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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
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#2 | |
Soundman
![]() Join Date: Apr 2005
Location: Arizona, USA
Posts: 142
Downloads: 93
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Did you actually read his post? Here, let me help you with the most pertinent part: ..."Tried everything to spice it up a bit (mods, 100% realism, attacking Scapa on surface etc),..." I beleive he was also referring to the strict scripting of the supposed "Dynamic Campaign" that was adding to his frustration when he wrote: "I tried to find at least 1 target that can count for any of these missions" I myself have also been frustrated with the very specific mission goals that border on the ridiculously absurd, and which out of necessity lead a player into ignoring perfectly legitimate targets that we would not have hesitated in shooting in previous renditions of SH...all so that we can hunt a very specific battleship or taskforce, in essence 'gaming' the 'game'. Just last night I passed up a perfectly juicy convoy that I never before would have ignored (nor would any real u-boat captain in his right mind) because it was located a wee bit too close to the outside edge of my scripted patrol zone, and thus I most likely would have received no 'credit' for my efforts. In wartime (and in previous sims) I would have hunted that convoy down to the last ship or torpedo, knowing deep inside that the war materials I was depriving the enemy were more important than sinking another 'capitol ship'...but in this game (as gorgeous as it is) that taste of realism is deprived me. I keep trying to like this game, but am more and more placed in the same position as the OP when it comes to the concessions made to realism for the sake of the 'game'. ![]()
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....and on the eight day, god created merchant ships to ply the waters between the lands, and unto which was created a weakness to the holy torpedo so that man could blow thy living snot out of them. ...And all was good. "Making a decision to not make a decision would still involve a decision-making process and such a thing has not happened." -sorlim, UBIsoft Community Developer |
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#3 | |
Grey Wolf
![]() Join Date: Nov 2008
Location: Running silent and deep
Posts: 902
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#4 |
Stowaway
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I think this is actually a more interesting campaign than the 'Patrol ____ Grid for 24 hours' campaign style.
The only thing I would change (and would be a big addition, the biggest) is to make the war truly dynamic. I'd love to have all tonnage sunk be accumulated, and each month go towards speeding up events that were favorable to the Germans, or delaying events unfavorable to the Germans. All of the 'ship specific' (sink a carrier, etc) objectives would not be mandatory, but would count significantly more towards the progress of the war than tonnage alone. Ultimately the "war" inside the campaign might just turn out slightly differently if you are extremely successful. Nothing outside the scope of what difference one single uboat captain could have expected to make, but little changes in the timing of historical events that compound over the course of the campaign. |
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#5 | |
Soundman
![]() Join Date: Apr 2005
Location: Arizona, USA
Posts: 142
Downloads: 93
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Actually, after reading his later post, it is I who may have been mistaken. I was under the impression that he was wanting a more historical challenge...but his later post about a more 'exciting' mission that I referred to in my later post made it pretty clear that it was the lack of scripted excitement and not the lack of historical accuracy that he was wanting. In any case, I am so confused now that I am best to just slink off into the darkness and admit my own failure at comprehension, right or wrong or somewhere in-between. ![]()
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....and on the eight day, god created merchant ships to ply the waters between the lands, and unto which was created a weakness to the holy torpedo so that man could blow thy living snot out of them. ...And all was good. "Making a decision to not make a decision would still involve a decision-making process and such a thing has not happened." -sorlim, UBIsoft Community Developer |
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#6 |
Grey Wolf
![]() Join Date: Nov 2008
Location: Running silent and deep
Posts: 902
Downloads: 3
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#7 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
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Actually Placoderm had right. It's exactly I was talking about. Only difference is that I was talking not only by how boring is the campaign, but everything in the game, including the historical mission and MP. Maybe if the AI would be smarter, maybe if the crew would actually count on the ship management things would be different.
Speaking about the campaigns I also had to pass on many convoys only because I was short on amo and the mission objective was asking me to sink a certain type of ship. For example in the first campaign hunting the damn carrier in Atlantic I had to pass at least 3 huge convoys because I had only 5 torpedoes left. How painful can be this sight for a real sub captain: - bdu, I have a large convoy on sight, can I get them? - No, we dont have any interest in convoys in this war, we need only one carrier sunk. And make sure that carrier is right in the middle of Atlantic or you will be punished. Later on, operation weserubung was my nightmare. Sunk tons of battleships in Scapa right before the invasion, still that was not count for the main mission. Had to search the damn battleship for more than 3 day to find it and be able to complete the mission and the campaign. Another example, the Western approaches campaign. Tried to do the Winston's Special mission, so I set up my patrols near Freetown where those troop carriers should arrive. I engaged 3 convoys and also a group of 3 Dido's with no result on mission. Then I got bored of waiting so I vent up in north Atlantic to try the British Supplies mission. Guess what.. no convoys for days, all reports of convoys was out of the mission area. So yes, this is the boring part I was talking about, the mission objectives. Go out and try to find the needle in the hay, nothing more or less. So that's why I was thinking about some other kind of missions, more dynamic and fun. Instead of going out in the middle of nowhere and try to find the only target that can count for the mission and pass everything else, how about set up some dynamic mission areas where anything can happen. |
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#8 | |
Admiral
![]() Join Date: Oct 2006
Location: Brighton, England.Party capital of the south
Posts: 2,255
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You made some good suggestions, but to be honest - I wouldn't buy that game , really wouldn't appeal to me. I love the thrill of stalking a convoy. |
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#9 | |||
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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But, as you're complaining about the AI, but have you tried any of the AI mods? I know you said you had tried 'everything', but if you have tried one of the AI mods, then you should have noticed a difference.
