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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Jan 2004
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It can be a UBisoft server, or it can be player hosted campaign servers...i dont really care.
The idea is that the server runs 24/7. It creates dynamic convoys and patrols over the course of a campaign(maybe 3 months). Players log in progress through the campaign just like the single player campaign...but not you have the opportunity to run into other players at sea. Wrinkles to iron out: Maintaining flexibility of time so players can use time compression as need. I propose that time be accelerated on a sector by sector basis. That time compression be set to the lowest time multiple of any person within the sector. That convoys, patrols and task forces be stratigically placed/spawned in sectors of ocean in relative close proximity to where players are activly patroling(that doesnt mean you'll have convoys dropped in your lap, you will still need to patrol and cover lots of ocean to find, stumble or be vectored to contacts). All spawned convoys, task forces, patrols will be spawned outside of sensory range of any player in the sector(to prevent "drop-ins" of visible or auditory/sonar or radar contacts out of no where). Time compression will cause some anamolies in day/night cycles and plotting. I suggest that all time be server based and all plottings and time marks be elapsed time...so if you compress time for 18hrs elapsed, but only 3hrs of game time passed, Your clocks will show onlt 3hrs passing, and the day/night cycle will show only 3hrs passing, but your timers will still show the 18hrs passed...mainly for accurate plotting of targets and such. I can also see time compression not being a sector thing, but a sensory range to player thing, where you can time compress all you want, until in sensory range of a player or AI unit that is in sensory range of a player. Once in this range, the fast time compression allowed is the lowest time compression of any player in sensory range of another player, or AI unit within sensory range of another unit. Last edited by nattydread; 08-28-09 at 06:40 PM. |
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#2 |
Captain
![]() Join Date: Jan 2004
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I'd like to see the campaign progress through just like the single player campaign. The equipment made avilable to you is only that equipment available during the period the campaign is currently in.
I'd like to see a running stat page with stats for: * Time in game * Time on patrol * Tonnage * Accuracy * Kill/Death ratios I'd like to see comms modeled...complete with HF/DF penalties as an option. Fully dynamic AI campaign Enigma reports and sub vectoring. The cool thing is that you can be as wolf packages or as lone wolf as you generally want to be...though you likly run into others on occasion. I'd like there to be an observer mode, where you can watch other players at sea from either crew stations or free mode camera controls. Last edited by nattydread; 08-28-09 at 07:34 PM. |
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#3 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
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I plooped your idea into another thread.
Hope to understand on-line player/game interaction, many don't concieve.
http://www.subsim.com/radioroom/showthread.php?t=155526 |
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#4 |
Commander
![]() Join Date: Apr 2005
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I've thought a lot about how to make something like this workable. I think the arena would definitely need to be made with a smaller scale (like 1/4th linear, as in the distance between Newfoundland and England being 1000 km, not 4000). Time compression is very problematic; you instead may need to have a team/crew associated with each boat so that at least one person is logged onto the sub at any one time. At 18 knots (requiring a fuel usage kludge), it would take you about a day real-time to reach the center of the Atlantic, which isn't too bad. Ubi would need the Channel/North Sea to appeal to the "action first" types who can dive right in (pun intended) with Type II's, Schnellboots, various British ships, and yes even aircraft.
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#5 |
Captain
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Im not so sure it has to be scaled down. Time compression allows for significant travel in a short period of time. I dont thin multiplayer as to cater to the "action now" group, because multiplayer would be meant to add a more social/interactive suppott to the single player campaign experience. Meaning, if you dont like single player, you likly wont like multiplayer.
Multiplayer isnt meant to change the feel of the game. Its not meant to provide the typical frag-fest experience, but only offer the ability to truly wolf-pack within the already well established single-player experience. In my vision, the game should generally feel as isolated as it does in single player, until you run into or coordinate group action. Time compression is the key feature that is required to give players the freedom to engage targets in a timely manner. My initial time compression plan was to force on a players within sector, sensory or proximity to only time compress to the lowest setting of any player in the sector, sensor or proximity range. I still think that will work, but I think its acceptable to create a sort of "warp" option, that allows you to travel to a patrol area quickly without fear of being hampered in travel time due to inadvertant run ins with other players. I think one should be able to time compress for long travel distance, but click an option called "reposition" that will ignore units while traveling inbound to the destination waypoint. So I could sort of "warp" there, but not really, at high compression like we canin game now, and then only be hampered by player encounters within the sector, sensor or proximity of the destination waypoint. In addition, while "repositioning", my sub will not transmit sensory return(visual, radar, sonar) to other players for whom Im passing by within sensory range. That way players wont get weird sensory anamolies as other players zip through at "warp" speeds during their "repositioning". Lastly, when th eplayer is outside sensory range of other players, "repositioning" would not ignore contacts like air units or lone warships(hunter killer groups, single DDs) that are not within sensory range of players. Such run ins against ant-sub threats are critical experiences during one's patrol and there shouldnt be a way to exploit the "repositioning" to by-pass these threats while transiting. However, task forces, convoys, lone merchants would remain ignored until arriving within proximity to your destination. Once out of "resposition" mode, everything works like normal. |
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#6 |
Rear Admiral
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I don't have to read the TC article, cuz I've yet to see a game like this that isn't scaled down to real time play.
