It's kind of hard to add anything to RoaldLarsen's list, but I can certainly echo some of the same ideas
1. Wolfpacks are a must. No game about U-boats in the Atlantic should overlook what the U-boats were known for. The ability to radio in a convoy contact and receive instructions to shadow the convoy and deploy a homing beacon for other u-boats to follow. Instructions to attack. AI sub behavior and torpedoes. Instructions from BdU to form a patrol line. Being routed to convoy contacts that other U-boats have reported. Possibility of having your transmissions intercepted by ULTRA and convoys routed around your patrol line.
2. More control over U-boat systems. Being able to run engines independantly, being able to run electrics on the surface for increased stealthiness. Control over my trim tanks so that I could run decks awashed.
3. Airplanes with better physics. No dives and turns that would rip the wings off of a real life plane.
4. Less predictable escorts. The "30 minutes with no contact and run away" thing takes away from the experience. D/C's that actually blind the ASDIC system.
5. Milk cows. And accurate ones at that. They were used for food and fuel, not torpedo reloads. A Type XIV milk cow carried only 4 torpedoes for resupply. Vulnerability if caught while resupplying by air or surface attack. Increased dive time.
6. U-boat system breakdowns. Have engines wear down if pushed too hard. Have more breakdowns later in the war due to sabotage and/or lack of supplies as the war turns against Germany.
7. Less accurate gunnery on the part of merchants and escorts. An escort ship pushing full speed ahead through 30 foot waves and heavy rain should not be able to accurately put shells into my u-boat at 8000 meters. I should be able to instruct my flak gunner to put suppressing fire onto the guns of merchant ships.
8. External torpedo reloads that model reality. No reloads in hurricane force weather. Not being able to dive if in the midst of an external reload. The possibility of injuring or losing crewment to accident.
9. Model crew transfers. By 1941, BdU's standard procedure was to take 15% of an established crew after two patrols and transfer them to new construction. Model the technical track of crewmen. I should have x number of technikers (torpedomen), x number of mechanikers (enginemen) and x number of funkers (radiomen). No more generic seamen. Go back to the SH3 system of having limits on the number of sailors and petty officers instead of SH4 where I could fill a boat with petty officers. Better implement the morale system. Have extended periods of submergence, depth charge attack, snorkeling or bad weather take a toll on my crew. Model injuries and illness. Model the effects of weather on crew uniforms. Shorts and no shirt in tropical climates, jackets and gloves in colder ones. No more generic blue jumpsuits. Give me sweaters and casual clothes, as was in real life.
10. Varied orders from BdU. Put me on weather station. Put me on minelaying duty. Have them tell me a new grid to go to if my current one is unproductive. Heck, even have them deny my request to change patrol areas and implement consequences for disobeying BdU orders.
11. Scale-ability. Allow the player to turn off certain aspects of realism so that the game can appeal to the casual player. Like say there'd be an option to allow the computer to control trim tanks, turn off crew injuries or fatigue, etc.
12. Mod-ability. The modders have given this game the shelf life that it's had. Make it easy to tweak and add things to the game that may not necessarily fit into the development timeline.
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