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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Fleet Admiral
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Well, if someone could program a submarine simulator that is exactly what *I* want with only what *I* want. I would be willing to pay a lot of money.
The problem is that I am the only one who knows what *I* want and I can't code. ![]()
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#32 |
Captain
![]() Join Date: Jan 2004
Posts: 522
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well for $50 i am getting the ultimate sim called sh5...
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![]() "One torpedo ... one ship" my SH5 lighting mod http://www.youtube.com/watch?v=LkM5k8SXpWo my SH5 audio mod http://www.youtube.com/watch?v=CIN5RHeL8B8 |
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#33 |
Ensign
![]() Join Date: Dec 2001
Location: USA/Florida/Sweden
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Over the years PC games have gone up very little compared with what the cost to make a game is within the gaming industry itself and the value over 10 years.
So $50 for a game today and that same price that I paid 6 years ago is well worth it. Good article about this in PC gamer: PC gaming vs. cost vs. value over the years.
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#34 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
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I would pay a million billion dollars.
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#35 |
The Old Man
![]() Join Date: Mar 2002
Location: Ayr,Scotland,UK
Posts: 1,392
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Even if all of the say 20,000 ? hardcore subsimmers here were prepared/ (allowed by their wives) to pay $200 each for a game, which I doubt, that's only $4,000000 SH3 cost $3,000000 to make and that was about 5 years ago Ubi would barely break even. Typically a the series has sold around 350,000 copies multipy that by an rrp around $40 and you get about 14,000000, taking off the retailers cut + distribution etc (about 60%) would leave about $5-6 million, conclusion- unfortunately we need the mass market. SB Pro is a bit of an anomoly which would I'm sure not exist without the military funding. Look what happened to DW and I think that did have some military backup.
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#36 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
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the ultimate sim would be to get yourself connected into a virtual world, where you can experience the game for real.
a normal "client game sim", a perfect one, where you need to sit in front of some screen and play, will never be released from an established studio. the target group is too small for a profit orientated company. so only if there will be some smaller studio, this might be possible. maybe the market opens up the possibilities for such a development - bigger studios produce mainstream stuff, smaller ones create passioned stuff. i would pay about 99 euros for a really, really nice subsim.
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#37 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
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#38 |
Ships Secretary
Join Date: Apr 2009
Location: MilesCity Montana
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How much is this? With a cash for clunkers trade in?
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#39 |
Seaman
![]() Join Date: Jan 2009
Location: Tiller(norway)
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49,95 and 9,95 for the addons and 5 dollar for the subforum.
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#40 | |
Captain
![]() Join Date: May 2006
Location: Niskayuna, NY
Posts: 482
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It's an "open source World War II german submarine simulator". Its source code is GPL'd and most of the artwork is licensed via Creative Commons. In non-Geek-speak, you can make all the alterations you want, you can even turn around and sell it, but you've got to credit the previous developers and provide the source code (including the changes you've made). So feel free to hire a developer (or a team of developers), and get them cracking on working on what you want. Fork off the project, and call it whatever you want. Realistically, that ain't gonna happen... obviously, it hasn't happened yet. If I ever win the lottery, though ![]() |
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#41 | |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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#42 |
Stowaway
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10 Dollars.
(Or wait for a steam sale and get it + Addons for 5 dollars) ![]() |
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#43 |
Lieutenant
![]() Join Date: Mar 2008
Location: the deep
Posts: 251
Downloads: 217
Uploads: 7
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agrand and ide throw in the wife and dog.
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#44 |
Fleet Admiral
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Bugger I don't have a dog! Will a child do?
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