Thread: A few new ideas
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Old 05-08-23, 01:52 PM   #1
Fidd
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Join Date: Apr 2005
Location: Blighty!
Posts: 494
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Default A few new ideas

Index of ideas by theme. (Number of stars denotes imho better/more pressing ideas for implementation)

Page 1:
1. Non-functional crew around boat.
2. Mouse cursors. IMPLEMENTED
3. Animated underfloor retrieval of reloads. *
4. Access to battery compartments.
5. Ability to kneel.
6. Greater trim changes with firing of torpedoes.
7. Playable escorts. *****
8. Longitudinal trim balance tanks. **
9. Wrist-watch view.
10. Convoy stragglers.
11. Selectable German or English dials/labels/signage
12. Interval between successive ASDIC acquisitions if DC's are dropped.
13. Salinity
14. Thermal layers
15. "Soaping" depth charges. (for greater depth before detonation)
16. Squeaking valves.
17. Using lavatories to go "AFK". (see also #33.) **
18. Captains microphones IMPLEMENTED via other means.

Page 2:
19.
20. Reworking of attenuation.
21. Huff-Duff (High Frequency DF).
22. Crouching/kneeling/Sitting position for avatars.
23. Rework of crush-depth, incremental damage/flooding from deep operation and session randomisation. *****

Page 3:
24. Packet-loss indicator for first 10 minutes of a game.
25. Ability to toggle in-game voice mic and in game voice sound off and on IMPLEMENTED
26. Better star-shells.
27. Radio - medium complexity.
28. Per boat radio complexity, to allow real-morse and simple radio in same game. (See also #49) *
29. Post game replay of specific events from exterior view.
30. Observer position (aka compressor chap) IMPLEMENTED
31. Improved stop-watches.
32. Expandable menu for audio option sound effects & main sound menus. *****
33. afk mechanism using lavatories. ***

Page 4:
34. Damageable internal equipment/effects from DC attacks. *****
35. Camera shake during depth charging. *****
36. Variable individual items of uniform.
37. The need to reform the Radio compartment.
38. Ships slowed by damage. *
39. 3rd party "water-spouts from DC attacks". ***
40. Concealable lobby-settings. *****
41. Semi-autonomous offline U-boats.
42. Differentiation between boats internally.
43. Minefields
44. "Direction-finding"
45. Leigh-light equipped Wellingtons in the ASV role at night.

Page 5:
46. Variable "known" distances, times and other AI behaviour. *****
47. U-boat development.
48. "Convoy commander" *****
49. Change lobby simple-radio choice to a per-boat choice, not a lobby choice.
50. Variable height and build of crew and officers.
51. "Alarm" bells in every compartment except lavatories. *****
52. Sea-gulls in coastal waters (in daylight) as an aid to detections and determining convoy heading.
53. "Silent running" - Using amplitude of player's voices in in-game comms to
influence whether or not a detection is made via hydrophones. *****
(see also #81)
54. Collapsing bulkheads, boiler explosions (and other sounds) during sinkings.
55. Observer mode on escorts or merchants.
56. Independently settable brightness for outside and at the eye-piece of periscope views, and another for inside. (two sliders)
57. Gain to range placard at hydrophone station.
58. Other sea areas: Gibraltar strait, Atlantic in, and outside of, the "air-gap", the Med', etc
59. Visible avatar breath in cold temperatures.
60. Lip movement when talking.

Page 6:
61. Valve open/closed position earlier in rotation that full movement. ***
62. Moving the forward torpedo to the side.
63. "Part time" roles/tasks
64. Neutral ships in workshop missions.
65. Ability to mark ships as "Do not sink" on the "identified ships" page.
66. "Rauchen verboten" (no smoking) in dull-red on inside walls of bunker.
67. A "spawn unit" addition to the mission editor.
68. Segmented "liftable" centre deck-plates in torpedo rooms.
69. 2nd strike of the C key causes that series of menus to disappear.
70. Other boats hits and sinkings represented on logbook in parentheses. *****
71. Reform of "workshop" tool.
72. Avatar customisation as persistent player appearance.
73. Sea bed composition.
74. Ability to save images of the map, logbook, radio-log and mission-end screen with a single key.

Page 7:
75. Difficulty setting - Escorts. *****
76. "long games".
77. "Technical notes".
78. Sound-effect of morse-key being operated "clack clack....clack"
79. Cargo-specific effects of torpedoes.
80. Using the battery breakers (trips) as a variable for reversible depth-charge damage.
81. In game voice, possible detection of voices via hydrophones
82. Numbers on exterior?
83. Variable hydrophone range. *
84. Morse aid for sending. *
85. Restoration and improvement of radio-log. ***
86. Occasional random escorts joining/departing convoy. **
87. Falling debris - and splashes - after torpedo hit. *

Page 8:
88. Speed of sound propagation in air/water.... ***
89. Listing, broken-keels and by the stem/stern sinkings. ***
90. Merchants pitching, rolling, yawing in heavy seas.
91. No safe depth from ASDIC/Hydrophones/DC's *****
92. Shout accompanying the "Alarm bell".
93. Difficulty level bonuses. *****
94. Merchant search-lights reacting to each other.
95. Analogue detection ranges. **
96. Variable alert behaviour. **
97. Cumulative tonnage and surviving contiguous patrol count black board.
98. Thoughts on classes of damage, possible framework for gameplay. *****
99. Ability to "lock" other boats. **
100. Thoughts on the need for playable escorts. *****
101. Visual distinction between (NPC) bots and live players.
102. Translucent sea "death cam" and "torpedo cam".

