/Behaviors/Relationships As CO2 Rises and O2 Decreases --> Crew Efficiency Decreases, Stamina Decreases As Ship Damage Increases-Fear Increases, Morale Decreases Depth Increases- Fear Increases Attacks Increase- Fear Increases Fear Increases- Efficiency Decreases (more mistakes and loss of focus) Morale Decrease-Efficiency Decreases Moral Depleats-chance of crew refusing orders or jumping overboard (suicide) increases Lower the Food Quantity Given at meals- Moral Decreases, Efficiency Decreases, Chance of Illness Increases, Strength Decreases, Stamina Decreases Time at Station Increases-Focus Decreases, Strentgh Decreases Time at sea Increases-Moral Decreases, Stamina Decreases, Chance of Illness Increases Morale Decreases and Fear Increases chances of Suicide Increase Expandability Open ended for modding-less restrictions Community can edit scenery for world (make customizable ports, rivers, and environments just like flight sim community) Compartment editing Ship Editing Uboat Editing Underwater Terrain Editing ability to import realworld seafloor data like fsgenesis or fsglobal does for flight simulator |
sounds perfect. Manual Navigation is my biggest new concern. FOr hardcore gamers and noob gamers, it should be optional.
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That's an excellent list. :up:
Just glad I'm not the one who has to write all the code for that. :ping: |
Re: My List of SH4 Demands
Demands, eh? That'll get you far ;) I'll bet you want all this next month too?
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I have no argument with most of the "demands" that I didn't quote. A very comprehensive list. However, methinks that this list simply does not take into account the nature of our chosen genre... such a sim would take longer than necessary to produce a good tactical sim. Additionally, the resources necessary to create such a grandiose project would probably be more than most companies would be willing to throw at a project that would return so little on their investment of time, resources, and manpower. Keep dreamin' though... it's how good ideas are born. TG |
Re: My List of SH4 Demands
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Examples: Crew Management: B-17 Flying Fortress by Microprose (you get both a flight sim and a role play crew management sim as well as damage control/engineering...as you put our fires, unjam guns, and heal crew members in flight) Diminishing food stores as you travel: Freelancer by Microsoft (you get both a space sim and inventory management with perishables that deplete the longer you are in route to your destination) Supplies/Cargo Transport: Pirates of Caribbean, sid mier's pirates, eve online (all ship sims with tactical and role playing aspects yes, you get both) Engineering:Heroes of WW2 by Codemasters damage control(nothing compilcated) you had to salvage resources, ammo etc, and use repair kits with soldiers to fix individual parts on vehicles and equipment to repair them...turrets would get damaged, tracks would be thrown out on tanks, you would see an animation after you dragged a kit over the object of the guy working on it. You could also siphon gas using containers and use it to fill up other vehicles. This by the way was tactical as well as micromanagement or engineering sim so you get both...it also had role playing aspect as well because each character had different traits....so anything is possible if you aren't so narrow minded. and if little return is the problem I think they should raise the price. most people play games beyond their life cycle: operation flashpoint which still won't die to this day...flight simulator series (which allows others to freely sell modifications and develop professional quality addons beyond what developers had made), and falcon 4.0 and its mods which is over 10 years old and still is beign played....I'm sure many serious simmers would pay up to $200 or more if it was beyond the typical expectations of a $50 game...I read forums where people by whole new systems just so they can buy a game....if they are willing to do that...what makes you think they won't pay more than $50. So if there is a shortage on income that is their fault for their pricing strategy... PTO I could care less about I think if you want a certain campaign or theatre it should be optional....hence the part above where I say you can change your campaign.... and no I don't want this next month...I'm not sure where you are going with that comment. but, thanks for the post. |
Re: My List of SH4 Demands
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Your best hope is that they leave the code wide open so ppl can mess about mod it so. There will never be a commercial sim like that. |
Nice wish list perhaps you might share you wishes with IUF developers who are making a real uboat simulator and not a game like is sh3 and sh4.
