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Old 04-20-09, 05:14 PM   #106
iambecomelife
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Forgot to mention this: Friendly Fire incidents would be very nice. There should always be a small possibility that the AI will misidentify your sub and attack it (or attack other friendly units).
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Old 04-20-09, 05:23 PM   #107
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Quote:
Originally Posted by iambecomelife View Post
Forgot to mention this: Friendly Fire incidents would be very nice. There should always be a small possibility that the AI will misidentify your sub and attack it (or attack other friendly units).
Excellent suggestion.....if doable
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Old 04-20-09, 06:09 PM   #108
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It's probably doable, but it won't - or shouldn't - happen.
A principle of game design is not to punish the player for something they have no control over. Its like game design 101, and there's really nothing a player could do to protect themselves against misidentification by a friendly, short of never ever surfacing - which is what people would start doing.

I would **** a brick if I lost an entire career in 1943 because I got obliterated by a friendly BB who didn't recognise me. It may be realistic, but there's a certain point beyond which realism stops being fun.
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Old 04-20-09, 07:01 PM   #109
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I'd like to see some animated crew walking and working on the merchants and the warships - and some lifeboats to be lowered and some rafts to be dropped over board, followed by some sailors...

Let's have a better editor - AI units should trigger an event too...
Combined/aditive triggers should be possible.
A range for speed setting would be fine ( i.e. 5 to 8 knots for variable replay or 5 to 5 knots for fixed speed).
Primary and secondary targets for attacking units (i.e. sink warships first).
A perfect documentation!

1/2 degrees for the hydrophone and exact map tools.

No percentage of damage - but an uncertein report of the CE - light, medium, severe or dramatic damage condition.

At least 3 persons per flak - gunner, reloader and helper.

Templates of all U-Boats for easy creating individual skins and emblems.

Different port and starboard skins for the ships - or at least parts of it, for numbers and names.


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Old 04-20-09, 11:04 PM   #110
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Quote:
Originally Posted by Mittelwaechter View Post

No percentage of damage - but an uncertein report of the CE - light, medium, severe or dramatic damage condition.

Capt: "Chief, what's that racket coming from forward?"

CE: "I'l check it out"

......

Capt: "Well, what's the status?"

CE: "Sir, the forward torp crew seems to be performing Julius Caesar"

Capt: "...You mean....?"

CE: "Yes, Sir, there's dramatic damage in the forward torp room...."



Ok, sorry about that.....
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Old 04-21-09, 08:14 PM   #111
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  • Men should not be seen at the dive plane controls when on the surface, but rather, they should be only manned when either (a) the boat is at General Quarters or (b) the boat is submerged. In both cases it should be two men from the bridge watch at the dive planes.
  • Make the differences more apparent between the observation and attack periscopes. The attack scope let in less light and was typically not used for night attacks.
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Old 04-21-09, 08:23 PM   #112
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  • Make the differences more apparent between the observation and attack periscopes. The attack scope let in less light and was typically not used for night attacks.
This is a great idea. I think one of the reasons why we have such inflated tonnage numbers is the ease in which we can conduct submerged night attacks. I'm sure it would lead to grumbling amongst some players, but that's reality!
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Old 04-22-09, 12:56 AM   #113
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When an escort lies to listening and waiting for a lost submarine contact, have it turn off it's signal lamps. Those flashing lights negate the stealth aspect that the escort should have.

Add the option to turn off automatic sighting reports while looking through the periscope. This should be left to the player to decide if the area is truly clear of hostile ships.

Mission Editor: Add the ability to add a Support Group to a convoy. This group could travel around the convoy randomly at distances of 10-20 miles. They could also come in to prosecute a submarine contact and free up the convoy escort to return to it's station.

Add Leigh Lights to aircraft in the Atlantic Theater.
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Old 04-22-09, 07:09 AM   #114
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I want to be able to board and search / scuttle.

I want to be able to shell land targets.

Wolfpacks please!

Points for damaging ships.

A truly dynamic campaign-what you sink stays sunk, no magically respawning "Yamato" or self repairing convoys. Players couldn't rely on the war being played out exactly as in history.
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Old 04-22-09, 07:18 AM   #115
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Quote:
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I want to be able to board and search / scuttle.
Yes, Prize Law! Completely overlooked in the Silent Hunter series sofar.
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Old 04-22-09, 07:28 AM   #116
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Originally Posted by iambecomelife View Post
Forgot to mention this: Friendly Fire incidents would be very nice. There should always be a small possibility that the AI will misidentify your sub and attack it (or attack other friendly units).
German u-boats had the unique look. I would find it very hard to misidentify it with any other sub.
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Old 04-22-09, 08:43 AM   #117
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Greetings!

I think the essencial and all so the good ideas they are all ready here...what i really hope its no more W.W.II ERA. Submarines yes, but later war subs, or nuclear subs, or what ever...

P.S. Or the possibility to continued in the W.W.II but be able to play in the Japanese side against U.S.A another view of the pacific war.
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Old 04-22-09, 10:36 AM   #118
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The raindrops should also fall from the wind direction, not opposite like it is in SH3
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Old 04-22-09, 10:47 AM   #119
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How about a fire, and smoke in the compartment. Yikes. Battery acid leak.



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Old 04-23-09, 12:01 AM   #120
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Maybe a real navigation option? Stars, sun. Or is that a bit to far fetched?
PLANETS!
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