Page 9:
103. Hissing noises of compressed air in the control-room.
104. Cupboards and contents - and depth-charges.
105. Hurricane lamps - or similar portable lamps.
106. New players voices - who is whom?
107. Crossing convoys.
108. Pitch roll and yaw.
109. Crowd-sourced "ship skins". **
110. Different AI behaviour for different types of escort. ***
111. Intermittent sonar setting, in addition to always on and always off. *
112. AI gunnery accuracy proportional to illumination. ***
113. Viewable interior of u-boat from outside, without pressure-hull etc.
114. Periodic high amperage draw for cooker/electric torpedo battery heating/u-boat heating.

Page 10:
115. Thoughts on escort radar implementation....... ***
116. Idea for obtaining passwords to locked lobbies. *
117. Changing alert/de-alert behaviour to allow prolonged dc attacks in multi-boat games. *****
118. "Typed" potential crew-list of players in game, but not in lobby.
119. Volumetric clouds and line-squalls.
120. A wish-list of general improvements.
121. Flags for player languages.
122. Yells, bells and smells.
123. "standing orders". *****
124. Two-crew deck-gun? **

Page 11
125. Smoke from diesels varying detection-range. ***
126. Add three-letter group to beginning of typed text, denoting current role.
127. "Whisper text"
128. Thoughts on aircraft.
129. Adjustment to AI gunnery accuracy, and to 3rd party sounds of incoming
shells. - and alarm-bells and abandon-ship/death! ***
130."May I have the password?" / "u-boats fielded" ***
131. "Bolt-on events"
132. Emotes (mappable to any key):
133. Coloured name tags - hours in role?
134. Ability for escorts to "make smoke".
135. Creeping attacks.
136. No roll option - to prevent nausea.

Page 12.
137. Variable inertia (as a lobby setting) - "easy to realistic"
138. Sound improvements *****
139. Two crew deck-guns
140. How to handle human escort players "spotting" u-boats/periscopes?
141. Boat specific and variable presence objects.
142. Battery-heating after full charge?
143. Refuelling the "daily tank".
144. Variable visibility over time
145. Damage to gauges. (further thoughts on #98) ***

Page 13.
146. Loose and suspended objects.
147. Optional faster zig-rate.
148. DF-ing using civilian radio-stations/DFing u-boats
149. Refinement of AI escorts in determining likely position of an attacking u-boat from torpedo wakes.
150. Fixing damage - personal expertise
151. Beards!!! ***
152. "Pencil" or ability to point finger at instruments/controls. ***
153. Adding some realism to the re-charging process, and to replicate, to a point, the actual methods employed
154. Double-ranked escorts.

Page 14.
155. 3 axis movement and wave/swell action.
156. Audible pings not necessarily being detections.
157. Lobby setting whereby sensors/optics/hatches can be rendered inoperable for a period of time, and/or, until certain actions/data entry are performed.
158. UI improvement in "bunker".
159. Manoeuvring through minefields.
160. Thought on manual reloading of torpedoes
161. Use of "spare players" as ballast.
162. Anachronism correction: ("Dymo" placards)
163. Does the Hun play "darts"?
164. Reworking of rudder-authority/engine or e-motor asymmetry?

Page ?
165. Opening/closing submarine nets - entering anchorages.
166. Improvement to later war hedgehog.
167. Post game reveal of each course adopted by convoy, and speed, sequentially, between alerts.
168. Itemised date-sensitive u-boat and escort additions.
169. Changes and additions to log-book entries (see also #70, #77, #85)

Page 15.
170. 2nd headset in hydrophone station.
171. Leaking hatches.
172. Game "remembers and applies previously used filter settings for lobbies"
173. Moon-paths affecting detection ranges.
174. "Better deaths"
175. 12 (internal stowage) +2 torpedoes (external stowage)
176. Inconstant draft as a difficulty setting.
177. Loadout preferences kept game to game (and lobby set-ups generally)
178. Alarm bells audible through speakers in engine room and e-motor room voice tubes?
179. Thoughts on radar.
180. Non-digital detection ranges and alerts
181. Exponential voice attenuation with number of intervening closed hatches/doors to sound source, and ability to turn off the hydrophone operators voice tube (receive).

Page 16
182. Additional atmospheric sounds that convey information
183. Survivors - victory conditions?
184. Conditional instability in depth-keeping.
185. "Intermediate" leak rates.
186. Attack of the Kraken!

Last edited by Fidd; 10-13-24 at 07:43 AM.
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