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(in fact I sorely miss a lot of sounds in SHIII that were even MADE by the devs, but weren't written into the code and are thus just left in the sound folder - e.g. coughing, "we're all gonna die", etc.)
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Sounds do a huge deal for immersion. Just watch that panic scene in Das Boot (as if there's anyone here who hasn't:p) after the boat is hit by an airplane in the Strait of Gibraltar. Imagine that scene without the screaming of the wounded officer, the order to prepare to abandon ship, the cries for a medic, the instructions of the medic to his "assistant", the orders to dive (and then not to dive), and so on. Those two minutes were easily the best of the entire movie.
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This may not exactly be interface, but I want my XO to audibly call out "Captain to the control room" whenever anything drops the game out of time compression. I like to read while I play, when the sub is crusing at 256x...
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Actually a very good idea.
Thre more things:
A. If Silent Hunter IV could be as nice as allowing me to run at 1024+ time compression in 3D views the way certain mods do, it'd be nice if I had the option to see a transparent map as an overlay, just to be able to see where I was without having to hit F5.
B. All shells, torpedoes, rockets, and bombs shown on the map, or at least on the attack map, on lower difficulty levels. If you've played Ground Control, you know how awesome it looks to have a big firefight and all these little dots flying around on the map (yes, I know it sounds weird, but it's incredible, trust you me). The same with impacts, detonations, etc.
C. If you could click on wreck icons to get information on them (ship type, time and date sunk, and so on) the way you can click on regular ships, that'd be awesome.
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There is one thing that the interface needs most, and one that I hope it's getting along with new crew management - so-called macros.
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Oh yes. In games with them, I don't know what I'd do without them. They're downright incredible. That, and the ability to "program" buttons and put them in your interface.
That, and the ability to click-and-drag your interface items to where you want them (a bit akin to how you can click-and-drag things like the stop-watch in
Grey Wolves).