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Old 10-24-09, 09:15 AM   #16
cappy70
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Out of topic.
I throwed down books on the floor once, (just to test since there were so much hype about the NPC A.I. in that game,) and a guard walked up to the books, stopped and looked at them and picked them up.
One could trigger events in there that was not pre-programmed, actions that one would see once maybe and never again.
Mudcrabs are mudcrabs.............
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Old 10-24-09, 10:37 AM   #17
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I throwed down books on the floor once, (just to test since there were so much hype about the NPC A.I. in that game,) and a guard walked up to the books, stopped and looked at them and picked them up.
I pushed some books off a shelf once, and the guards walked up and mercilessly beat my ass for "stealing" them. On another occasion, I used the townfolk as human shields, causing the guards to turn on each other, since they were "assaulting" and "murdering" the citizens (and eventually themselves). Let's not forget that, even as the hero of the land, the arena champion, the local archmage, and whatever other title(s) you acquire, if you mouse-over an item in the store, just to see what it is, you're issued a stern warning from the shopkeeper and/or his guard, because clearly, petty thievery is your game. Though the pre-release hype made it sound pretty ambitious, Oblivion's AI was stone-dead stupid.

To the point of provisions, though, it was my understanding that U-Boats tended to be overstocked, even late in the war. If Ubisoft has the time and inclination to implement provisions and rationing and so forth, I certainly won't argue, but if fuel was typically the limiting-factor in a patrol, I don't necessarily see the need to add another limitation that is not likely to ever be an actual limitation.
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Old 10-24-09, 10:39 AM   #18
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Originally Posted by SteamWake View Post
I saw a mudcrab the other day
Oh it's you... hi.

What's new with you

Have you heard about the priest at the chapel in Anvil?

Don't talk to me!

Good day!
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Old 10-24-09, 11:49 AM   #19
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Originally Posted by JScones View Post
A more polite version of what I'm thinking.
An even more polite version of what i'm thinking...
If it wasn't for all those "rivet counters" questions posted everywhere, the devs couldn't pick up insignificant questions and would be forced to answer major gameplay related one, or major questions about atmosphere. And thus grabing more ideas from us on the big pictures only.
For pete's sake, we already knows from 4 previous SH game how realism settings are implemented!!!
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Old 10-24-09, 01:08 PM   #20
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I can't understand why anyone would disagree with having limited drinking water and food. Of course there would be no point in having a full load of fuel if you die of starvation at 50% fuel. And if you just shut down the engines and stay in the middle of the Atlantic for 6 months, the crew is bound to mutiny because of lack of morale, but still, it can't be too hard to implement a morale system that also shows it's components (patrol duration, crew health, quality of food, limitation to higene due to diminishing water supplies etc.). No need to model the byte marks on the bananas in the control room or animate the meat boiling in Markus' soup pan
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Old 10-24-09, 04:02 PM   #21
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Good thing is drinking water wont run out. Anyway i will be happy if food is implemented in this way:

You have limited food supply (30 / 45 / 60 or whatever days).You also have an option to change the rations from full to 3/4 or 1/2 .The first wont effect the morale, but the later will decrease the morale faster. I think it is completly reasonable and not too much of a challange for the devs.
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Old 10-24-09, 04:35 PM   #22
TwistedFemur
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Originally Posted by WEBSTER View Post
no way, i dont want to read a year long thread on how the bananas are curved the wrong way or the grapefruit shouldnt be that color.

realism is nice but i dont want to see the toilet paper in the head either even if it should be seen in real life

or see the mess when bernard clogs the toilet
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Old 10-24-09, 04:59 PM   #23
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Originally Posted by karamazovnew View Post
And if you just shut down the engines and stay in the middle of the Atlantic for 6 months, the crew is bound to mutiny because of lack of morale,
Simple solution: don't do that.
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Old 10-30-09, 02:05 AM   #24
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i agree with twistedFemur im also sick or bernard
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Old 10-30-09, 10:39 PM   #25
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Originally Posted by JScones View Post

Having said that though, a "provisions left" indication might be an acceptable compromise, as long as hitting 0 had no impact on my crew, unless I also had a way of increasing provisions whilst at sea.
As i recall, the Kriegsmarine has some of these floating around:


Quote:
But again, I'd rather see fully implemented game-play features over half attempts at the peripheries.
Umm, so far from what ive seen, isn't that what SH5 is all about? Peripheries? People put so much emphasis on eyecandy for "immersion", but less on what makes up a simulation. SH5, as so far, seems like its going to put heavy emphasis on eyecandy while not really changing the core gameplay mechanics all that much.

