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Old 08-22-09, 02:12 AM   #481
JScones
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Thanks Contact.
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Old 08-22-09, 02:13 AM   #482
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Thanks Contact.
NP mate. Have fun.
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Old 08-22-09, 06:36 AM   #483
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But do you really want to again put up with my condescending, arrogant and abusive responses to everyone's numbnut questions?:rotfl:
I'd want SH5Cmdr even if your personality were that of Josef Stalin. That is, as long as you didn't actually send me to a gulag or have me shot.
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Old 08-22-09, 06:36 AM   #484
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............SH5 coming............ the best new since the discovery of America.......!!!!!

please dev team go to full speed and release it asap...... im totally addicted to SH 3 and 4 and i cannot wait for SH5...!!!!
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Old 08-22-09, 06:41 AM   #485
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I'd want SH5Cmdr even if your personality were that of Josef Stalin. That is, as long as you didn't actually send me to a gulag or have me shot.
How are ya mate, long time no see.

I think it's important that people here realise that SH3Cmdr would never have existed were it not for your original vision (which one of us scoffed when the other suggested that players would like a Commander history, LOL?).
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Old 08-22-09, 07:23 AM   #486
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How are ya mate, long time no see.

I think it's important that people here realise that SH3Cmdr would never have existed were it not for your original vision (which one of us scoffed when the other suggested that players would like a Commander history, LOL?).
Well, I may have given you a couple of ideas, but you came up with more of your share of ideas - and you did actually build every bit of the program. But I am glad that after you scoffed at some of my ideas, you indulged me anyway.
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Old 08-22-09, 09:48 AM   #487
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We always have wolfpacks in MP dont forget that!
Wolfpacks in SP would be nice but personally I am not much interested in wolfpacks controlled by AI.
AI can be very stupid sometimes,but it would be nice to just feel that you are not alone out there.There is a lot work to do if they want to implant wolfpacks.In any WW2 atlantic sub sim it would be unacceptable not having wolfpacks.We can forgive them for SH3,but now i hope they see how many people want wolfpacks,and this is probably one of the most important features of SH5!
If there wont be wolfpacks in SH5 i wont be disappointed,
but i know a lot of folks who will be,so Ubi listen to us before it is too late!
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Old 08-22-09, 10:30 AM   #488
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If the game doesn't have wolfpacks I wonder if it might be possible to implement some system whereby a work-around solution might be found so that when you get certain missions they're 'wolfpack' missions and four other 'mirror' subs are positioned a few thousand yards on either side of your sub and do exactly what your sub does, thus firing at the same time and getting the odd occasional hit, then using your manoeuvres to evade.

Probably wouldn't work because the subs would have to start each mission with you, so they'd run into land etc. before the mission got underway. But there must be some simple way of doing this. Perhaps there would be some simple way to force escorts to chase nonexistant phantom subs for a while - that would achieve the same result. After all, the real positive thing wolfpacks actually did was remove the danger of escorts for a while, while they were chasing a contact.
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Old 08-22-09, 04:29 PM   #489
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Though historically inacurate, a wolf pack could work in the following manner.

You leave base let's say in a formation of 3 boats. The 2 AI boats would follow your commands and maintain station. Whatever you do, they do.

They follow your course, dive when you dive.

When you approach a convoy, you would have a release/attack command. The AI would then take over the other boats.

Another command would direct the AI boats to regroup with you and return to your command.

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Old 08-22-09, 04:39 PM   #490
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Though historically inacurate, a wolf pack could work in the following manner.

You leave base let's say in a formation of 3 boats. The 2 AI boats would follow your commands and maintain station. Whatever you do, they do.

They follow your course, dive when you dive.

When you approach a convoy, you would have a release/attack command. The AI would then take over the other boats.

Another command would direct the AI boats to regroup with you and return to your command.

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Old 08-22-09, 05:32 PM   #491
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I'm so excited about it that I had to change my sig.
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Old 08-22-09, 06:18 PM   #492
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I haven't read the whole thread, but what about this out of the box idea:

Would it be unreasonable to have a player control more than one sub? Sure there's a loss of realism in that you would know what the other sub(s) is doing/seeing, and wouldn't seem like the other sub(s) were operating independently, BUT it would let you set up attacks with more than one sub and it would place the burden on the player rather than additional AI load on the CPU. It seems easy enough to use something like different colored borders on the screen to indicate which sub you are commanding and let you switch/cycle between them. I even imagine it would be possible (though more demanding and less likely) to have multiple windows open for each sub like Flight Simulator lets you have different views.

I'm not pushing for this - it just occurred to me as an option for creating the Wolfpack experience that many seem to want.
They've done so much to increase immersion, and that approach would throw it all out the window. And when you're not controlling a sub directly the AI would still need to take over, so it really doesn't matter whether you control just 1 boat or hop between them.

I sometimes get swamped controlling 1 boat, let alone juggling 5 of them. :rotfl:

It's a nice idea for a Wolfpack game (ie Wolfpacks are the focus of the game), but it doesn't really fit in to SH.
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Old 08-22-09, 07:53 PM   #493
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It's not necessary to control many submarines to command or coordinate with them. Many flight sims have wingmen but you don't have to control their ailerons.

It would be very gamey to have you necessarily be the commander of a group of submarines, cheap but possibly adding tactical depth. I don't know how the command structure of certain groups worked or if there even was a "lead boat." If so, might be interesting to have the player play the wingman as an inexperienced captain on his 2nd patrol and the leader as an experienced captain on his 6th.

AIs, group behavior, wolfpack tactics sounds like a very difficult subject to handle well. A lot of development work could be done and still come out pretty poor. I'm not saying it shouldn't be attempted but it would be something I would dread if I was making SH5.
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Old 08-23-09, 03:36 AM   #494
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cannot wait...............ill start a countdown
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Old 08-23-09, 03:45 AM   #495
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Only issue I can see with wolfpacks is that abunch of people will start wineing...

That sub stole my kill... bla bla bla...

It will be kind of like how people complain about the luftwaffe now in sh3... showing up at just the right time...
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