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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#181 | |
The Old Man
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Actually, that's easy to do, in SH3 at least. But even if you end up with the interface of a tank sim, you'll still be limited by the core scripts. For example, I'd like to know how to use the stadimeter without having something locked. And since the filter for the stadimeter is as simple as: SuperimposeImage { xDisplacement 0.0 yDisplacement 0.25 intensity 0.5 } ,I'd like to use it horizontally too. We're all raving here for more moddability. But I guess we might be sending the wrong message to ubisoft. We don't need Kashmir to enter the dll's as long as they put enough of the content outside of them. The current game is made of 3 layers: 1. Game engine stuff we don't really care about (locked in dlls) 2. Game scripts that we do care about (locked in dlls) 3. Image/Sound files and config files (most of which wouldn't even be moddable without S3D) we already changed ![]() Since they announced a ground-up rebuild of the game, who knows, maybe this time they'll put all the interface/ai/campaign scripts in simple *.cfg files ![]() |
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#182 |
Grey Wolf
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1. Rescue missions and "be rescued".
It often happens that the ship has no fuel to base raturn. Rescue Missions: Player submarine can attempt to deliver supplies to the last position of rescued ship, but: - The target can be destroyed - The target can be attacked / searched by enemy in this location - The target can be hidden (submerged submarine) - The target can be destroyed and the enemy is waiting for rescue ship - Rescued ship and players submarine can be attacked during the transmission of supply Be rescued: in the absence of supply possibility for supply request (food, ammunition, fuel) - by simulated contact between base, rescue boat, players submarine (position, estimated arrival time) - Supply ship can be destroyed by the enemy (base sends the next) - The player ship and supply ship could be attacked during the transmission of supply - Player's ship can be searched by the enemy at this location In the case of the end of food / drinking water a player can be surrended (official mesage of position) - both: enemy and ally can try to capture a player's ship. Depending who is near - the player can continue his career (new ship in the base) or his career is ended (prisoners of war's camp). 2. Position Rarely base should ask about position of player's sub: - status of ship / resources (if low, base should order return to base) - prepare submarines to attack enemy forces in short distance - change of order (special mission f.e recsued missions) In late years of war enemy can search submarines in this position (by finding and located radio signals or decryptage messages) Only antenna / radio damage can allow to not send the reply for homebase. If radio is working and player do not answer, his reputation after patrol is going down.
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#183 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
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The things i want to see in the Next Installment of SH were already addressed in this running thread.
And I agree with most of it! I want more * Simulation* and more *Immersion* ![]() ![]() ![]()
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SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
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#184 |
Mate
![]() Join Date: Apr 2009
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I just want from SH5, mount one sub with friends on multiplayer. I think it sounds very good for more fun. For example one is on periscope and other is on radar.
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#185 |
Watch
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I would like to a greater variety of ships, maybe a modular graphic system to make each one look unique. Also the name changes in SH3 Commander.
More dynamic AI. I think the allies should make war plans on the fly, and you should be able to contribute to the war effort, and get medals and bonuses for it. For example: you come across an amphibious assault take place and sink a couple troop carriers. You maybe even swing the tide of battle and win some great medals! Another example: You spot a bombing run flying overhead and radio back their position and heading. You help the air defenses shoot down the bombers and win a renown bonus. Also I think the supply routes and their protection levels should dynamically change based on casualties and losses. A really rich supply route might dry up or relocate if you're having too much success. I'd like to see mission orders change occasionally. Maybe HQ gets a report of a high-priority target and they order you to that sector to take it out. I also think there should be a checklist of all the historical warships and they should be unique. You could look them up on a kill board and see which sub commander took them out. For big renown bonuses and lots of medals, of course. |
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#186 |
Chief of the Boat
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Welcome aboard 141st_Alper
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#187 |
Grey Wolf
![]() Join Date: Feb 2009
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SH5, new ETA date: 2010
Thanks God, I hope that this means that UBI does not want to repeat the mistakes with bugs on SH4 and at this time they will prepare full totally playable product, in which not only graphics graphics will be judged 10/10. Maybe (and at least) we will play Russian "Staliniec" type against Tirpitz, or in multiplayer mode block Giblatar by Italian "Marcello" types with other players... If it will be possible to play in multiplayer mode not only submarine but with escort ships and hunt submarines (with 16 persons on LAN) it will be the totaly successed game, a game worthy of any price. I look forward to a breakthrough and playable like SH3, when this game entered on the market ... The hope dies last... ![]()
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#188 |
Seaman
![]() Join Date: May 2006
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Well all the guys above have giving good suggestions, so i am with them. There is one though i like to emphasize..
