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Old 02-28-10, 11:00 AM   #1
Safe-Keeper
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Default Making the most of the forced Internet connection [X-Pack ideas]

So since we'll be forced to be on the Internet all the time, has anyone heard of plans to implement features that takes advantage of this?
  • A Demon's Soul-like system where you could have chance encounters between player u-boats (with the game synchronizing the local area's traffic and whatnot for them), who could then go off and hunt enemy ships together or whatnot.
  • Join leaderboards and stats tracking that recorded your patrols.
  • Radio traffic (messaging/chat) between players.
  • A "shared intel" system where you can log onto a server with a friend and report contacts, which then spawns into the world for the other player (if that made sense). For example, let's say you attack a convoy, sinking three ships and damaging a couple others. You radio the position, speed and heading of the convoy to your buddy, and the game automatically transfers all the info about it (ship composition, damage, heading, etc.) to him and places it in-game for him so that he can go hunt it down. This would be a nice compromise, in my eyes, if we can't have multi-player patrols, as it'd give the feeling that you were in the ocean with other players.
Anyone else have ideas on how to utilize the DRM?
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Old 02-28-10, 11:04 AM   #2
jwilliams
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Yes im all for a MMO sub game, but i think that because of time compresion it would be very difficult to implement.
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Old 02-28-10, 11:31 AM   #3
czarnaszabla
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what time compression? Play at 1x!

That's a serious problem though - speeding through the game at 2048x simply because watching the waves got boring half an hour ago might cause a time paradox with the player who is in the same area, going at 1x and evading a destroyer.


Even though it's a simulation, people mostly care for the actual action (even the hardcore) - actual convoy encounters (and searching for convoys as well, but transit and the like are just boring).

Best from my point of view, would be to have a "tactical phase", where you plan your course, and where the game interrupts only in case of an event.

Perhaps tracking a player's position (in the form of map coordinates) at any given time and dropping to 1x and alerting whenever a contact report is sent from another boat within "striking range" would be cool. That may seem like gibberish, so an example is in order:

player A is doing a patroll, automatically jumping through all the uneventful stuff, dropping to 1x time comp. in case of "events" such as a convoy, plane etc.

One such event, the player sends a contact report to BDU, while in the AN47 grid. At the time the report is sent (server time), another boat is in the same grid, so Player B's game is interrupted by the time compression dropping to 1x and orders from the BdU to intercept said convoy (assuming he is not playing at 1x already, and unable to recieve the message - i've heard splashes above put radio messages out of your head for a while). This would encourage players to act like a captain would, knowing it has some meaning to report contacts, other than a "good job" message from BdU. That another boat might be there to assist.

Now THAT - that's a service which would justify the connection required, as long as you could turn it off (and transmiting longitude and lattitude ONLY, should not strain your connection too much). As long, of course, as it an be disabled and the game played offline.
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Old 02-28-10, 12:52 PM   #4
Safe-Keeper
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When MP patrols were discussed last time, the best solution we could come up with was to have the time compression be synched as well - that is, the lowest time compression wins.

Which in turn means that if I drop to 1x to engage a convoy, you drop to 1x as well.

Obviously this doesn't work well over extended patrols, but for smaller sorties it should do just fine.
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Old 02-28-10, 12:56 PM   #5
tater
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Borrow the idea used in the new Napoleon: Total War. "Drop-in battles."

You play your campaign, and when you meet an enemy, the game uses the online connection to find another player who has this setting enabled, and they get to pause their campaign, and take over an escort, or a wolfpack member.
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Old 02-28-10, 01:05 PM   #6
bigboywooly
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Quote:
Originally Posted by tater View Post
Borrow the idea used in the new Napoleon: Total War. "Drop-in battles."

You play your campaign, and when you meet an enemy, the game uses the online connection to find another player who has this setting enabled, and they get to pause their campaign, and take over an escort, or a wolfpack member.
Much as the old wolfpack league used to do
All run with the same campaign files and roughly same patrol dates
If you found a convoy you would study make up and heading etc
Then an MP game would take place using that convoy and a few other uboats
All torpedos expended before encounter would not count in the MP

Though like the idea of it being done auto for you
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Old 02-28-10, 01:07 PM   #7
Noren
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That would be so awesome!
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Old 02-28-10, 11:23 AM   #8
malkuth74
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Don't think SHV has any of those things. Or ever would.

I don't expect the online thing to last long, as more and more people find out that will be more and more not buying things like ACII and settlers etc.

Think ACII will have the biggest sales impact myself.
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Old 02-28-10, 05:13 PM   #9
rascal101
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Default Excellent post and great ideas -

Excellent post and great ideas - fancy that instead of forcing DRM down peoples throats you incorporate this man's ideas to make something useful and serviceable out of the DRM, serve your customers while serving yourselves. How it should have been done!


Would love to see your ideas come to fruition, as a confirmed anti DRM subsim member I for one would be more inclied to accept it with your ideas on board

Sadly unliekly to happen mind you


Regards

Rascal

Quote:
Originally Posted by Safe-Keeper View Post
So since we'll be forced to be on the Internet all the time, has anyone heard of plans to implement features that takes advantage of this?
  • A Demon's Soul-like system where you could have chance encounters between player u-boats (with the game synchronizing the local area's traffic and whatnot for them), who could then go off and hunt enemy ships together or whatnot.
  • Join leaderboards and stats tracking that recorded your patrols.
  • Radio traffic (messaging/chat) between players.
  • A "shared intel" system where you can log onto a server with a friend and report contacts, which then spawns into the world for the other player (if that made sense). For example, let's say you attack a convoy, sinking three ships and damaging a couple others. You radio the position, speed and heading of the convoy to your buddy, and the game automatically transfers all the info about it (ship composition, damage, heading, etc.) to him and places it in-game for him so that he can go hunt it down. This would be a nice compromise, in my eyes, if we can't have multi-player patrols, as it'd give the feeling that you were in the ocean with other players.
Anyone else have ideas on how to utilize the DRM?
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