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Old 07-20-09, 04:59 AM   #1
Sub Commander
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Default I said I had more ideas

Okay I have come up with more ideas.

I. It would be cool to have like a jump in jump out multiplayer, like World in Conflict, HAWX (both Ubisoft games) have, but then much much much bigger and I mean really big. U can choose what u want to commandeer: Surface ships (destroyers,Battleships,Carriers) Submarines or when ur rank is high enough try to get a promotion to Fleet Commander (or whatever) then u can start sending ur countrys ships around, when players complete such orders they get renown same as for killing enemies. The game starts and takes like 6 years (1939-1945). When u get killed, u lose renown and have to start over in ur port, with a delay maybe? But this idea can be greatly changed offcourse. THE MULTIPLAYER game of the year. Create servers that can have like 10.000 people on and create like 3 of em. (USA, Europe, Asia.) Then when u have an account registered at Ubisoft, u can start roaming around in the Multiplayer world. The costs for these servers can be easily retained, through all the sold coppies ( NavyField is a free to download naval sim it is played by many (includes me) but it doesnt look that great. If SH5 or maybe use this idea for SH6(???) would have that multiplayer in it, I think many people will buy it.
II. mentioned by me before: I WANT A SPECIAL ( LIMITED) EDITION, WILLING TO PAY FOR IT!!! With a recognition manual and the lot.

Okay I have to stop now, but I will come back with more Ideas the sooner or later. B.t.w. Please if we could have that (M)assive (M)ultiplayer (O)nline (N)aval (S)imulator in the game (MMONS) it would be great.

Last edited by Sub Commander; 07-20-09 at 07:52 AM.
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Old 07-20-09, 10:24 AM   #2
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Default Last idea for today

I. A 3D SH V or VI, I think that even more people would buy the game if it had some REAL GOOD 3D glasses, I would sure love to play a Top Notch game, brandnew, about World War 2 and with Subs, that had a high end 3D effect. Consider this when producing SH VI, I would love to put my 3D glasses on and feel like I was actually commanding that sub.
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Old 07-20-09, 01:39 PM   #3
PL_Andrev
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What????

3D Glasses? What's more?
DX12? 8-cored processor? 16GB RAM?

I think that many people would buy this game, because they love IIWW submarine simulations... not the "new perfect graphics, dynamic atmospheric effects, new engine"...
This is one big mistake, if I cannot play with 100% "particles density" because my 1MB internet connection is crashed in multiplayer mode.
Maybe my network is not perfect, but why graphic engine crashes interent connections?

At the best stupid idea is that I must return to my old Destroyer Command game to play historical battles with my friends on multiplayer mode against evil Japan/British/American/German submarines! With 10-yeards old graphic!!! Why my friends have no bought SH3/SH4 and want still to play DC vs. SH2?
Why? Because in no other similar product! No new legend! No new naval IIWW multiplayer!


Would you play good game with poor graphic or poor game with good graphic?

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Old 07-20-09, 01:47 PM   #4
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no bad comments on someones ideas, read the first post!
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Old 07-20-09, 01:52 PM   #5
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Quote:
Originally Posted by Sub Commander View Post
I. A 3D SH V or VI, I think that even more people would buy the game if it had some REAL GOOD 3D glasses, I would sure love to play a Top Notch game, brandnew, about World War 2 and with Subs, that had a high end 3D effect. Consider this when producing SH VI, I would love to put my 3D glasses on and feel like I was actually commanding that sub.
In a 3D SH V you would HAVE to be able to move around throughout the boat!

But I must say it could be awesome and even make the game a market changing trail-blazing classic. Imagine the feeling of coming up the ladder into the conning tower and the sudden visual and acoustic "space" of the surrounding open ocean and moving 3D clouds? That already hyper-realistic ocean in 3 D would be mind blowing as would rain, lightning and gulls wheeling at varying distances! This would also be a fantastic opportunity to enhance 3D sound direction and distance location!

