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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Sparky
![]() Join Date: Jun 2006
Location: Mediterranean
Posts: 156
Downloads: 220
Uploads: 0
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Things to consider when developing SH4
After Playing long long hours weeks and months, i have gathered all the things in my mind; bon apetité
![]() *Everybody is complaining about the crew management but i think it is necessary. It adds a strategic flavor to the game. A U-boat commander is not a guy just looks from the periscope and fires torpedoes. It should be remained and in my point of view, it must be improved in much ways. Fear/Panic factor must be added. For instance some people will not obey orders as they have panicked and stunned. (Close combat model) And does anyone concerns about food supply? ![]() ![]() *Damage situations should be improved: Flooding must be animated. In crew management screen players should be able to see flooding level and Maybe a compartment must be closed to control flooding etc. Damage control teams must be represented on the submarine map, which compartment they are in and how many people are working with pumps, and how many are struggling with repairs etc. *Players should be able to move in the entire boat. To see people in action. See damage & flooding in place. *Please fix the watchman bug next time. He is too lazy to go upstairs again ![]() *More of War news, i want to feel that there is a living world around me. *Option to be able to choose sides!! YES it will be exciting! Germany or USA? British? or Japan aircraft carrier submarines?? ![]() *Give players an option to play more "hollywood style". Give them the option to choose "historical timeline" or "Sci-fi/hollywood" in the options screen. (Jagged alliance model)Shortly, Increase the variety of upgrades. Let them to choose their ammunition for flak, mines for mining missions. The ability to remove deck-gun for room for additional batteries? Experimental weapon and equipment ![]() *Let players to spend some time between patrols, put a nightclub in base, let commanders to have some choices to increase their crews morale in a limited time in a wide range of options spending Renown/prestige points on some activites for motivation. *Make "transfers" tricky. It should have a backdraw. Loose some crew? Costs renowns? Anyway what renowns are for? There must be better ways of spending renowns. "The ultimate target". Nothing is out of reach in SH3! Create ultimate desires to strive for! Air strike calls? Air supplies? *And the Most important question on minds: "Do I have an effect on the course of War?" Alternative history possibility. Player must be given the chance to be able to change the course of history. The most important lack of SH3 is the "Player is striving for his little success in a war that is already lost" I remember There was a game in 1985's or so, it was called "Battle of Britain:Their finest hour". It was the game of my life. You were personally planning the attack on England on a strategic map and you were jumping one of the planes in a group and actually fighting for it. The success of the remaining attacks for that day (it was fulfilled by AI after your mission) was 70% influenced by your attack. if you do good, they do good, if you fail, somehow they were so. There were some percentages of the efficiencies of airfields, factories, railways etc. at the end, and if you were able to drop the percentages to a certain level in a given limited time, you succeeded. (Actually i managed to do that and given a start to the invasion of England..those were the days..) Why not this works for the SH4 ? That will be the real "Career" play! ![]() A little increase of strategic elements of this game makes it flawless, a masterpiece! |
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