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Old 02-06-25, 06:10 PM   #2
Fidd
Captain
 
Join Date: Apr 2005
Location: Blighty!
Posts: 542
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As I see it, the devs took a deliberate decision to simplify the job both in terms of the number of operable MBT, Trim and negative tank, to make them more easily operable by a single player, whereas on the real boat there were at least 3 individuals operating the controls. I suspect this was also done to make programming the bots "easier".

Before we make diving more complex, I think we should discuss "voluntary extra complexity". This is pretty much what it says on the tin. Every player, where this could be applied, would be able to choose whether to play with extra complexity - or not for a given role, with the default being "OFF". As you play, the captain slowly accumulates points, perhaps multiplied by tonnage at end of game/survival etc. The points could be spent on exotic torpedoes, better batteries etc.

All this would prevent the need for exotic coding to get the bots working with extra complexity, would give a longer learning curve, and more scope to become a "really good" (role), and keeping the game more interesting, which helps with player retention. Because there's no great penalty to taking on a new (player role) playing in "easier mode", it wouldn't harm bringing new players on.

I completely agree that the physics model could be better, and that maintaining PD should be more work up to a point. I would like to see more changes in trim when torpedoes are fire, or crew move, and longitudinal trim added as two voluntary extra complexities for the dive officer. Personally, and I fully appreciate this would not be uniformly popular, I'd like to see periscope use in full night, much harder, with the "lock" removed, and available contrast being reduced, to encourage UZO use, and make ranging more of a prolonged period of calculation/observation.
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