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Old 04-25-10, 03:28 AM   #2
Hook
Bosun
 
Join Date: Apr 2002
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Quote:
Originally Posted by KL-alfman View Post
- patrols end after achieving the mission-target, even if you are amidst an attack (you will be teleported out of the game)
Well, that's one way to eliminate all those "boring" depth charge attacks. No wonder there's no Depth Under Keel, you'll never need it.

I gotta say I like the idea of the RPG elements, although I'll bet it's pretty annoying after a short time in the stock game. I'm guessing the modders will find a way to make it better.

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I was never interested in submarine simulations until someone showed me the original Silent Hunter and explained how everything worked: how to track an target, set up an intercept, do a torpedo run, and I was hooked. Silent Hunter 2 (and Destroyer Command) was a considerable improvement in graphics (the original SH was sprites, for gosh sake!), and SH3 even better. The eye candy improved, but the mind candy was always there from the beginning. The mind candy is what makes SH3 and the earlier versions great, and it sounds like a lot of the mind candy is missing from SH5.

I was using a slide rule as early as SH2 to figure torpedo solutions, find target ranges, do time/distance calculations, plot intercepts and the like. I've been using the Flash version of the Wiz Wheel lately, which is much better (it came out since the last time I played SH3). I even assembled my own paper version tonight, feeling like a Jedi building his own light saber. Would I even have a use for it in SH5?

It's not even the mods that make SH3 great. The game was great before we had them, but they made a good game even better.

Perhaps one day SH5 will be better than SH3. I'll find out in a few years after the modders have had a chance to work their magic and the DRM is removed. I bought SH3 (with StarForce) when I got a new computer and I've never quite forgiven Ubi for making XP crash more than ME ever did, not to mention ending up with a dead DVD drive.

Hook
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