GREAT IDEA!
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Old 07-22-09, 08:37 AM   #6
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I'd simply settle for it being BUG:rotfl:FREE

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Old 08-05-09, 11:29 AM   #7
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Default bathymetrie

I present myself, ilatan, I thank you all for your ingeniousness in your councils which I read the every day in the forum. I play my first campaign, and thanks to you, I leaves itself there well.
To contribute to your suggestions, here an idea:
On the chart of navigation there is not the depth of water,
During the patrols, the boats and the submarines must bring back to the services information army, their discoveries, and in particular the depth of the water met along their way.
- therefore, has each time the submarine ping with the sonar the water , the depth should be registered on the chart, and with each new mission, this depth should appear. This is logical, because each commander keeps his book of edge and his information with new charts updated .
If the player filled the chart since the first mission of campaign, with the last mission of campaign, it does not need to set out again with a blank card, since it already passed to certain places.
I thank you for having read my first intervention, and I hope that it will have many interests, among all your brilliant suggestions.
ILATAN.
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Old 08-05-09, 11:48 AM   #8
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WELCOME ABOARD, ilatan!
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Old 08-05-09, 12:46 PM   #9
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Welcome aboard ilatan
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Old 08-06-09, 11:51 AM   #10
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Default SH5

Unfortunatelly I can't read all the previous posts so I may repeat things that have already been mentioned.

1. Of course...interaction with BDU (interception of warships and convoys and change patrolling areas) and ability to respond to the callings of other Uboats in order to form a wolfpack, while the BDU would give the order to attack.
2. For the sonarman to be able to give a good estimate of the speed after the recognition of the target and also to be able to track more targets. Also he has to be able to distinguish junk ships like fishing boats and trawlers from valuable targets. Generally speaking a more usefull sonarman.
3. Something like the Assisted Plotting Mod with graphic representation of the sound bearings, even when the periscope is raised. This would give an almost realistik matching of visual and audio contacts, as the player handles an "all in one" position and needs some help without reducing realism.
4. True bearings on the periscope and UZO and able to directly plot them on the navmap by a "plot bearing" click. This click has to be availble on Periscope/UZO/SONAR.
5. Able to activate the chrono on the plotting map.
6. Able to set directly the desired gyro angle not by adjusting the other parameters (full manual no TDC attack).
7. Thermal layer.
8. Realistik behaviour of attacking DDs and warned targets.
9. Individual handling of right/left propeller.
10. Realistik optics
11. Realistik weather
12. Able to obtain a fix from landmarks and update your position. Your true position could be a diffrent one from the dead reckoned. When in open sea you could ask from then navigator to set a cellestial fix if the sky is clear!
13. The navmap should really be a "map" this means:
Charted depths.
Full plotting tools.
Lighthouses
Axis/Allied mined areas distinguished to "known" and "possible"
Axis/Allied Aircraft range
14. Manual Open/Closing of torpedo tubes and not "automatic" when selecting individual shot and swift from one tube to another.
15. When in manual targeting the weapon officer should provide a suggested "spread angle".
16. Big variety of merchants that depart and arrive from and to ports and not just appear.
17. Representatives from all warship classes of CV-CVL-BB-CA-CL- level.
18. Realistik traffic and realistik naval operations, plus some additional entries to give chance to action.
19. Addition of italian submarine classes used against east med-aegean traffic in 1940-41. As add-on later there could be releaze of UK-SOVIET-POLISH-GREEK submarines against axis.

I am not font of adding missions other than "sinking" as these were very rare and the one and main use of the uboots was this "TONNAGE". Furthermore, I believe handling of surface ships (except S-boats maybe), is a subject of other games, not of Silent Hunter Series. It is better I think to spend game's volume and cleverness to other things.

Things that exceed the general needs and would be nice surprises are:

Diving Planes handling
Ballast Handling
Mooring Lines Handling
Searchlight Handling

That's all.
Thanks for hearing.
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Old 08-06-09, 10:34 PM   #11
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Hi all. I've not posted for quite a while, so it's nice to be back.

I have a few comments:

Realism is king, with some caveats.

Yes we want technical realism, by which I mean the known performance of x piece of kit is reflected in the sim, as are the dates things became available etc etc. So, radar in SHV is not acceptable i.e. air search radar giving bearing when it was only ever an A-scope. That's just basic and shoody.

For every level of realism, there might be an option of choosing NOT to have it in your game. This solves the problem of "appealing to the casual gamer" that is, IMO, an excuse for "we couldn't be bothered to get it right".

Rather than rattle off a whole bunch of technical and other aspects, I'd like to mention a focus on something different: command. I'd like the sim to portray accurately what it was like to command a submarine.
- That means my CREW matters a great deal. I need people with skills. I need a good crew roster.
- As skipper, I make observations of a target's AoB, range etc and it's the fire control party that comes up with target course and speed and plot it on a map. I do NOT mean the same as the 'fire control officer assistance' in SHIII, mind you.
- I make firing observations but it's the crew that prepares the torps.
- I give precise depth/course/speed orders, it's the crew that does it.
In short, I do NOT want to have to go to all the different screens that are currently used to do manual fire control. It's NOT REALISTIC. The skipper didn't do all those things. So, when it comes to realism, I have 2 views:
1. technocrat realism - yes, I can go to all those screens to input everything.
2. command realism - no, I CAN'T do the input OTHER than the level of things controlled by the skipper.