Now don't get me wrong, eyecandy has its place, but it should not be held on such a pedestal, as to deny the details that make up a sim, or to be used as a reason to not improve upon those details. Unfortunatly, If anything, all the majority of the community has probably shown the dev's over the last few years is they want to be entertained by feeling their in an interactive version of Das Boot, and don't want to be bothered with the details.

edit:

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Originally Posted by BlueFlames View Post

To the point of provisions, though, it was my understanding that U-Boats tended to be overstocked, even late in the war. If Ubisoft has the time and inclination to implement provisions and rationing and so forth, I certainly won't argue, but if fuel was typically the limiting-factor in a patrol, I don't necessarily see the need to add another limitation that is not likely to ever be an actual limitation.
Here's the thing. In SH3, you can sit there, at an all stop, doing 0 knots, and advance the time compresson. And so long as you never fire up your engines by moving, you can sit there for two months, three months, four months, etc. You can sit there for as long as you like. Now in SH4, you still do burn some fuel, even just sitting there, so that does limit your patrol time. However, if my patrol time is going to be limited (which i agree it should be), then id rather it not be by having the fuel constantly being used up. Id like to save that for high speed chases if i can.

Last edited by Ducimus; 10-30-09 at 10:53 PM.
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Old 10-31-09, 12:09 AM   #26
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Quote:
Originally Posted by Ducimus View Post
As i recall, the Kriegsmarine has some of these floating around:
But do we know yet whether SH5 will?
Quote:
Originally Posted by Ducimus View Post
Umm, so far from what ive seen, isn't that what SH5 is all about? Peripheries? People put so much emphasis on eyecandy for "immersion", but less on what makes up a simulation. SH5, as so far, seems like its going to put heavy emphasis on eyecandy while not really changing the core gameplay mechanics all that much.

Now don't get me wrong, eyecandy has its place, but it should not be held on such a pedestal, as to deny the details that make up a sim, or to be used as a reason to not improve upon those details. Unfortunatly, If anything, all the majority of the community has probably shown the dev's over the last few years is they want to be entertained by feeling their in an interactive version of Das Boot, and don't want to be bothered with the details.
So I'm not the only one fearing "SH5: The Das Boot Video Game"?

I have noticed that some people seem to consider Das Boot as the authoritive source on all things U-boat. Could be worse I guess, people could be asking for things like they saw in U-571...
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Old 10-31-09, 06:21 AM   #27
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OK if we're going to have to feed the crew, then I want to
  • Keep track of their dirty underwear. Dirty underwear is bad for morale, at least according to our mothers, and would severely affect combat readiness. Let's have a dirty underwear monitor, showing the percentage of dirty underwear at all times!
  • Conning tower rust gauge. Listen, if you are so lax as to permit excessive rust to form on your conning tower, chances are you are lackadaisical in some other areas which contribute to fighting the war effectively. Too much conning tower rust should cost you renown and result in less accurate torpedo targeting.
  • Battery electrolyte levels. We need a gauge for the electrolyte level in each of the several hundred cells aboard. Letting just one get too low would release chlorine gas into the atmosphere, ruining appetites everywhere. We should also have a specific gravity gauge for each cell as well so we will know whether we have to add distilled water or acid. Just click on the water or acid, then click on the appropriate cell to adjust, then test again. Repeat as necessary several hundred times per day! Wow! NOW we're getting somewhere.
  • On board submarine newspaper. Each sub should have to produce an on-board newspaper, using a 1980 version of WordStar instead of a manual typewriter. They were just about equivalent torture to use. Failure to produce the day's edition would result in morale loss which would impair the crew's ability to maneuver the submarine effectively.
  • We could swab the deck with our mouse moving back and forth over the deck until it's bright and clean every morning, similar to a grind in an MMORPG. Wouldn't that be fun!

I'm sure there are other realism features we can bring to this excellent game to come. Poker games and torpedo juice drinking come to mind. With a few more great ideas like mine, this game could be so boring that NOBODY would ever want to play it. Isn't that exciting?
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Old 10-31-09, 06:32 AM   #28
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And of course, don't forget the flatulence-in-the-air level gauge. I mean, if the level is above average then the food should spoil quicker, thus adversely impacting the provisions gauge. And if the level is way too high, then crew should start dieing of asphixiation through difficulty breathing.

Of course, both gauges need to be in 3D and clickable by the Kaleun.
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Old 10-31-09, 08:59 AM   #29
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I C I started a little firestorm. I don't think it has to be to extreme. I would however, like to C patrol length shortened based on food and supplies left on my U boat. like I said at the front I don't want to be on patrol for 6 months or more and never EAT.. A lot of you have made good points in this topic though. Don't get me wrong, I don't want to be bothered by my constant food and supply problems either.

trool323.....
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Old 10-31-09, 10:24 AM   #30
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Originally Posted by Trool323 View Post
I C I started a little firestorm. I don't think it has to be to extreme. I would however, like to C patrol length shortened based on food and supplies left on my U boat. like I said at the front I don't want to be on patrol for 6 months or more and never EAT.. A lot of you have made good points in this topic though. Don't get me wrong, I don't want to be bothered by my constant food and supply problems either.

trool323.....
If you do not want to be on patrol for 6-months Don't stay out that long!

Before leaving I always set a rough endurance and target a return date, generally 45-90 days but it's mission dependant. I find it amazing that people require the game to perform this simple piece of the planning process for them.

Any ship captain that involved in day to day feeding belongs on a cruise ship and not a submarine.
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