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SHIII had ...... SHIV will have ......
Ok, SHIII had several unique and ground braking things that no popular subsim had before:
Any suggestions ? What ground braking and relatively easy to code thing could the team add to SHIV |
Hi, Drebbel, could you be more specific about what would deserve to be considered "groundbreaking?" I can think of several things that have already been mentioned either in the "wish list" or the "suggestions" threads.
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This is not intended to be a whish list at all. But I have not read any ground braking (and do-able) things in the other wish list. But I must admit, I do not check them every day.
Ever since the first subsim all subsims where more of the same. Untill multi play was introduced, then a long silence till online surface vs subs play, then a silence till 3d sim and crew management. These where ground braking things imho, never done before. So will the dev-team have the opportunity to use the SHIII engine and do some ground braking things for SHIV with it. Or does the engine just allow us to get more of the same, but this time in the pacific instead of the Atlantic ? |
A convoy system with correct evasion and escort tactics, combined with correct physics (acceleration, deacceleration and turn rate) of ships plus a LOS/LOF check before they try to fire at you (no more friendly-fire at other convoy vessels).
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Although it has been mentioned elsewhere, I think a real weather model with dynamic and accurate weather systems (as opposed to just "calm" vs. "rough") would be a groundbreaking achievement. Other people have suggested celestial navigation as the basis for laying and keeping course. Gizzmoe's suggestion is excellent and do-able. Along that same line I mentioned constant active pinging by enemy escorts and constant helming. Yet another good suggestion that has been mentioned is to have "strategic" AI - not just isolated ASW attacks, but ASW encounters that the AI remembers and factors in to its next moves. For example, a patrol plane spots you and reports your position to nearby destroyers, working in concert rather than each making separate attacks. I'm not trying to turn this into another general suggestions thread; these are just some of the things that have been mentioned already, any of which I would consider to be groundbreaking to varying degrees and not just mere improvements. None has been done before, any would be a selling point, and my guess is that all are probably do-able as far as programming goes. Sorry, I'm not trying to kill or hijack your thread, but I do think there are good suggestions in the others that deserve close study as potentially groundbreaking inclusions. |
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- An expanded 3d environment, the entire boat (and crew) in 3d - Ports that are even more real, like in some of the excellent mods - Better crew management |
Crew management needs to be an option if it's included in SHIV. I find it completely tedious, and I want to be able to turn it off when I play.
TG |
You can turn it off in SHIII. Use SHIII Commander and turn fatigue off altogether. Or, if no Commander, use the 'No Fatigue' Mod.
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I think a new "groundbreaking idea" could be attitude "no groundbreakers this time". I think in SHIII Ubi allready came with these "groundbreakers" and most urgent need there is "tuning". Everyone of us real enthusiasts could mention a list of things which have been "allmost" done since AOD and original SH, and SHIII came with facinating new features like crew and crew managament. This time I would like to see Devs going for little but important details. What I mean talking about "allmost done" things:
Gizzmoe and Deepsix gave some good hints. I would like to add only the convoys using proper zig system. Convoys using zigs is so essential part of naval war that it's amazing this was left out from SHIII. Even the original SH gave a try for the zigs, even it was just a "rough" model. SHIII with it's crew fatique feature can be another example: We all know how gamey the "stock fatique" is. That was easy to repair but you can just ask, why Devs were unable to build it up to work properly? That's what I mean about tuning. AI, player sub behavior and the crew makes the holy triangle when talking about the game experience, I think. Sry the long post and my bad english. Greetings, -RC- |
Deepsix put his finger on it: weather.
Environmental rendering in world war 2 subsim have always been a bit rubbish, even in SH3. A new weather engine is a must, especially for a simulation that will be set in the pacific where, I imagine, they get some king-hell storms. My 'groundbreaking' feature has already been done in FS9. Allow us to connect to a weather service online and download realworld weather which will change in realtime within the game. If FS9 can do it there is no reason why a WW2 subsim cannot. I'm sure weather patterns have not changed THAT substantially in 60 years that the experience would be invalid. Also, more weather types are an absolute must. The shear variety of conditions would add a challenging element to the game. We need fog banks, at the very least, squalls, and HUGE seas that give us no other realistic option but to dive for some peace and quiet. Another point from Deepsix is navigation (I know man, I'm just stealing your ideas here..:p ): Why can't we do something as simple as have our navigator go up to the deck and take a reading from the sun or the stars every few hours and mark our position on the map accordingly. Obviously, those days where weather is too bad for observations would have us moving of course....but yet again the environmental conditions are affecting us. |
100% modability with around 1000 options should do the trick !!
JIM |
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Incidentally, I think the idea of downloading weather patterns (didn't know that was even possible) has real potential; it would be mod-like and help get away from the "sameness" of the current weather.:up: |
RADIO MSG RECEIVED
During the war the Navy sent the Subs, "FOX Broadcasts" in burst. i.e., they recorded 18wpm morse code msgs at 300wpm, then broadcast the high-speed (for the times) msgs to the fleet. The RM's aboard the subs had recording equipment on board that could copy the burst then play it back at slower receivable speeds. The 300wpm morse code sounds like a "buzz" and only takes seconds to deliver. Radio Frequency propagation depended on a lot of variables(still does), and IIRC, an 11 year sun-spot cycle was heading for it's maximum during the war years, peaking around '47; but, provided frustrating occurrances of garbled text...for real. This resulted in the RM's attempting to get "fills" of the missing msgs on subsequent transmission skeds. Those of you who've had military radio experience know what I'm talking about. Even today's Satcom mode(s) can be frustrating as well..."Can you hear me Now?" Radio msgs in subsims are all, too easy to understand and convenient. What if you received a msg to rendezvous with a downed pilot at, say... 30-14N, 156-1_E oops, looks like the last number in the longitude was garbled. Think you can make station and find the pilot? Think it could be a matter of life or death? Ya think we need to get a fill on the msg? EDIT: I know, that example was too easy...how about this, 30-14N, 156-_9E...there, that'll give you 60nm to play in. :) ...I donno, to me this scenario is far more important than baby-sitting a watch bill. Who in the Navy ever sweats the "small stuff"? |
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Sorry to go off topic, but I had to respond to that. |
Yeah, Steve, tell 'em:up:
back in those days, CW nets, 60wpm tty and facimile was received on a rotating drum loaded with heat sensitive paper and a hot stylus that worked (heated up) off the rf input to draw a picture...yeehaaa ...point I was trying to make... I would much rather see more effort put into "mission essential" items than micro-managing the crew and their tours of daily duty...which was/ and is deligated to lower ranks...then again, some folks thrive on nit-noy. I've yet to read a Boat's War Log where the Captain spoke of rotating the shifts. |
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