Realism... ![]() I don't need to manage the crew, i have an officer to do that. I can interfere with his schedule and such, but he should handle it when i am not. This just as an example of, sadly, many point of realism to be adressed. Also, **** off with starforce.. ![]() |
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#189 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
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Hopes for SH5:
1: 100% stable graphics engine. SH4 is as twitchy as a Mexican jumping-bean with Tourettes Syndrome. DX10 Compatible, obviously. 2: Improved sub-crew A.I. 3: Improved Damage model for sub and surface vessels. 4: (As somenone has already suggested) Aircraft carriers that launch air patrols and while we're on the subject.... 5: The way the Campaign handled aircraft needs to be completely rewritten. I believe the code was partially written (it actually says 'Call-in Airstrikes' on the back of the U-Boat Missions box!) to allow you (and your enemy) to call for air-support. It would be awesome if this was finally realised for SH5. 6: Improved Sound modelling. Especially with regard to Depth Charge attacks. 7: The ability to call for rescue once your sub's propulsion sytem is damaged beyond repair. 8: With regard to the Campaign, I would like stumble upon the odd naval battle occasionally, complete with aircraft buzzing around and all the trimmings. In all my patrols of SH4 I never saw a freindly encounter an enemy and exchange fire. 9: If SH5 is indeed centered around U-Boats then I definitely wanna encounter Ice-bergs/drifts in the Northern Atlantic during a Campaign. Thank you for this opportunity Neal and keep up the great work Devs ![]()
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***THE GENERAL*** Last edited by The General; 07-08-09 at 03:08 PM. |
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#190 |
Samurai Navy
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One eyecandy i really hope for is seeing when i give orders in my contol room the crew to move around and do "stuff" . And if there is some animation done for crash diving complete with sound like that in gwx (das boot) it will bring life to the boats.
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#191 |
Samurai Navy
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Location: Evading that Hunter/Killer Group on my Tail
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i love sh 4 the way it is, but like people have said.
1: ability to call rescue once you can't move, at all. 2: ability to abandon ship, and spend the rest of the war in a PoW camp. i would just find that neat. 3: eye candy for depth charge attacks, like the boat would shake and people would be flung around. 4: EVERYTHING THE GENERAL SAID ![]() |
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#192 |
Grey Wolf
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And why the watch officer is always perfect?
His recognization of the target type is... perfect. His recognization of the distance to the target is... perfect. Maybe the good idea is addition minimum three levels of his perfection (poor/average/perfect) or depended from his patrol's experience. If watch officer is "weakest", his recognization should be poorer, with less accuracy... Of course, if the target is closer and closer, the accuracy of the watch officer (or first officer?) should be higher...
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#193 | |
Eternal Patrol
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Something else I think is important is the Flotilla/Squadron issue. SH3 has Flotillas by location. SH4 does not have the squadrons. You should be assigned to a squadron and the types of subs available for it.
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#194 |
Samurai Navy
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another thing i would find kinda neat is the ability to walk around your boat, but manually, like hold arrow key to move forward or something, and be able to get to the engine rooms and all.
and another another thing, make damage visible, like if the stern torpedo room is flooding, be able to go back that and inspect the damage. and employ the people that did SH3 Commander and GWX to help make the game. give them a nice big salary too, because, like that author said, "Sh3 has gone from a game to valuable strategic exercise". |
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#195 |
Watch
![]() Join Date: Aug 2008
Location: Warwick, RI
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Somethings I hope for
I did not scan all the prevous posts in this thread so my apologies for any "dupes".
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