01-17-09, 12:10 AM
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#2
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Ocean Warrior 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Mod idea and proposal
-This mod raised from an old wish to have a more challenge and variable campaign for SH3...like the game must be since the release. As the normal Campaign game don't allow anything more than "patrol grid for 24hrs", without any other major interaction, the unique possible solution to try to increase the game interaction is using SingleMissions . Normally the stock SM are also very bored because they start near a convoy/objective where you just must fire some torpedos and it's done. It's also true that the Mission Editor have not so much to play with, in truth it's very limited when compared to ME from others games.
Anyway a well made SM can drible some of these limitations and present us to a really interesting, interactive and challenge situations.
-The mod will be composed by a bunch of Single Missions wich will cover all WWII war, with 2 or 3 missions per year, covering the majority of uboat types and flotillas. These missions will be interconnected when possible, sometimes in an immediate sequence. It will be very appropriate when you revisit SH3 after some time - you will have the chance to see all SH3 glorious world in 10 or 12 missions without need to play all that long and sometimes bored stock campaign again. Itīs, at least, one more choice to play Sh3.
- I always had in mind to not script these missions so much and maintain an opened end, making the objectives not really obligatory (your mission will not suddenly end if you fail...as in real life you will just must explain the fail for BDU later...LOL). So, you can just go ahead and hunt for ships...but the best is to leave this after complete the objectives, just because they are very interesting and different from a regular SH3 campaign game. Well, this is why you will play these missions, no? 
The main features among others are
1. Enigma machine necessary to open all classified messages during the missions,
2. Radio messages that really means something to the mission/context.
3. Dinamic orders that can change during the mission
4. Classified documents that have important info to complete some objectives
5. Missons start and end in base
6. Secret/recon mission allowed
7. Some missions in an immediate sequence, for a more variable really "big"mission
8. All the Sh3 world goodies like icebergs, dolphins, whales, wrecks will be meet during the missions.
9. Open ended missions; after complete the mission you can freely hunt if you wish.The Dinamic Campaign continues on the background.
- A lot of work and tests are necessary to make just one SM like these. So, a formed team could be very good. Three our four ppl that have some ME knowledge and a big amount of criativity and historical flavour will be enough. If this just ends on me, well, perhaps before SH5 we will have a half of the mod ready... 
Limitations &knowing bugs:
- You can save the mission as you do in the normal campaign, but note that all stock save bugs are present here too: the scripted units will lost their waypoints if they are near your uboat when you saved the game. Also multiple save /reload cycles could affect the weather system in SH3.
- The main usefull trigger in the SH3 mission editor is the Reach Zone, the others are too arcadish or are bugged, so they are used just in some few situations. So, these SM uses the Reach Zones trigger a lot. The main problem is that if you run the mission in the wrong (opposite) direction or return using the exactly same route you probably will see the same messages again, etc. Try to follow the directions correctly during the mission and all will go well.
Thatīs it!
Rubini.
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One gamer's must-have mod is another gamer's waste of time.
-Sailor Steve
Last edited by Rubini; 01-17-09 at 11:08 PM.
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