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Originally Posted by Sailor Steve
1) Hard ('Realsitic'): Full navigation requiring sextant and compass, just as in real life.
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Realistic navigation doesn't imply just a sextant and the crew keeping a fixed course. To go from one point on the globe (A Latitude and B Longitude) to another (C Longitude and D Longitude) requires spherical trigonometry, not only to find the course you need to take (and update) but also the length of the trip. While this can be a LOT of fun in a game, it does require 2 things:
1. Spherical World with real regional maps and perfect ground mesh
2. Tools and order system for the crew.
Unfortunately Ubisoft has already stated that:
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We investigated other projections as well, using a globe or specific maps of several locations (like they did in reality) but the drawbacks in terms of usability, freedom and understanding were too big to consider them further. Also, there is a number of technical problems associated to other geographical projections, which we chose not to tackle for now.
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This was a huge mistake, because SH5 would've been the first naval game to allow real navigation which, combined with currents and tides would've been in itself is more challenging and rewarding than simply sinking ships. Plus it would've given the attack map a reason to exist, because of it's simplicity due to the small distances traveled during an attack.
The number 2 option is the best we can hope for, but just in case they give us a sextant and allow us to play with it, I want to point that just a minor change needs to be made to the map for it to work and turn number 2 into a pseudo number 1. There should be 3 types of sub markers that you (or the navigator) should place on the map:
1. Current "accurate" position of the sub. Available when you use the sextant or when the navigator can use it. If you ask him to place it on the map it should take a few minutes for him to do it. If you ask for a course change, the course should start from this position.
2. As the sub moves along the course, a dead reckoning estimated sub marker that updates along the course every 10 minutes or when you ask the navigator (should only take around 30 seconds for him to place it). Every time he takes another accurate position reading, he would automatically place icon the map and update the course to correct any errors.
3. A layer of the old "accurate" markers with a connecting line between them or "bread crumbs" as some call them.
Apart from that, the only difference between nr.2 and this pseudo nr.1 would be that you could tell the the navigator to rest and only allow you to take the precise markings (the estimated ones should still be up to him to allow the sub to change course at waypoints automatically), so it could be switched in-game without any loss of difficulty percentage.
The skill of the navigator is not nearly that important. Sextant readings are very well documented and it's hard to mess them up. But his skill would be incredibly important when the sub makes small maneuvers during attacks. On long trips, the helmsman's skill would be adamant to keeping a course (altough without wind factor and currents I guess his errors need to be "forced").