Everyone, I don't know how you react to a humble "n00b" with 5 posts telling you what to do :P , but please
stop posting things like "dynamic campaign", "milk cows", "AI submarines", "historical events", etc. Those are, as was mentioned,
given: The developers
know they're good features. They
know you want them. Let's not make this thread (which
is going to turn into a 1000+ post monster) any longer than it needs to be, hm? Thanks in advance on behalf of whatever poor sod comes in here in a year and needs to Search 600 posts before he can add his idea

.
(If the moderator(s) can be bothered to delete the posts of the ego-centric
idiots who post already-proposed ideas without searching this thread, that'd be nice as well).
- - - - - -
OK, did a search for "fire" on each page, but the idea didn't come up. So:
- More on-board "catastrophes" in addition to flooding. Examples include fires (create smoke, cause damage to equipment and/or crewmen, and can spread), gas leaks (reduce available oxygen and eventually hurts the crewmen, especially if fans are damaged), smoke (reduce O2), bulbs that go out and need replacing (the darkness making the crew of the compartment less efficient), and other things. Have 3D models change accordingly (give them gas masks, flash-lights, etc.)
- Spare parts: Your crew can repair things that aren't completely wrecked, in the manner of Silent Hunter III, but every minute you begin of repairs uses up one Spare Part Unit (SPU), and when you're out of SPU, you can't carry out more repairs until you dock with a milk cow or other form of supply vessel for more SPU's, or return to a friendly port. Of course "Unlimited Spare Parts" should either be a separate option, or a part of the "Realistic Damage/Repair time" realism option(s).
- Submarines in World War II did not come with GPS systems. Have your crewmen handle positioning of the sub on the map in a realistic way, giving an error rate to the map if you've been submerged or under cloud cover for prolonged periods of time. When the sun/stars become visible again, your crewmen can use their tools to localize just about exactly where you are. Need I say that if this is to be included, it'll have to be a realism option
?
- Instrumentation that's damaged or destroyed. Anyone who's played the X-Wing series knows how much challenge and depth it adds to the game to suddenly be without scanners or other equipment. Imagine diving without a working depth gauge, trying to estimate how far you can get with a fuel metre that's stuck at 74%, and so on.
- To expand on communication: I'd like dynamic, direct communication with AI ships, akin to how you command your wingmen in flight simulator games.
Example 1: Let's say you're on the surface with another submarine. You receive a radio report on a convoy a few miles away, so you lock onto the submarine next to you, access your watch officer menu, and choose "communication", then "follow this boat". The officer acknowledges and gets out a morse light, signalling the other boat to follow. The other boat acknowledges, and you go hunt Japanese merchants.
Example 2: You receive a radio message from a friendly submarine that's spotted a Japanese task force. You bring up the list of available replies and choose "hold off your attack until we arrive". Your radioman acknowledges and tells the other boat to wait.
Example 3: You're low on supplies and request a supply ship. Just then a Japanese destroyer tears out of the fog and starts shooting at you. Before dying, you barely have time to send a message telling the poor merchant to abort his rendezvous with you as you've come under attack.
Quote:
A sleep function, as well as time compression. I.e. set watch schedules, plot course, do tasks, but send captain to cabin to sleep. Set wake time, unless watch officer wakes captain for problem or sighting.
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I liked much better how you "just were there",
ad hoc, not really needing rest, healing etc. And anyways, you can sleep when time compression is at max