http://www.subsim.com/phpBB/viewtopic.php?t=40964 Quote:
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Re: My List of SH4 Demands
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The developers for OFP are even using same engine for armed assault that will be released this year as well as parts of it that will be going into the next upcoming engine for operation flashpoint 2 where it will have fully destructible environments as well as a role playing aspect with characters and a.i. (this game by the way is a first person tactical game and it will be introducing role playing on top of the complexities of everything else....it is setting yet another standard) Other features that are already in this game include: -huge maps where whatever you see in distance can you can go to it (its not some backdrop or dedicated path you have to go by) -multiple vehicles, weapons, and equipment that keep being added -laser designated targeting for air support where you can fly and drop bombs on the lasers path or be the person holding the laser ont he target - functioning artillery support where you can be the FOB or the artillery itself -you can parachute out of a plane enter a vehicle or run around as infantry at anytime with out loading back in... you aren't stuck tor limited to being one type of unit -you can be a part of a mortar team. -there is simplistic radar functionality this can be designed to be knocked out if attacked. -functioning lights in cities that can be turned on and off or knocked out with explosives. -illumination flares, smoke, and other unique items can be used. -boxes ammo caches and other supply areas -expendible fuel that is used over time as you travel that you can recover at a fuel station or depot - repairs that can be done on turrets tracks and other parts of vehicle -a huge battlefield environment -multiplayer it has a ton of code all in one package that is complex as anything yet it was implemented...and a ton of people bought it and are still buying it... I would agree with your statement if you said it was because of the way ubisoft or ea games handles development because that is there style of development they hire on a per project basis...so the focus never continues like you see with IL2 series with maddox, or falcon 4.0, or operation flashpoint....or any of these other games that people continue to play because of the quality. As far as being out of touch with todays games I suggest you try more of the games I listed above to see what's out there. Quote:
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My comment with regard to your list of "demands" and timetable for their
implementation was intended in good fun, but also to point out the folly of presenting "demands". Perhaps you meant to say something besides "demands", or perhaps you meant to use the word "demands" in jest. I'm not familiar with any of the games you mentioned. In fact, I'm not much of a gamer at all; I only play naval sims. I have far too much of a real life for much else. However, one thing I do know something about is the naval sim genre. Among the realities of our genre: - I would be willing to bet that over half of the players of naval sims, i.e. the people who visit the Subsim forums, are most interested in simulating tactics, not babysitting the crew. Sure, I see a few posts here and there from people who want to have detailed crew interaction and management... they strike me as people whose primary gameplay desire is roleplay and/or reproducing the "atmosphere" of a bygone era... which is fine. We are a community of diverse interests, but I think the majority care most about hard simulation, rather than role-playing. - The features in your list are probably in the developer's list of "nice-to-have" features as well, but I'll wager that they could not include them with the fidelity you desire due to the time constraints of creating a product and then realizing a timely return on their investment... raising the price of the package may not make up for the company running out of resources in the middle of an unnecessarily long development cycle, or the aficionados of the genre running out of patience and turning to another source for their "jones". Role-playing and crew management are wayyyy at the bottom of the list of my priorities, and I dare say, at the bottom of the list of most real sim players. When I am in the thick of battle, I have no desire to be forced to worry about injured personnel or crew morale except on a very general level. Save that level of interpersonal detail for The Sims.... I am the CO of my ship, and don't want to play an XO sim ;) If those features could be included in the sim without compromising the tactical and physical realism aspects of submarine warfare, then I'm all for it... but I want to be able to turn it OFF. You wanna roll 3 against your gunner's eyesight to determine whether or not he hits a target with his deck gun... fine, just don't force me to play that way :P With regard to Freelancer: I don't know how anybody can justify calling that game a simulation, since it's not simulating real-world objects or phenomena. It looks more like a sci-fi/fantasy game. And Pirate games? Come on... seriously... those are sims?? I'm sure they're enjoyable games, and while I admit that I know very little about them, I'm not inclined to classify any pirate game as a sim. And as far as being open-minded... I'm fine with new features and new ideas, but I am a realist above all else. If such a naval sim as the one you've requested ever comes out, I'll buy you a beer (root beer if you're under 21 ;) ) TG |
Well people trying to buy a naval sim are trying to experience the WHOLE atmosphere of commanding a uboat-destroyer-pt boat-etc... Ill feel shorthanded if all the devs tried to focus on was just the simulation aspect :roll: thats lame. Tikigod has some good points, the damage models, more realistic missions, food supply, these are all experiences that uboat commanders had to endure. Go play an arcade game if u dont want those simulated aspects. I would JUST LOVE to have a simluated navigation tool, where i must calculate my own position, oh man that would be GREAT!!! Breakdowns were common, id like to see that too, SH2 did it. Of course not all tikigods suggestions will be answered, but a good naval sim would have over half of his prayers answered. I mean SH3 doesnt have a good damage model AT ALL, and only a couple things break down even when SEVERLY damaged, takes away from the experience. I do hope that the devs answer our prayers in making a immersive, fun, realistic pacific war submarine simulation. If u dont like it, then turn off all those realism settings, thats how the devs can appeal to gamers like you as well, toning down the realism and just blowing the S#!! out of stuff
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When SHIII was still in the works I voiced a comment that I would be happy with an 'Aces Of The Deep II', a good sub sim with up-to-date graphics and sounds and great game play. While I didn't need the crew standing around me I understood those who wanted such a feature, and I have to admit that I've become so used to them that wish there were more-where is the helmsman seated behind the chief, for instance. I really like having the crew list-knowing my men by name, but I also don't need to manually adjust the planes or man the pumps; what captain does that?
