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Old 01-05-11, 07:03 AM   #16
Sbygneus
Electrician's Mate
 
Join Date: May 2010
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TDW, Its great news! What mod are you going to include this in?
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Old 01-05-11, 12:19 PM   #17
Poacher886
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Ahh, now see the mine showed in the screenshot would be great....bobbers! at least you have a chance to spot, with night raids being extremely daring. I just don't like the underwater AI mines. i.e, the AI decides to spawn a mine infront of you!
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Old 01-05-11, 04:55 PM   #18
Perijones
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Congratulations, TDW. It´s people like you that keeps me playing SH5.
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Old 01-05-11, 05:14 PM   #19
homsikpanda
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Quote:
Originally Posted by Poacher886 View Post
Im affraid im sticking to my guns on this one.
While it might be historicaly correct, we have to make some small compromises for gameplay reasons....the great part of campaigns is building that attachment with your crew and sub by living through dangerous situations which you succeeded in navigating out of, through making the right decisions.

If like me, you play about 50% in real-time, then campaigns can last months, having all that washed away in a second because the AI decided you hit a mine while traveling underwater with no knowledge or decision involved is a crap way to go!!

Im all for having bobbers in known (and area) based locations, infact i think this would be great as you would have to be on your best look out..but underwater mines, or mines that end you when in time compression are a big no for me.

However, if the sonar man could detect them, or you could hear them through hydrophone, then that would be a compromise.
hitorically, they could be detected by sonar or hydrophone (well, not so much hydro but definately sonar) so i don't see a problem with this... also, bobbers are just underwater mines that have come lose of their tethering >.>
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