08-30-09, 04:51 AM
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#87
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Silent Hunter 
Join Date: Jan 2006
Location: UK
Posts: 3,815
Downloads: 11
Uploads: 0
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In Orange....

Quote:
Originally Posted by tomoose
Actually I think that helps prove my point. Adding "physical" AI subs would definitely be a recipe for more bugs and performance hits as opposed to "virtual" AI subs contrary to what is stated in the link. Perhaps the devs could make that an option to switch on or off depending on your system (now that would be nice to have!!!)
1) Acheive the same Wolfpack effect for virtually the same amount of work. (Your proposal is not all far off from being an AI sub with no 3d model attached.) I highly doubt the same amount of work. If you're adding 'physical' objects then you're program/system takes a hit.
So you program a random Trigger to myseriouly blow up ships? then fool the AI Escorts to go and depth charging them, then some how the Ai need to know when to stop Depthchageing nothing?
Its going look very silly if it happens 2- 3000 meters away, when you have external cam enabled (maybe you dont). The whole thing will look very strange - like a huge bug in itself to most players.
to the second point -Rubbish! -an extra one or two Uboat models on the scene would make NO noticable hit to 3d performance whatsoever.
Have you seen this happen in SH3 or 4? with an extra two ships or and extra two docked subs in a port? I urge you to run a Fraps test as proof of this.
Or are you saying the addional AI scripts will somehow slow the game down? That would be a first in video games......
2) Adds the realsim of the Subs physicial existance - rather than being virtual. Who cares? Realistically you'd almost never see your Wolfpack colleagues.
Some truth in that,yes but dont forget about the external camera which MOST people use.
3) Allow for encounters, interception & engament with Enermy subs, even if the devs dont include any models for Non-German sub types - we can!
HMS Ventura notwithstanding that was a very rare occurrence in the war and IMHO not worth considering for SH5.NOt that rare - Allied submarines sunk
Granted that was the only recorded submerged battle, but encounters were not that rare, Especially in the Mediterenian which was heavily patrolled by subs of both sides.
19 Uboats were destroyed by Allied Submarines.
http://uboat.net/fates/sub-sunk.htm
Only 4 'British subs' were destroyed by U-Boats, (not including other nations)
But consider how many more encounters and unsuccessfull attacks there were between subs on top of this.
It would 'on occacsion' present a more interesting tatical situation- than the usual merchant/escort scenario.
4) it would help pave the way for a Destoyer command addon or mod. This I would agree with wholeheartedly.
No argument
5) Allow the player to see friendly subs traveling to and from port This was achieved in SH3 already and IMHO is still only eye candy
Achieved by 'Modders' yes,
6) Allow for properly behaved Milchows (resupply Uboats) This makes sense and is an easy fix as it was simulated in SH3
Again, more modding work and it was far from perfect.
7) Allows the player to embark on side missions where they could Aid another U-boat in distress. OK, but seriously, not a huge part of the overall game.
No it is not - agreed, but again as with point 3), dont you want some rare some occorances on patrol to make things less samey?
8) Allow for the construction of an Ai topedo controller that can also be attached to surface vessles like the 'impotent' PT boat. This is a seperate issue altogether and I don't see it being linke to the virtual wolfpack issue at all. Completely different programming aspect of the game.
Yes it separate, but without AI submarines In SH3 & 4 the Devs had no incentive to make one - so the two are 'entwined'. however I am fairly confident they will have made one for this version. (touch wood)
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Last edited by JU_88; 08-30-09 at 05:31 AM.
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