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Old 01-03-10, 02:07 AM   #76
JScones
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Originally Posted by karamazovnew View Post
Why are you scared about healthpoints? The presence of the flood and health bars are the best proof that SH5 will not use a fps style of hitpoints.
How is it proof? A "health bar" could just as easily be used to reflect the same hitpoint approach as used in SH3 (and SH4?).

All you've done is counter speculation with...speculation.

Ironic, eh.
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Old 01-03-10, 03:25 AM   #77
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"What can I really expect from SHV?"

About a one month wait before I get the game, to see what you guys think about it, and weather or not you guys can fix it.
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Old 01-03-10, 04:40 AM   #78
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Originally Posted by Sgtmonkeynads View Post
"What can I really expect from SHV?"

About a one month wait before I get the game, to see what you guys think about it, and weather or not you guys can fix it.
Trouble is that wont boost sales for future versions!
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Old 01-03-10, 07:02 AM   #79
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True, but at the same time they cant expect people to buy it just because of the name, when there is uncertainty who its made for.

The only think I have liked in the previews so far is the graphics.
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Old 01-03-10, 08:13 AM   #80
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True, but at the same time they cant expect people to buy it just because of the name, when there is uncertainty who its made for.

The only think I have liked in the previews so far is the graphics.
Well I purchased SHIV including the U-boat add-on but never played it, too many bugs, I would have loved SH3 with GWX and just updated graphics, but that's my opinion! I will continue to purchase via pre-ordering the Silent Hunter series, the thing I fear is possibly the day they stop production, so I keep on buying, just have to keep fingers crossed this version is a hit, I think it will be!
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Old 01-03-10, 09:22 AM   #81
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I should imagine within a day or two (definitely within a week of release) all the speculation of whatever variety will turn to fact and realisation.

Me, I'm hoping all the facts (or at the very least, most) are positive and not negative.
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Old 01-03-10, 09:51 AM   #82
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Originally Posted by JScones View Post
How is it proof? A "health bar" could just as easily be used to reflect the same hitpoint approach as used in SH3 (and SH4?).

All you've done is counter speculation with...speculation.

Ironic, eh.
It's not speculation, this is taken from Sober's list:
Quote:
Added flooded mechanics to ships.
Boyancy is more realistic.
Ships can break in multiple parts but still stay afloat.
And the fact that a flooding bar is present, is in itself proof that the target's health is no longer represented by the number of torpedoes needed to sink it (I know it was more complicated than that but that's how it looked like in vanilla). The rest of my post was just an indication on how a "realistic" sinking system can be represented even with rpg style combat system. I have no idea how the damage system in SH5 works. We'll see.
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Old 01-03-10, 10:55 PM   #83
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Originally Posted by finchOU View Post
TreadJack warning!

Martes86,

Do you guys have a transcript of what you guys talked to the Dev team about? Did you get to ask questions? Was this predevelopment? How organized were the "subsim" group about pushing info? or was it more causal?

I guess what I'm asking is what was conveyed by both you guys to the Devs and vice versa. That is all. Thanks
Well, I think I was the only one there to take notes. But they're mostly notes (and drawings) of what happened in the presentation, and the answers to the questions I brought from the 24th Flotilla Forums. There were several other "global discussions" or "debates" with the devs, but I didn't really keep track of those apart from what I had in mind myself.

My intention was to make a full disclosure of those notes, in Spanish first, and English later, but I haven't even transcripted the notes into the computer. I know, it's been more than 3 months now, but, I've been unexpectedly busy with some other stuff. Hopefully, I can put some stuff up before release, lol.

Cheers
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Old 01-04-10, 01:34 AM   #84
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Originally Posted by karamazovnew View Post
It's not speculation, this is taken from Sober's list:


And the fact that a flooding bar is present, is in itself proof that the target's health is no longer represented by the number of torpedoes needed to sink it (I know it was more complicated than that but that's how it looked like in vanilla). The rest of my post was just an indication on how a "realistic" sinking system can be represented even with rpg style combat system. I have no idea how the damage system in SH5 works. We'll see.
So, your detailed post is based on three vague comments? And you don't consider it speculation?

You now say "I have no idea how the damage system in SH5 works", which is a full admission that you are speculating.

Anyway, as an aside, I find it funny how hypocritical some people here can be. Someone sees a screenshot and speculates that the visible healthbar*=bad, and it's instantly dismissed with equal speculation (usually written like it's fact) that it's good. Yet, if someone criticises the speculation that it's good, God help them...

*insert any SH5 feature here.

Last edited by JScones; 01-04-10 at 03:08 AM. Reason: typo
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Old 01-04-10, 02:24 AM   #85
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Originally Posted by jimbuna View Post
I should imagine within a day or two (definitely within a week of release) all the speculation of whatever variety will turn to fact and realisation.

Me, I'm hoping all the facts (or at the very least, most) are positive and not negative.
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Old 01-04-10, 03:12 AM   #86
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Does anyone know if the first-person, running around the boat thing will be mandatory or optional?

I don't recall my skipper leaving the conn and running to the engine room every time he wanted a report. (and we were glad for that too!)

Looks like they still have a lot of 2D interfaces... I'd probably rather just use those. Hopefully they'll still have hotkeys to them.

If I had one wish for SH5 it would be for a better solution to the "update contacts" options. Right now, we can either turn them off completely (unrealistic, because in real life, the skipper doesn't plot dots... he has a tracking party for that) or turn them on and have a 100% accurate real-time representation of the situation... not far from using an external camera, and pretty unrealistic too.

My solution would be a "mark" button similar to the "Send data to TDC" button, except it sends the data to the plot. For instance, I'm looking at a contact in the scope and I estimate it's range and dial it in. Click the "mark" button and a time-stamped mark is placed on the plotter based on my range estimate and bearing. If I estimated the range incorrectly, I now have an incorrect dot on the plot. This would require the player (in 100% realism) to make his own range estimates manualy, without having to take the time to manually plot the dots since real skippers have people to do that for them.
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Old 01-04-10, 07:15 AM   #87
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Let's just wait for the release of the game. Most of the Arcade features are sure to be optional in the game, and those that aren't can be modded out. The bigger picture is that we have a new subsim to play with.
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Old 01-04-10, 09:22 AM   #88
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Originally Posted by TDK1044 View Post
Let's just wait for the release of the game. Most of the Arcade features are sure to be optional in the game, and those that aren't can be modded out. The bigger picture is that we have a new subsim to play with.
Quoted for truth.
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Old 01-04-10, 11:15 AM   #89
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I don't recall my skipper leaving the conn and running to the engine room every time he wanted a report. (and we were glad for that too!)
Speaking of, I'm going to open a thread about that, as I'm curious.
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Old 01-04-10, 11:53 AM   #90
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Originally Posted by jerm138 View Post
My solution would be a "mark" button similar to the "Send data to TDC" button, except it sends the data to the plot. For instance, I'm looking at a contact in the scope and I estimate it's range and dial it in. Click the "mark" button and a time-stamped mark is placed on the plotter based on my range estimate and bearing. If I estimated the range incorrectly, I now have an incorrect dot on the plot. This would require the player (in 100% realism) to make his own range estimates manualy, without having to take the time to manually plot the dots since real skippers have people to do that for them.
I love this idea. It sounds as close to how it was actually done (from what I've read) as we can get.
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