The other problem with online that would have to be resolved is online cheating. It eventually ruins almost every online game. Better to just host and play with those you know. |
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#7 |
Commander
![]() Join Date: Apr 2005
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All that 'warping' (call it what you like) would be very liable to exploits galore and would raise all sorts of gameplay issues. The Channel, in my envisioning, would be something to get enough "critical mass" (read: more casual players) on the server-otherwise I don't think you'll get enough hardcore subsimmers to make it worth Ubi's (or whoever's) time and investment. Meanwhile us "sub grognards" will be out in the Atlantic doing our thing.
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#8 |
Captain
![]() Join Date: Jan 2004
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I'd be ok with hosting 24/7, persistent campaigns to a small select group, but "battles in a bottle"/skirmishes will get boring quick...there isnt enough variety, too predictable, too staged, too artifical.
TC is viable in this multiplayer experience because of the naturally solitary existance and wide open expanses. Give the concept a try, remembering that is for a very unique type of multiplayer experience...its not intend to mimic the typical multiplayer experience and interactions. what exploits would a well modeled TC option create? We arent concetrated in areas with rapidly changing dynamic situtations. We are single units moving at 1 to 15kts 10s to 100s...even 1000 miles apart. We are generally unseen and unheard...even by our own. Date and time of day will be tied to the server, all plotting and tracking timing would be elapsed time using timers. If Im off the coast of New York...or even outside Mobile, Al, how would you "repositioning" from outside Houston to outside New Orleans, or even into the Carribeans in a few minutes affect the quality and immersion of my experience. As long as you have the fuel to pull it off...power to you, enjoy the game. I dont have a problem as long as I dont see or hear you warping in from San Juan to a shooting position on my targeted convoy just outside of Boston Harbour. Im ok with you "repositioning" to engage my convoy, but being forced into coming out of warp outside sensory range and entering the fight "time synced"(at the lowest level of TC of any player within sensory range) with those players engaged in the vicinity. So you'll be forced to approach from well outside engagement ranges. Cheating may be an issue, but not much if you are hosting to a select group. File scans and mod compatibility is another option. Forced host options/cutomizations are good things too.. |
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#9 |
The Old Man
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Come on face it... it's impossible to implement for many reasons.
How about this... The player, if his internet works, logs on the ubi server when the game starts and his campaign log logs onto the server for everyone to see. Surviving from 39 to 45 at 110% difficulty is by no means an easy feat and we could follow up on leaderboards and stuff like that. I've always wanted a no-save option for SH and this would spice up the leaderboards by a lot... I can see it now ![]() All-time 100% no-save leaderboard: 1. Name: Karamazov Start Date: Sept 1939 End Date: May 1945 Honors: knights cross with golden oak leaves swords and diamonds, War Fair-Play Medal recieved from Allies for never killing anyone. Total Tonnage: Warships: 22,415,571 Merchants: 0 Current Status: retired, happily married, house escaped from american bombers, lives in the future RFG, far away from communism. Crew lost: Are you kidding? They never even had lice!!! 2. who cares.... |
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#10 |
Captain
![]() Join Date: Mar 2007
Location: Bucharest, Romania
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nattydread, you may get your wish
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Kilroy was here |
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#11 |
Rear Admiral
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Follow the progress of Mr. Mulligan : http://www.subsim.com/radioroom/showthread.php?t=147648 |
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#12 |
The Old Man
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OMFG I've posted the previous post on the wrong thread
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#13 |
Silent Hunter
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Location: UK
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#14 |
Captain
![]() Join Date: Jan 2004
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You guys are serious? C'mon, dont be playing with my emotions.
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#15 |
Commander
![]() Join Date: Jun 2004
Location: Switzerland
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() If this was true, I'd consider this an ENORMOUS STEP FORWARD, a BREAKTROUGH , not only in the SH series, but in multiplay generally !!!!!!!!!! Making SH a Milestone in the gaming evolution !!!!! I expected this to arrive, but not so soon !!! I am going to wait for some official announcement before putting my pre-order 6 month before release !
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If you are going through hell... keep going (Winston Churchill) Last edited by Nexus7; 09-01-09 at 01:36 AM. |
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