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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
MNW Dev
Join Date: May 2020
Location: Athens, Greece
Posts: 50
Downloads: 0
Uploads: 0
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Thanks! Crew management was a feature that on every modern submarine title that we got our hands on, was missing. It is the spice in a good submarine gameplay experience.
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#2 |
Born to Run Silent
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I like the concept, I would really like an graphically updated realistic Sub Command clone, something that focuses on the submarines. A game with SH5/Wolfpack type interaction with the control room of a Virginia class attack sub would be ideal.
Financial: If you need funding, I would do it in stages: Release a demo for early supporters at $10; follow with an alpha at $10 additional, beta at another $10, then finished version at full price. Add in some full value DLC and you should be set. Keep up the good work. Neal Last edited by Onkel Neal; 07-02-20 at 07:04 PM. |
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#3 | |
Fastest Gun Around
Join Date: Aug 2019
Location: Agua Fira, New Mexico
Posts: 2,368
Downloads: 528
Uploads: 5
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I would like something like that as well. Sounds good!
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There are no secrets to success. It is the result of preparation, hard work, and learning from failure. — Colin Powell I'm not very active on the forums anymore. If you have a question, please DM me and I'll respond ASAP! |
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#4 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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1. Planned playable platforms (Virginia Class, Astute Class Type 214 or 212) suggest modern setting. Is it also implement modern ASW methods like multistatic sonar systems?
2. Will you implement different acoustic envronment for blue and shallow waters? What about regions with deep + shallow waters (shelf)? 3. Will you emulate different acoustic propagation near different kind of shorelines (fjords, flat sand beaches etc.) ? |
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Tags |
dangerous waters, modern naval, modern sub |
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