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Old 10-23-09, 10:34 AM   #1
Trool323
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Default food and supplies while on patrol in sh5?

It's probably allready been mentioned but food and supplies while on patrol needs to be coded for SH5. No subsim since Sub Battle Simulator on dos has done that as far as I know. In sh3 and sh4 you can go on and on 6 months or more while on patrol and never get hungry..lol..
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Old 10-23-09, 10:44 AM   #2
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Originally Posted by TDK1044 View Post
Will more elements limit the max duration of your patrol in SH5? (ex: food, water, medical supplies, crew morale, crew wanting to return home after a long period etc)

In SH5, crew morale is the deciding factor; the longer you stay on patrol, the more affected the crew is, and the less you are able to demand that “extra mile” from them. The morale system takes into account many modifiers that represent factors such as the “longing for home”, exhaustion, lack of food, while we chose not to bother the player, the U-Boat captain, with mundane tasks such as managing the food inventory.
I agree with the devs on this one. I'm a captain. Don't bother me with food supply management garbage. That's the quartermaster/navigator's job.
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Old 10-23-09, 11:10 AM   #3
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Originally Posted by mookiemookie View Post
I agree with the devs on this one. I'm a captain. Don't bother me with food supply management garbage. That's the quartermaster/navigator's job.
maybe i dont want to be bothered with the food managment but i do wish to know when my crew is starving thus lowering the morale and the effectiveniss of the crew mow dont i
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Old 10-23-09, 12:36 PM   #4
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it would be another element for the mod community to play with
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Old 10-23-09, 12:38 PM   #5
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maybe i dont want to be bothered with the food managment but i do wish to know when my crew is starving thus lowering the morale and the effectiveniss of the crew mow dont i
Then it appears they've addressed exactly that by having crew morale decrease as time spent on patrol increases.
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Old 10-23-09, 03:27 PM   #6
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How about something visual akin to what DivingDuck has created for his open hatch mod.......the food could be closely aligned to fuel consumption and disappear bit by bit, therefore giving the impression it has been eaten.
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Old 10-23-09, 03:30 PM   #7
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How about something visual akin to what DivingDuck has created for his open hatch mod.......the food could be closely aligned to fuel consumption and disappear bit by bit, therefore giving the impression it has been eaten.

no way, i dont want to read a year long thread on how the bananas are curved the wrong way or the grapefruit shouldnt be that color.

realism is nice but i dont want to see the toilet paper in the head either even if it should be seen in real life
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Old 10-23-09, 03:58 PM   #8
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no way, i dont want to read a year long thread on how the bananas are curved the wrong way or the grapefruit shouldnt be that color.

realism is nice but i dont want to see the toilet paper in the head either even if it should be seen in real life
Exactly. Getting bogged down in these nitpicky little details doesn't do anything to make a better game. Like Mihai said in another thread - it sounds like people don't want a U-boat sim, they want a WORLD sim. People need to realize that developer time is a limited resource. Programming an intricate and detailed food consumption model is just insignificant and a total waste - it does absolutely nothing for the focus of the game. We're seeing comments come from the dev team that they may not even have time to implement big picture strategy aspects like wolfpacks that directly impact the game play experience, and people are whining about wanting food supplies modelled?!

I'm sorry if this is coming off like a rant, but I guess it is. The game is about U-boat combat. Not food supply management. If you want a babysitting or cooking sim, go pick up Cooking Mama or The Sims. I want a WW2 U-boat combat sim. The bananas and hams hanging in the control room in SH3 were as much of a food simulator as I care to see.
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Old 10-23-09, 07:06 PM   #9
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Originally Posted by mookiemookie View Post
Exactly. Getting bogged down in these nitpicky little details doesn't do anything to make a better game. Like Mihai said in another thread - it sounds like people don't want a U-boat sim, they want a WORLD sim. People need to realize that developer time is a limited resource. Programming an intricate and detailed food consumption model is just insignificant and a total waste - it does absolutely nothing for the focus of the game. We're seeing comments come from the dev team that they may not even have time to implement big picture strategy aspects like wolfpacks that directly impact the game play experience, and people are whining about wanting food supplies modelled?!

