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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ensign
![]() Join Date: Oct 2005
Posts: 229
Downloads: 17
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Wonder if there will be Tenders to refit / refuel at sea and if we'd get the option to call in a tow when in sight of a friendly harbor.
(Obviously the tow has to be done at night so you won’t be to embarrassed getting to port). ![]() Maybe get the option to call in for help when you’re in friendly waters to refuel when you ran out... even when it takes days for them to get to you. |
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#2 | |
Dominant Wolf
![]() Join Date: Nov 2006
Posts: 2,143
Downloads: 30
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#3 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
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Regarding malfunctions, I'd say in reality you'd have the option to assign your crew to doublecheck systems that may be prone to sabotage, run tests, detect the problems before they occur in battle. If something is detected you have the option of a quick yard repair (insteaad of waiting the full 2-3 weeks standard in port). Doable? Yes. Simple? No.
The example of "torpedo duds" is the only one that kinda stands but even in reality the source of the problems was design of the system rather than sabotage. Also note that when torpedo malfunctions were implemented, many player controlled factors were taken into account - dud chance is based on impact angle, premature chance is based on sea state and torpedo running depth. As in real life, the player has some control - but he has the benefit of historic hind sight. Aircraft, destroyers, depth charges, are also related to player performance and choice of tactics. And I will never give up "thinking", its in my blood ![]()
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With strength I burn... Last edited by elanaiba; 12-11-09 at 05:49 PM. |
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#4 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
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Steel Boat, Iron Hearts by Hans Goebeler devotes a whole chapter to sabotage and how frustrating it was. For example, he alleges that it took four patrols before workers found the drill holes in the fuel bunkers! Now, most general malfunctions could be found through the usual dive checks just out of port...but the idea here isn't just to have stuff break or stop working, it's to add another element of decision making to the Commander - "gee, I can't reach full speed, should I continue or return to port?". It's not as black and white as just a "dud battery, u-boat can't move" type of malfunction. |
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#5 |
Ace of the deep .
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I think for game play sake the average player would not get much out of it . Imagine in SH4 that your fuel range was reduced for no apparent reason . There would be threads about the stupid fuel bug or something . You cannot put everything in the game , imagine the size of the dvd .
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#6 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
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![]() Certainly true though, malfunctions/sabotage would have to be well explained. I mean, I always found it perplexing that people would select the option in SH3Cmdr and then complain that they couldn't see through the periscope, or couldn't reach flank speed..."bug!", "bug!" they cried... |
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#7 |
Ace of the deep .
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I think choice/options screen is the new buzword though.
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#8 | |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
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#9 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
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What about having a sub start with an unknown efficiency number (mid to high) for various equipment. During the mission, getting full use could be improved by having good crew in the compartment. A captain will learn the efficiency of his boat and crew during a patrol.
My earlier suggestion about crew qualifying training and drills during a mission could improve over time the efficiency. Losing a good crewmember in port would impact the boat. While sailing to your patrol area you can run drills, i.e. guns, torpedo loading, that would improve accuracy and reload times. Tracking neutral or friendly ships to the point of a firing solution could improve torpedo accuracy. Crew could qualify to rank up by courses. Things like that. It adds another layer of complexity but it is very real. A captain doesn't just go fast forward to cntact. That would reduce his abilities. As for saboutage, these are things out of the player's control. I don't think it should be part of the game.
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#10 | |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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They don’t think it be like it is, but it do. Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here. |
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#11 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
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Remember, Mark, the answer says "In the future, we will tackle them in some way, but for now, we have no such thing in the game."
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With strength I burn... |
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#12 | |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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They don’t think it be like it is, but it do. Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here. |
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#13 | |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
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The problem is that in patched SH3 and SH4 the big bugs were not solved ( for example decoys at periscope depth in SH3). I prefer to see bad / incomplete solution than hear words "it will be implemented later". Early is the bigger chance that the wrong function will be detected and fixed by next patch.
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#14 | |
The Old Man
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Now here's my question.. If so much has been achieved in SH4, things which were thought would be impossible even with all the SH3 modding experience, why are so many people scared by features not being present in vanilla SH5? Even I can't imagine what SH5 will look like in a few years. As long as you guys allow us to create scripts, the sky will be the limit. We have 3d maniacs like Tomi and Ju88 (and soon ME), campaign freaks like Lurker, realism gurus like the GWX team and Dulcimus, perfectionists like Makman and Hitman and the gods of thunder themselves, Luke and W-clear. And if all else fails, Skwasjer will save the day with an editor. All I want to see in SH5 is a well rounded game, bug free, with smooth performance and ready for complex modding. Let's face it, this might be the last U-boat sim for a looooong time. I suppose some features will make their way into an expansion (like real navigation /pray). Maybe later you'll release another PTO sim (hopefully with the Japanese Imperial Navy too) and MAYBE the U-boat core will be upgradeable to the new engine. What's next? Cold war sim? WW1? Surface warfare? What I want to underline is that any mod made for SH5 will not interfere with the sales of your future sims. |
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