I would love to see improvements in several areas, but what I will be happy to see SHIII recreated in the Pacific. A few details would be nice, such as SHI's photo and lifeguard missions, and breakdowns are something I consider essential, but boarding? Well, maybe for Germans in 1939, but outside of that it just didn't happen much. I agree with the death variations and seeing the periscope move (I also miss hearing the periscope when in the control room), but extra crew animations (repair parties) I think would be a waste of resources. An editable logbook would be nice. Self navigation has been discussed before. An intermediate option would be nice: rely on your navigator, but in adverse weather your assumed position would be wrong, by an amount dependent on the last good sightings. Engines leaking, animated engines? A waste of time, in my opinion. You will then need animated crew running around checking and fixing things. I think food usage is important, but not to the point of inventories. A report from the chief, the ability to ration, morale deterioration; all would be nice. But essential? I agree that having some crew members be more effecient than others would be a simple immersion boost, but I also agree with Timmyg00 that your qualifications and traits list is getting way too far into the role-playing element. Likewise the guests thing. Stuck in the mud? Aces had that, shouldn't be hard to do. Then again, how often did it really happen? More and more animated objects means more and more rescource usage-for things that you couldn't see in real life. Channel markers? SHI had bouys, and again should be easy to do. Fog horns and the moon changing size? Sounds good to me. Underwater terrain? People already complain about mods adding minefields. Do you really want to die running into a not-quite-island you can't see anyway? Some of your ideas are good ones, but I think the big problem was with the word "Demands". |
Repair Teams in 3-d compartment could be just one dude working on the same broken part for each compartment you move him to....it doesn't have to be a ton of guys just one...to represent he is there......they even have the dude that could work in the game already....just use this guy at the shipyards...
http://i4.photobucket.com/albums/y14...8-14-50-04.jpg http://i4.photobucket.com/albums/y14...8-12-24-31.jpg http://i4.photobucket.com/albums/y14...8-12-03-33.jpg http://i4.photobucket.com/albums/y14...8-12-11-77.jpg adding one guy that would move around just like the others in different stations would not take a ton of resources.... you are right about "demands" I shouldn't have put that as title... |
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If you did know me (which you probably don't, because i don't hang out in the WWII sim forums much, until now), you'd know that I am an ardent advocate of tactical and physical realism, not only in a sim's development, but also during single player/multiplayer gameplay. I prefer to play at the highest tactical realism that is practical for the tactical situation, which for me is often 100%. In the case of modern-era sims, that means manual sensors, manual TMA, manual weapons settings, no "god's-eye view", and realistic mission planning and tactics. For WWII sims, manual TDC (which I am not very good at, but I do try), manual weapons settings, visual ID of targets, etc. I am by no means an arcade-style player!! However, crew management and role-playing do not suit my taste. Realistic operations and tactics - yes; micromanagement of crew functions - no. Now you know the truth. @Tikigod... I do like most of your list, regardless of how I feel about the other stuff. If there was a naval sim with lot of heavy crew stuff, but kept the tactical realism high, I'd be OK with that... but I'd probably turn the crew stuff off :P TG |
Tikigod, why don't you start developing your own uboat sim game?
that way you'll be sure that everything you like will be implemented. |
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