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#10 | |
Soundman
![]() Join Date: Apr 2005
Location: Arizona, USA
Posts: 142
Downloads: 93
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Well, at least I wasn't completely nuts in reading your first post. It is highly frustrating to me to have to save my eels for that one 'special target' whilst passing up perfectly good convoys...but with time and a few patches hopefully that will be fixed. Ideally, what we really need is to have more user-made missions and campaigns...but that will take a while. I am trying to learn the mission editor, and hopefully someday Neal will have a dedicated Missions forum (unless there already is one that I haven't found yet) so that we can enjoy some more historically accurate mission designs. It took a while before RSRD (the 'Run Silent, Run Deep' campaign) was created for SH4, and that has literally transformed the game for me (although I still suck...at least I suck in a historical way). I still long for a truly dynamic world and more historical objectives that are in line with what a U-boat commander might face...but that is probably still months in the future, at best. The problem with scripting is that everything relies on triggers, and if you miss that one most important trigger, then nothing works as expected. To design a mission that continues to offer challenge even if you miss a critical trigger can be very hard to build...but it is possible (primarily by creating dozens of alternate triggers and/or a global trigger of sorts). I used to design campaigns for ARMA and the original OFP, so perhaps some of that will come in handy...but again, that will take time that I may not have right now...but someone might, given time. In any case, there is some hope since we have the mission editor to play with. For that, I am very thankful! ![]()
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....and on the eight day, god created merchant ships to ply the waters between the lands, and unto which was created a weakness to the holy torpedo so that man could blow thy living snot out of them. ...And all was good. "Making a decision to not make a decision would still involve a decision-making process and such a thing has not happened." -sorlim, UBIsoft Community Developer |
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#11 | |
Sea Lord
![]() Join Date: Sep 1998
Posts: 1,846
Downloads: 163
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You cannot hope to win a war without completing the objectives laid out by HQ because you are not in posession of all of the information that they are. However, sucessful captains were rarely shot for not completing theirs. JCC |
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#12 | |
Soundman
![]() Join Date: Apr 2005
Location: Arizona, USA
Posts: 142
Downloads: 93
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I do appreciate your clearing that up for me. Unfortunately, I do not recall any of the being coverd in the horribly short manual, so I thank you. ![]() Of course, now I have to sit here and realize that I let a perfectly gorgeous convoy get away...or more specifically, I ran away from it to avoid detection. ![]() ![]() ![]()
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....and on the eight day, god created merchant ships to ply the waters between the lands, and unto which was created a weakness to the holy torpedo so that man could blow thy living snot out of them. ...And all was good. "Making a decision to not make a decision would still involve a decision-making process and such a thing has not happened." -sorlim, UBIsoft Community Developer |
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#13 |
Watch
![]() Join Date: Apr 2010
Location: Costa Rica
Posts: 30
Downloads: 13
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Nope, it's not for everyone. You have to like the long hunt. For me, that's the real fun.
I got lazy and stayed on the surface charging batteries for several hours straight, not bothering to dive and check hydrophone. During a nasty storm, high seas, wind, rain, low visibility and a long long way from any land. I had just clicked off time compression and gone topside when a task force came charging in at 20+ knots and almost ran me down. Scared me but good! A screen shot would have been fantastic but there was no time to even think. Rare moments like that are enough to keep me playing. |
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#14 | ||
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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If he has tried all of the mods and still finds that attacking in Scapa Flow on the surface has not been 'spiced up' then, either, he hasn't tried all the mods or he hasn't installed all the mods properly. So, I was trying to be helpful. If I were to read and take his post as literal then: Quote:
I see you have managed to respond to a thread asking 'how do I make this game more exciting' with a post pointing out all the things in the game that you personally don't like, but not one single positive suggestion. This forums isn't just about what you don't like about the game, it's about trying to help others out as well, if you can.
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#15 | |
Soundman
![]() Join Date: Apr 2005
Location: Arizona, USA
Posts: 142
Downloads: 93
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A stated above, I do concede that I, too, misread his post Nisgeis, in that I had assumed that he was looking for a more realistic combat experience. Having myself just passed up that juicy convoy late last night due to it being in the 'wrong place'...I was reading my own interpretation into his words, and for that I apologize. On the other hand, I did not point out "all the things in the game that I personally don't like", but simply the one that I thought he was referring to. Again, that was my mistake in interpreting his original posts' 5th sentence as being frustrated with the scripting. Obviously, I was wrong in that belief. Where we differ is in your feeling that all that I post is negativity when you say "This forums isn't just about what you don't like about the game, it's about trying to help others out as well, if you can". Apparently unknown to you, I have posted help whenever I can both recently as well as in years past with SH3&4, and have supported the genre in many ways that you do not know, although in it's current state I cannot help but also highlight the failings when I feel it is relevant to the conversation and the future of the series. Sometimes I might be right, and sometimes I will be dead wrong...but that does not preclude me from participation. The attitude that it does shall do more damage to this forum than any remarks about SH5's numerous failings ever will. ![]()
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....and on the eight day, god created merchant ships to ply the waters between the lands, and unto which was created a weakness to the holy torpedo so that man could blow thy living snot out of them. ...And all was good. "Making a decision to not make a decision would still involve a decision-making process and such a thing has not happened." -sorlim, UBIsoft Community Developer |
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