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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch Officer
![]() Join Date: May 2007
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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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#2 | |
Stowaway
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No Wolfpacks? Simply not interested! |
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#3 |
Planesman
![]() Join Date: Sep 2007
Posts: 192
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updates updates updates. Tell us every detail you remember from presentation.
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#4 |
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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#5 |
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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#6 | |||
Pacific Aces Dev Team
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One day I will return to sea ... |
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#7 | |
The Old Man
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#8 |
Loader
![]() Join Date: Jan 2006
Location: Stewarts River, NSW, Australia
Posts: 82
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Sehr Geehrt Kameraden!
There is one important aspect of Wolfpacks that many seem to misunderstand. Individual U-boats within a Pack rarely, if ever, communicated with each other except when a boat transmitted a homing beacon upon sighting a convoy. Ideally, each boat would be directed to a particular area in a Partol Line by B.d.U. in the hope that one of them would pick up the convoy that B.d.U. anticipated in the region usually from signals intelligence from B-Dienst. Once one boat sighted the convoy, it would transmit the beacon, until of course due to DF'ing, it became a serious hazard to do so. Later in the war boats would pick up on a sighted convoy by monitoring the sighting report transmitted from the particular boat that sighted the convoy. Sometimes they were able to join in, sometimes not. Each boat, when it also sighted the convoy would report the fact to B.d.U.. B.d.U. would then give permission to engage the convoy once a sufficient number of boats reported in. It must be remembered that U-boat transmissions used the Enigma cipher system, something which was quite a laborious task, particularly if the message had to be double enciphered. Enigma machines are freely available on the net along with the protocols to use it if you want to try. So, hopefully Ubisoft can insert AI boats forming a Wolfpack, of which the player's boat is one, since Ubisoft is already inserting the convoy and the radio transmissions to and from B.d.U. anyway. Incidentally, the B.d.U. KTB is also available on line. If you want U-boat KTB's you need to go to Freiburg im Bresgau and photocopy them like I did. Hope all that makes sense.
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Mit Kameradschaftlichen Grüßen Kapitänleutnant Wilhelm Weiß Unterbefehlshaber der 33te U-boot. Flot. ![]() |
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#9 | |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
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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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#10 | |
Chief of the Boat
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#11 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#12 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
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You laugh, but I'd take it as an expansion pack.
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#13 | |
Nub
![]() Join Date: Sep 2009
Location: At about 12mtrs down, torpedo doors open, fish set at 4 mtrs
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In the ideal world you'd have both (thinking about why can't we have both?), but i'd rather add to the gameplay than bother about the eye candy as well. SH3 wasn't an ugly game, and the chance to call in a wolfpack on an unsuspecting convoy would be lots and lots of fun as opposed to having wonderful sea textures etc etc. Regardless of what we end up with we're all still gonna pre order it and be engrossed in it when it comes out! ![]()
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![]() Dive goddammit!! ![]() |
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#14 | |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
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#15 |
Grey Wolf
![]() Join Date: Feb 2009
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What about ANSWERS for this topic?
"Questions for the SH5 dev team???" http://www.subsim.com/radioroom/showthread.php?t=155427
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