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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Lieutenant
![]() Join Date: May 2004
Location: Lethbridge, Alberta
Posts: 260
Downloads: 40
Uploads: 0
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I don't believe he was going to go this far. Just let there be a slight change in heading, maybe at random. |
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#2 | |
Black Magic
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#3 |
中国水兵
![]() Join Date: Mar 2010
Location: Scapa Flow, underneath a ferry
Posts: 272
Downloads: 125
Uploads: 0
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Improvements are great, but let us not assume everything in the game is bad just because people are able to hit targets with a torpedo.
Let us also assume that there comes a point when people are able to hit targets too, and that the game isn't corrupted because of that. If you do a quick google, you will see that some 3,500 allied merchants were sunk during the war, the number is probably varying from site to site, but the odds are overwhelming that hitting a target, the equipment is not bad, it happened darn often that you hit the damn target considering how few uboats were operating at any given time. They hit targets, we hit targets and thats the way it should be. The game is not finished when we cant hit targets anymore, that is when the game is most unlike the real thing if we look at the statistics of sunken ships. Hope you see the point, this just might take things too far imho. ![]() It's sort of like "****, you were not supposed to hit that target, lets **** up the game immediately, we cant allow people to hit targets" or something like this.. "nooooooooo, that guy shot down an airplane with the aa guns, let us bend the aa guns so that it cant fire anymore" or "the deck gun is hitting targets, let us loosen up the screws that hold the deck gun in place so that it's not steady anymore, or risk falling off the sub" or "that damn hydrophone man detected a ship, let us make scratches on the glass on the hydrophone so he cant read the bearings anymore" Do what you guys want, but if I were you, I would put my focus on solving bugs and adding more useful features. Like, implementing a function to have radio messages popup on the map directly as text, so I dont have to press 'I' every time, or creating a tool for implementing effective search patterns.
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A u-boat is a vessel for goodness - DelphiUniverse 2012 Last edited by DelphiUniverse; 08-12-12 at 12:54 PM. |
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#4 |
Swabbie
![]() Join Date: Aug 2012
Location: Michigan,USA
Posts: 9
Downloads: 69
Uploads: 0
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Here is a thought what about just haveing a torp run wild have it run a circle or run to deep or to shallow make it part of the torp dud problem
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#5 |
中国水兵
![]() Join Date: Mar 2010
Location: Scapa Flow, underneath a ferry
Posts: 272
Downloads: 125
Uploads: 0
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Much better to implement that kind of behavior on dud torpedos, instead of messing up healthy ones.
I have an idea, how about if we do not mess up the uboat any further, and instead, have the AI become better so it becomes harder to play that way, instead of making the game harder than necessary from inside the uboat.
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A u-boat is a vessel for goodness - DelphiUniverse 2012 Last edited by DelphiUniverse; 08-12-12 at 05:45 PM. |
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#6 | |
Seaman
![]() Join Date: Aug 2012
Posts: 32
Downloads: 17
Uploads: 0
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Another suggestion on the topic is prize ships. I get plenty of reports on my radio about captured ships but I can't do it. Even if it were a radio button you press to demand surrender or face sinking with a % based result. If they agree the ship is auto piloted to German port and you escort her until a escort ship shows up to follow her home. That's the kind or realism I want. I like realism but I like fun too. |
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#7 |
中国水兵
![]() Join Date: Mar 2010
Location: Scapa Flow, underneath a ferry
Posts: 272
Downloads: 125
Uploads: 0
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Do you mean, having him in the dining area for a cup of coffee, or just a dialog in the conning tower?
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A u-boat is a vessel for goodness - DelphiUniverse 2012 |
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#8 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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