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Old 01-07-21, 09:40 PM   #1
entrippy
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Originally Posted by Pisces View Post
Remember that the game is a multiplayer game in the beginning. And you talk about the player in singular form, rather than plural. Each crew member would need to get something out of this gameplay, not just the Kaleun. And each of the 4 boats when there are multiple occupied.
Its true that this is a multiplayer game, but as with the TDC tutorial there are already existing components designed to teach an individual player, (not to mention the ability to play single player using friendly AI). So it is not unreasonable to suggest further content targeted at the individual. As such this is not intended to be a component of multiplay, but an addition to the games tutorial package for players to use individually, the benefit of which would be felt when they then go on to apply it in multiplayer missions.

The overall gist is that this kind of tutorial would be more effective if it had the benefit of assets/libraries/classes/functions that are available to the game, as opposed to trying to create an external analog that mimics it poorly.

I made no attempt to suggest where and how this might be made accessible once the application has been started as while I feel my idea has merit to help players get more value out of the game, the developers, would know best how to best accomplish this in line with the code base and their overall vision.
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Old 01-08-21, 12:05 AM   #2
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entrippy! nice posts.
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Old 01-17-21, 01:28 AM   #3
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start game

use scope to look for visual contact

if no visual, dive to periscope depth

use hydrophone to locate sound bearing of convoy

surface to that bearing going full speed

wait 5 minutes

if no visual contact is made in that time, dive and listen again, adjust course as needed and repeat the last two steps

IMO you're over complicating something that isnt too hard to do in this game. The Silent Hunter games was harder.
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Old 01-17-21, 05:17 PM   #4
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Originally Posted by mobucks View Post
start game

use scope to look for visual contact

if no visual, dive to periscope depth

use hydrophone to locate sound bearing of convoy

surface to that bearing going full speed

wait 5 minutes

if no visual contact is made in that time, dive and listen again, adjust course as needed and repeat the last two steps

IMO you're over complicating something that isnt too hard to do in this game. The Silent Hunter games was harder.
Have you tried to do this while moving yourself?
There is an entirely different set of triangulation steps that can be performed while on the move, but they are far more complex to master, for example take a look at the later/Alternative methods mentioned in here

http://ricojansen.nl/downloads/Four_...2C%20Neuro.pdf

Sorry if I didn't make this clear, the stationary approach is simple and does not require any additional guidance, but to say that everything should end with the stationary method is an over simplification.

If you're wondering WHY someone might want to use these alternative methods; firstly, they can reduce time to contact by allowing the boat to manoeuvre while solving, and secondly.... just because.
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Old 01-18-21, 04:33 AM   #5
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Originally Posted by entrippy View Post
Have you tried to do this while moving yourself?
I would consider myself one of the most experienced skippers that still plays Wolfpack. 1200 hours played.

Three bearing method, triangulation etc. is a colossal waste of time in wolfpack, because you can't fast forward time. (and you start very close to convoy anyway)

Just dive, listen, drive. You will get a visual sooner or later. Convoy located. No math.

If you can see ships, and are lucky enough to have a good navigator on the plot, you can get their course using the scope by taking range and bearing.
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Old 01-19-21, 04:29 AM   #6
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I would consider myself one of the most experienced skippers that still plays Wolfpack. 1200 hours played.

Three bearing method, triangulation etc. is a colossal waste of time in wolfpack...
This is very useful context, thanks! I admit I do look at Wolfpack's gameplay beyond what is currently there and play it as though it was a first person, multiplayer Silent Hunter. I enjoy playing the long game, taking time to solve the convoys hading speed and location before setting up intercepts that don't put me in close visual range until I'm running in to set my attack.

If wolfpacks gameplay is not planned to move beyond the current arrangement (missions scenarios centre around starting in close proximity to a convoy with the players only requirement to organise the final approach and kill), then I agree that my suggestion is probably a waste of time.

That said, if there are plans to run scenario's that start at greater ranges including initially diverging paths, then I think that this suggestion would help reduce the frustration of trying to learn an interesting skill, with a shortened and more informative feedback loop.
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Old 01-19-21, 05:11 PM   #7
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I can't disagree with what you're saying, I just don't want to play a session that takes that long.

The advise I'm giving reminds me of a saying they used to say at work:

"Give the laziest guy the hardest job, and he'll find the easiest way to do it"

Cheers man.
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