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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Lucky Jack
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Interact with your crew? Play cribbage
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#2 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
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I think from looking at the pics that GWX4 is going to grant a few wishes.
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#3 |
Lucky Jack
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As far as I know the Uboats in SH4 have the capts and sonar quarters.
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__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#4 |
Navy Seal
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#5 | |
Lucky Jack
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Now were talking! ![]()
__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#6 | |
Fleet Admiral
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abusus non tollit usum - A right should NOT be withheld from people on the basis that some tend to abuse that right. |
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#7 |
Ocean Warrior
![]() Best of SUBSIM Chairman Join Date: Dec 2008
Location: Milwaukee, WI
Posts: 3,207
Downloads: 59
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Plenty of games offer interaction with NPCs. It's hard for me to consider anything a command simulation when it completely ignores the influence the skipper can have on his crew. Consider a scenario where a crew member is wounded and low on morale. Wouldn't it be interesting to walk through your boat, notice shaky crew behavior, and be able to address it as a real skipper would?
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#8 | |
Lucky Jack
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__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#9 | |
Ocean Warrior
![]() Best of SUBSIM Chairman Join Date: Dec 2008
Location: Milwaukee, WI
Posts: 3,207
Downloads: 59
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However, throughout history the best commanders were those that knew how to handle their human assets. I'd like to see the sub simulation (or any real military simulation) be a complete one, including my idea and the list of RRs improvements. To be honest with you, I find "human" breakdowns far more intriguing than mechanical ones. Combining the management of both would be awesome. As far as "pixel people" goes, it's really no less or more real than "pixel ships". |
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#10 |
Navy Seal
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The problem with managing people is that individuals are involved. Motivating Ensign Jack might be best done with a hand on the shoulder and encouraging, while Machinist Bill needs a swift kick in the buttocks. A simulation trying to model this would be unacceptably arbitrary and become a cruel and unplayable parody of itself, sort of like sim city.
However fixing my list is a matter of objective measurement which can be handled with agreement as to whether the job was successfully accomplished or not. Of course I'm not limiting possible improvements to my list and I think crew interactions could be improved, but it would be with crew acting "by the book" and procedures being followed verbally as well as in deed. You might hit the range button on the stadimeter and a voice would state "range, mark!" But sitting down with a low morale crew member and talking with him about his girl who sent him a dear John letter isn't my idea of a war game. I'd be very afraid of turning submarine warfare into playing Barbie and Ken.
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#11 | |
Ocean Warrior
![]() Best of SUBSIM Chairman Join Date: Dec 2008
Location: Milwaukee, WI
Posts: 3,207
Downloads: 59
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For example, what made, say, Das Boot great was the tension in the characters. Add being able to actually experience that would be awesome. Like I said, though - to each his own. |
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#12 | |
Lucky Jack
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Well, I do not know how one could achieve that type of tension in a game. Well, at least not in today's games. Perhaps down the road. ![]()
__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#13 | |
Navy Seal
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![]() I can't stand the phony procedure just so they can stupidly stick a periscope out of the water in the face of a charging DD for cinematic effect! Idiots! You don't raise the scope until the sonar man tells you everything happening around you. You would already know the bearing of the DD and the fact that he was charging quickly. Frankly you would be evading and not mucking with the useless periscope. The fake surprise bit turns my stomach. There's some neat footage in Das Boot. The sub looks great. The bar scene is a lot of fun. The people are just a travesty. It's better than Hollywood. That and a dollar will make a down payment on a cup of coffee. Time is overdue for someone to make a good submarine movie. That ain't it. You can't read the book without wondering what could have been.
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#14 |
Keeper
Join Date: May 2009
Location: UK
Posts: 18
Downloads: 117
Uploads: 0
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Alot has been said about the sub but not much about the sea you play in so here my bit
![]() Better weather fog banks driving rain so on sea weed oil on water things that add to making you feel your at sea(or use a mister with salt water in and a fan :rotfl ![]() More detailed vessels people moving about and reacting to things happening (not just standing holding head lolz ![]() Damage models made to fit the damage thats has happened fire marks bullets holes twisted metal How the ships sink and move and react the sea state really needs work (no 0-33 knots in 2secs) Sub get very dirty at sea ones in combat more so it would be great if that could be shown Crew alway look the same no matter what happening state changes how crew look ie happy scared Smoke needs to look and behave all the same (ie high wind fire smoke in sh4 moves fast but stack smoke remains the same ![]() Sub damage that is fixed at sea should still show that it has been damage till repairs at a port ie sea fixs are quick fixs so painting would not happen Sound use different types of sound for same thing ie not the same sound played over and over again for dive dive dive also on sound now this would be great but I feel a bit too costly to add to a game Voice command ie you say what you want to happen like make dive to 50ft make ready torp 1 so on now that would be fun ![]() thought sidewinder game voice can be set up to work with sh4 to do that as I use it my voice just acts like pressing keys only thing it cant do is change heading ![]() |
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#15 |
Fleet Admiral
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Since I am relatively new to SH4, does SH4 accurately model the sounds in the hydrophone to the point you can calculate rpm?
If not, that is what I would like to see. Manning the hydrophone station is something I could really get into.
__________________
abusus non tollit usum - A right should NOT be withheld from people on the basis that some tend to abuse that right. |
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