A lot of people get excited over technical realism (such as controlling dive planes etc etc) yet ignore the fact that a skipper did not do all that stuff.

I want a revolution in that I command, and experience the pressures that go with that. I don't want to get bogged down in micro-managing TECHNICAL aspects a skipper didn't IRL. I'd like THAT to be an option in difficulty settings i.e. "realistic command Y/N". This would mean I'd need to think about sending crew members off to various technical schools while in base, and they might even miss the next patrol. That means I'm down an experienced person, but it also means they come back more skilled. Frankly, some R&R also becomes a factor. This sort of "strategic crew planning", looking at more than just the next patrol, was a factor in command, and I'd like to see it reflected in the sim.

Just some thoughts.
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Old 08-06-09, 10:44 PM   #12
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Add Japanese subs.
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Old 08-07-09, 11:54 AM   #13
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@ Steeltrap: All I can say is...
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Old 08-07-09, 06:05 PM   #14
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Quote:
Originally Posted by Steeltrap View Post
Hi all. I've not posted for quite a while, so it's nice to be back.

I have a few comments:

Realism is king, with some caveats.

Yes we want technical realism, by which I mean the known performance of x piece of kit is reflected in the sim, as are the dates things became available etc etc. So, radar in SHV is not acceptable i.e. air search radar giving bearing when it was only ever an A-scope. That's just basic and shoody.

For every level of realism, there might be an option of choosing NOT to have it in your game. This solves the problem of "appealing to the casual gamer" that is, IMO, an excuse for "we couldn't be bothered to get it right".

Rather than rattle off a whole bunch of technical and other aspects, I'd like to mention a focus on something different: command. I'd like the sim to portray accurately what it was like to command a submarine.
- That means my CREW matters a great deal. I need people with skills. I need a good crew roster.
- As skipper, I make observations of a target's AoB, range etc and it's the fire control party that comes up with target course and speed and plot it on a map. I do NOT mean the same as the 'fire control officer assistance' in SHIII, mind you.
- I make firing observations but it's the crew that prepares the torps.
- I give precise depth/course/speed orders, it's the crew that does it.
In short, I do NOT want to have to go to all the different screens that are currently used to do manual fire control. It's NOT REALISTIC. The skipper didn't do all those things. So, when it comes to realism, I have 2 views:
1. technocrat realism - yes, I can go to all those screens to input everything.
2. command realism - no, I CAN'T do the input OTHER than the level of things controlled by the skipper.

A lot of people get excited over technical realism (such as controlling dive planes etc etc) yet ignore the fact that a skipper did not do all that stuff.

I want a revolution in that I command, and experience the pressures that go with that. I don't want to get bogged down in micro-managing TECHNICAL aspects a skipper didn't IRL. I'd like THAT to be an option in difficulty settings i.e. "realistic command Y/N". This would mean I'd need to think about sending crew members off to various technical schools while in base, and they might even miss the next patrol. That means I'm down an experienced person, but it also means they come back more skilled. Frankly, some R&R also becomes a factor. This sort of "strategic crew planning", looking at more than just the next patrol, was a factor in command, and I'd like to see it reflected in the sim.

Just some thoughts.
Wow... you nailed it there!
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Old 08-08-09, 05:53 AM   #15
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- all points of above.
- better all shortcomings of sh3, for example the smoke, it have to
go to the direction as the wind goes.
- add the great dutch navy. I do still miss this.
(http://www.netherlandsnavy.nl/) look under ships, ships by name)
- better damage textures etc.
- combine with destroyer command v.5
(nice for online playing)
- make detecting by a destroyer realistic. (no superai anymore)
In real life, lying on a seabed you were almost undetectable.
- better crew animation, live onboard.
- Let the damage of a cargoship also cargo dependable.
(search on youtube what a torpedoes does with a tanker)
- When the bridge of a cargo/destroyer has been gunned let the
ship unsteerable. (crew is killed)
- more realism.
- in wintertime i do miss ice on deck etc.
- make the inside of a uboat as it really was. I do mean
a full realistic made rooms etc. So a copy of the real uboat.
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