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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Mar 2001
Location: Sydney, Australia
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Well I might be in the minority but, in a related point, I am one who doesn't care about the ability to walk through the entire sub.
Why? For starters, what exactly does that add to gameplay? Does the skipper have to run to the engine room every time he wants to order a new speed? Does he go there when he wants damage control performed? No. Novelty effect once or twice; after that it's a yawn. If they build it so you HAVE to run around to get certain things done, that will quickly become a pain in the aft spaces.... How much development effort goes into the building of all spaces for all the subs? For me, I want every last $$ going to technical accuracy then graphics in those places that matter (external, through scope, through binocs) and LASTLY, if they have time, to worry about the interior outside the command room and conning tower. Why does the matter for the number of subs? If you have to do the full interior for each, it follows that that takes considerably more development than would otherwise be the case. |
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#2 | |
Sparky
![]() Join Date: Jan 2007
Location: Hannover, Germany
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PS: Im one of that minority.
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I hope alot of people will buy SHV. I will and I will mod it and play it. Keep in mind if we don´t buy it, the next SH title will look like this and you can look forward to a starfish addon... ![]() ![]() |
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#3 | |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#4 | |
Grey Wolf
![]() Join Date: Mar 2001
Location: Sydney, Australia
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What I don't want is technical accuracy being lost by too much time being spent on pretty graphics. That is a curse affecting many PC games these days..... Last edited by Steeltrap; 09-14-09 at 07:45 PM. Reason: fixed typo |
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#5 |
Mate
![]() Join Date: Apr 2008
Location: Aberdeen, Scotland, UK
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I'm with Steeltrap here, the main reason for my love affair with SH3/GWX is down to the atmospheric gameplay which helps immersion hugely. The walking through the sub and being able to interact with some other characters, I feel, would be a novelty thing at first, but due to the constraints of being a computer sim, would become a repetitive exercise.
I would much rather the money,time and expertise to be spent on more imaginative and realistic AI behaviour. I don't want to feel I'm watching the same film over and over again with the same characterisations. The ability to have to come up with different plans and approaches to a given situation, and seeing the differing results, good or bad, that arise from your actions is what does it for me. Just my tuppence worth. ![]() |
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#6 |
Silent Hunter
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QFT
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#7 |
Nub
![]() Join Date: Aug 2006
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I'd quite like to see some Italian boats, BETASOM had quite a few based in France. Even considering that they were pretty useless it'd be an interesting diversion.
On a slightly more likely note, I think a what-if scenario Type XI with the gun turrets would be fun. |
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#8 |
Stowaway
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A Type XI?
With gun turrets? Huh? |
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#9 |
Fleet Admiral
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I'm with Jscones on having unlimited playable slots. The SH3 limit was just a damn nuisance.
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#10 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
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#11 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: Netherlands
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The II VII and IX boats will definitely be in the game.. because well, you gotta have those...
The devs did ask us during the meet what we would like to see, a XXI a XXIII or something else entirely... we couldn't agree on this subject at the meeting, but my view is that a XXIII boat is not all that fun to play, you have only 2 eels, the XVII while fun, was never operational, so not very interesting... the XXI I wouldn't mind having back in the game, but I won't put my hopes on it, because that would entail a large amount of additional work for the devs, building a full interior for a XXI... ![]() I wouldn't mind having one or 2 Italian sub classes in the game though ![]() |
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#12 |
Planesman
![]() Join Date: Apr 2007
Location: Connecticut, USA
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What else did they ask?
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#13 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: Netherlands
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Ok, bear with me here,
First of all, anything I say here is NOT definitive, nor an indication of what may or may not be in the game. I am not an Ubi dev, I don't influence their decisions. you'll just have to wait for them for definite answers ![]() the night before the actual presentation we had a sort of brainstorming session/discussion with Dan, Mike and Mihai about all sorts of aspects of the game. I was partly distracted during that because Dan had brought a book I was very interested in (sneaky ![]() also keep in mind that everyone present at the meet is an avid sub-simmer, we've all played sh3 and sh4 and often other sub-games as well. this means it's easy to forget that they want to sell the game not just to you, but if at all possible to your 12-year old relative/kid sister/whatever, and make them like it. a difficult mission by any standard. Anyhow, we discussed things like what we want from a game in the way of simulation, what sort of problems crop up in building a Silent Hunter game. And also about what types of Uboots should be in the game. That the standard boats would be in was without question, but the discussion about prototypes like the type XXI was inconclusive, mostly because we went on to other things. There was a discussion about expansions/other options such as Multiplayer and what possibilities that offers. Also about if and how something like destroyer command for SH2 could be implemented in sh5 and if such a thing would sell. Now, keep in mind that if Dan & co. could call all the shots on what sh5 would become, and if they had an infinite budget, they'd pull all the stops and you'd get the ultimate Uboot simulation. You'd also get a 300 page manual with it, and you'd have to read it all before you could even contemplate going out on a feindfahrt. This of course is not the case. It couldn't be. They've gone for an accessible game, and I applaud the way they've done it. ![]() I also had a talk with Mihai and some of the other guys about engines on uboats, specifically about implementing more detailed engine options such as running on e-motors on the surface, and why would this be necessary. also about using only one diesel because of damage/fuel/other reasons, and what this would mean for steering the boat, specifically how much would the rudder need to compensate for the fact that there's only one propeller turning. Now, Implementing something like ordering each engine separately would add a level of complexity to the game that is not necessarily a good thing. personally I'd love to have it but that doesn't mean it's feasible to put in. I think it may very well be, but that's not up to me of course. Hope this satisfies your curiosity somewhat... I've gotta make dinner now... ![]() Last edited by KeptinCranky; 09-23-09 at 05:07 PM. |
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#14 |
Stowaway
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Thank you, KeptinCranky.
This isn't the first time your posts have improved my day. |
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#15 | |
Grey Wolf
![]() Join Date: Jun 2004
Location: The Colourful Seville - Spain
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I sent today a little PM to Mihai about a technical explanation I got regarding the matter from one of the folks from our Historic Services section. It still seemed complicated. Anyways, I haven't given up yet, there's some resourceful guys going into it, and if they send me any more worthy details about it, no doubt I'll send them to the Devs. ![]() |
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