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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#5 |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
Uploads: 0
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i agree...i very much appreciated the novelty of the hike in graphics that came with SH3...and did play it to death...working on variuos mods and gameplay twists to see where i could take it...but the thing never really hit the spot atmosphere wise...all the elements i really enjoyed from SH2 were in fact the very same elements they decided to leave out of SH3 and 4...so inspite of the dynamic campaign it left me the feeling that i was actually allways "missing" something gameplay wise....
but i re-installed SH2 the other day and blam here i am wrestling with the mission writing conundrums and implementing wolfpacks (last patrol the wolfpacks had a bit of a happy time and decemated one particular convoy getting 6 ships in rapid succesion...i on the other hand came home with two lol)...i've re written my campaign generator (based again on rossbachs original one) and there we are active wolfpacks giving contact reports and making serious attacks on shipping changing weather (thanks Col777) with accurate weather reports (radio messages) dynamic radio messages relating ships arriving in ports (spy intell et al) dynamic reports of possible convoy routes AI subs performing genuine picket line searchs and reporting their sightings british subs doing the same on you the player.. calling in airstrikes etc(dynamicaly and randomly again of course..) and that's just the obvious stuff... SH2 can still murder SH3/4 etc for nuts and bolts immersion and of course PA has Floaters dynamic campaign generator allso so in the end all Sh3/4 had to actualy offer was the novelty of "better" graphics...the 3d sub interiors are nice of course but it's not enough
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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