I'm sorry if this is coming off like a rant, but I guess it is. The game is about U-boat combat. Not food supply management. If you want a babysitting or cooking sim, go pick up Cooking Mama or The Sims. I want a WW2 U-boat combat sim. The bananas and hams hanging in the control room in SH3 were as much of a food simulator as I care to see.
A more polite version of what I'm thinking.
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Old 10-23-09, 07:28 PM   #10
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Fuel does the same thing .
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Old 10-23-09, 07:29 PM   #11
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Personally, i think there should be something along the lines of
"Provisions".

No micromanagement requried at all. Would work just like fuel. Fact is a WW2 submarine left port with XX amount of days worth of provisions. In game terms this could be implemented like a H.I read out or fuel gauge..

"Provisions left: 45 days"

Now thinking back to my SH3 days, most people doing AN grids in a type 7 could care less, but the instant you start doing long range patrols in a type 9, this SHOULD be a factor. Especially if your just sitting there with the engines off, waiting on a known convoy route. To me, this does more for immersion, then spiffy graphics. It forces you to make decisions rather then idle your time away. But i degress, compared to some folks, im probably a rivet counting nerd, as id prefer to be able to run my Diesal engines selectively and independantly, or control how many degrees i put on the dive planes. Isn't that what a submarine simulation was supposed to be about?
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Old 10-23-09, 10:52 PM   #12
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For the most part I side with mookiemookie. I don't want the devs wasting vauable time on overly complex, knitpicking, small stuff but, Ducimus makes some valid poimts.

Aprox. quote, "Remaining Provisions: 45 days", is not a bad idé. It would certainly limit the amount of time one could spend almost continualy submerged for bad weather and the like.
It sounds like a simple thing to add but, I'm neither a programmer nor developer, nor do I know how much time would have to be spent on historical research.

I think we're probably all guilty of taking, what BDU would consider, too long in getting to our patrol grids, at least on some patrols. A possible workaround solution would be to include a time and date to arrive on station. Being tardy costs renown, big time.

The devs seem to be taking our interests into consideration, and implementing whats feasable. I think they're not going to disappoint us. Actualy, I think their knowledge base has expanded to where they can implement the affects of dwindeling provisions without having to bog us down with all the details, which suits me fine.
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Old 10-24-09, 12:20 AM   #13
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IMHO as soon as the devs start considering incorporating provisions, they'd have to consider the fact that in RL Kaleuns did, from time-to-time, raid attacked merchants of livestock and other foodstuffs, thus increasing their provisions. Without incorporating this aspect as well, then any attempt at modelling provisions will just be superficial, incomplete and useless.

Having said that though, a "provisions left" indication might be an acceptable compromise, as long as hitting 0 had no impact on my crew, unless I also had a way of increasing provisions whilst at sea.

But again, I'd rather see fully implemented game-play features over half attempts at the peripheries.

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Old 10-24-09, 08:43 AM   #14
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Default I know I'm lazy......

I know,I know, I copied and paste from another posting, but I thought it would fit in here too regarding this issue and my point of view regarding micromanagement and ev. problems that might arise with that:

""Well,,during a time when I was doing quality/patch testing for a space sim that made it fine in sales, this question came up about the realism in the spacship/mothership. Somebody asked about how to have people walking around and doing their daily routines on the ship and walk around.
Of course this was some CPU generation back, but it was a balance of what would happen when all these 500 little guys started to move around inside the ship and do their things and of course the CPU is working on this, overtime, and smooth this out with all the rest going on the screen.
I think the answer from one of the programmers showed this: ",,the only thing I have to do is a game within the game".As I said this was some CPU generation back, but I think that "moving" realism, i.e. smart interaction a la NPC action that one could see now and then in Oblivion is possible,( like when I did a break in Oblivion and the man missed hitting me and hit the woman instead and she killed the man while I was watching was impressive sponatanious AI for a game, ) but with a price down the road....that you need a real beefy system for example.
What I'm referring to here is the level of AI in Wolfpacks and interaction and belive it, I want Wolfpacks too..no doubt.
...and I do agree with Sailor Steve ""
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Old 10-24-09, 09:02 AM   #15
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i.e. smart interaction a la NPC action that one could see now and then in Oblivion is possible
I saw a mudcrab the other day
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