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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 | |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#92 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
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The thing is your saying what some don't want to see or hear.
![]() The thing is.... I haven't seen or heard a definate no on Wolfpacks anywhere. Maybe just building up the suspense. ![]() |
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#93 |
The Old Man
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![]() ![]() ![]() ![]() The question is, how hard can it be to have "encounters" between ai ships on the map? Each sub would get a patrol area, like you, ships/convoys come close to it, it decides wether to report or attack, it attacks, "results may vary". And the only way you'd know about it would be through radio messages. Remember the ones in GWX? They sounded nice but they were false, because there were no other uboats! But now each time they'd say "attacked convoy, suffered minor damage, sinked all escorts" you'd rush there to find an unescorted convoy ![]() Now there is a slight possibility that because of the way probability works, the other uboats might fare way better than the actual ones did and you'd end up with 1000 uboats in the atlantic at the end of the war. To help them "die" more historically acurate, the random dice rolls could be helped by forcing them to meet the quota, through the easy to find number of uboats that were lost each month. Now, how many subs did the germans have in the atlantic at one time? ![]() |
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#94 |
The Old Man
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Actually, let me make you a challenge. Let's help Ubi see how simple it is, by making a pseudocode ourselves
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#95 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
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read other members posts for a change.
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#96 |
The Old Man
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Who me? I did! I just don't like quoting 2 screens of posts
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#97 |
Watch Officer
![]() Join Date: May 2007
Posts: 339
Downloads: 1
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if (convoy spotted)
{ convoyContact.sendInfo(); convoyContact.shadowConvoy(isConvoyInSight); if (escortSpotBoat) { ALARM(); } } //lulz
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I only need one torpedo. ![]() |
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#98 | |
Stowaway
Posts: n/a
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No Wolfpacks? Simply not interested! |
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#99 |
Planesman
![]() Join Date: Sep 2007
Posts: 192
Downloads: 35
Uploads: 0
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updates updates updates. Tell us every detail you remember from presentation.
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#100 |
Born to Run Silent
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It's too early to tell, but basically it looks like SH3/4 with better graphics, full interior access, a much more strategic dynamic campaign, and with realism options for causal players (ship health bars, better enemy visual/sonar/radar range tools, etc). I fully support adding elements that make the game playable for the arcade/action game crowd, damn right. Of course, as long as it is scalable, has realism options that allow guys like me to have a fully manual TDC, no contacts update map, etc. Wouldn't it be great to sell the game to 120,000 hard core subsim players and 300,000 "shoot em up" action players?
![]() I think the strategic dynamic campaign elements will add the most gameplay. As designed, when you attack a supply convoy it will affect the land battles, the routes of future convoys, and the enemy's ASW response. AI Wolfpacks are .... well, they don't know yet if they will be in the game, if they will be very minimal, like AOD. I hope they are able to include AI wolfpacks, I think it would be a big letdown not to have "shadow convoy" objectives, where you must stay in contact with a convoy, not get too close so you are driven under and you lose the convoy; not too far away that you lose the convoy in the night; not attack until the other U-boats are in position (breaking that order and you lose command). This would add a lot of gameplay to the SH series and I believe it must be included.
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#101 |
The Old Man
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Affecting land battles might be over the top. However, depending on the year and month, some convoys could be somehow linked to historical battles and deemed more important.
![]() I've just finished a post about the recognition manual. In it I've noticed that the TDC had a Ship Length dial and so the captain might have had a way to calculate the ship's speed through the TDC. Think about it, with such a tool and a double split prism stadimeter... how long would it take you to find all the data you need (speed, range, aob)? If the AOB dial would be linked to the sub's compass, then in less than a minute you'd know everything about your target and maneuvering for a good shot would be child's play. It would be realistical, but also almost "shoot-em up". The two ways of playing can coexist very well in the same level of difficulty. My feeling is that difficulty should consist of other factors, like escort strength, ai sensors, ai adaptability, torpedo faults and so on. The attack itself might not pose enough of a challenge to differentiate between easy and hard. But the approach, the tactical part, would. That's what being a captain is all about, right? |
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#102 | |||
Pacific Aces Dev Team
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One day I will return to sea ... |
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#103 | |
The Old Man
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#104 | |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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It's so integral to the Battle of the Atlantic that not having wolfpacks in a U-boat game is like not having a Type VII submarine in the game.
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#105 | |
Chief of the Boat
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