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View Poll Results: Single player UI
Add icons to the screen that allow a player to change course, speed, depth with a click 63 48.46%
Add icons to the screen that place the player in the compartment to manually change course, speed, depth 59 45.38%
Leave single player UI out 1 0.77%
Other (posted below) 7 5.38%
Voters: 130. You may not vote on this poll

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Old 07-01-16, 09:37 PM   #1
Pablo
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Hi!

For what it's worth, I think a single player interface is absolutely necessary since many of us won't be able to use multiplayer. I'm not sure about which positions a human player would find to be interesting - I suppose that would depend on whether the commander takes a hands-on role (e.g., using the UZO or periscopes personally) or a hands-off role (having the 1WO collect targeting data), but I assume the U-boat commander will be one of them.

If I assume that a single player is the U-boat commander, the commander (or other human officer) should be limited to things a commander would normally do, e.g., order the deck gun to be manned and direct which target the gun shoots at, but not aim the gun in first-person mode. With this in mind, I would provide the following commander's interfaces:
  1. Tower watch (binoculars or Mk. I eyeball view)
  2. Attack periscope
  3. Search periscope
  4. UZO
  5. Hydrophone/sonar station
  6. Radio operator / radar / radar warning indicator
  7. Navigator (note the navigator was generally a warrant officer, not a commissioned officer)
  8. First person Control Room ("Zentrale") view
I suggest that all positions be handled by AI crew unless a human player is present at that station. Whenever the "commander" gives an order, it goes to whichever entity (human or AI) is controlling it. It can be given via a 2D interface (e.g., icons) to humans or AI, or by voice to AI.

The question of whether you have voice actors echo the command for another human player to hear it, or whether you use voice recognition software for AI players, or both, is a cost trade-off for the developers.

Hope this helps!
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Old 07-01-16, 11:55 PM   #2
Chromatix
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As a note on the "tower watch" position, it is essential that the player is able to move around there (as is presently possible in Marulken) to get a good view in any direction. Conversely, the field of view afforded by the UZO should be realistically limited by its position.

This was quite a serious problem in SH4, with the fleet boats' periscope sheers blocking a wide arc of the starboard quarter, and no way to move past it except by personally manning an aft-facing gun. But raise the binoculars or man the TBT, and the sheers and bridge crew magically became invisible!
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Old 07-06-16, 11:32 PM   #3
crazygerbil
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Default All the buttons!

All of the above.

Just put in all of the options so that it is easy for each player to change it.
Well, for non-PvP, at least. If you want, you can leave most of them not bound to anything by default.

For PvP, hmmm... maybe no single-player UI (U-boat Interface ) for PvP? Maybe that would lower the player-base too much, hmm... something to think about.

But yeah, I would err on the side of giving the end user more control over how to control things.
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Old 07-12-16, 02:00 PM   #4
Oubaas
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I would love a single player version of this title. I live in a very rural area and my Internet connection is crap, so single player is the only way to go for me. If they include single player, I'm a definite, immediate buyer.

As for the implementation, I'd like to see both options. I'd like icons so that if I don't want to move compartment to compartment in the heat of battle I can adjust speed, depth, etcetera with a click. But I'd also like the option to move from compartment to compartment when circumstances allow the time, greater immersion and all that.

I'm excited now. If they add single player, I'll definitely be sailing for the Swedish Navy.

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Old 07-12-16, 02:45 PM   #5
Feldpost
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An 'optional' single-player GUI should be an option when hosting a session (as kind of realism setting).
Maybe only accessible by the guy who make the host(= as Skipper).

But these 'Shortcuts' should not cover all that stuff we are used by former titles , like

* reading the Map or plotting a course, while standing @ BFT9 in the coning tower in the north atlantic sea
* etc...

Just basic crew instructions like (full)port, (full)starboard,'full ahead'... also transmit observation to the TDC...
The balance should always reward multicrew-ships against single-player

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Old 08-14-16, 10:59 AM   #6
raymond6751
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Default Single Player

I vote for keystrokes to go to periscope depth, fire torpedo, turns, speed up or slow down, and surface. The scope can be the 'targeting aim point' if an AI is handling the TDC or to alter course to view point. These are the actions most immediate for safe operation.

The captain can set up a shot on the TDC and return to the scope to fire it. Or, he can point the scope at a fire point and key the fire button.

To dive deeper than periscope depth or surface, he could have keystrokes or go to the engine room to do it himself. He has no use for the scope below 10 meters, so could move to the ballast control. The human navigator could also be able to go and take over from an AI engine room to set the sub as ordered by the captain.

AI crew should not do more than follow orders unless there is a situation, like damage or new contact to report.

Changing depth via keystroke should be in increments of a set amount. Don't forget to have a way to determine bottom depth too.

Surfaced, there should be three lookout spots on the bridge. Access to the keystrokes should be available from scope, bridge, and binocular screens. How you get three down below in a hurry can be either teleport keyed by the captain or a keystroke for each position. Each player would have a "get below" button that returns him to the position he started the game with.

The captain position should not be handled by AI since it overrides the other positions and could cause problems.

I can't wait to see what you guys do!!!
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