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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Soundman
![]() Join Date: Apr 2005
Location: Arizona, USA
Posts: 142
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A stated above, I do concede that I, too, misread his post Nisgeis, in that I had assumed that he was looking for a more realistic combat experience. Having myself just passed up that juicy convoy late last night due to it being in the 'wrong place'...I was reading my own interpretation into his words, and for that I apologize. On the other hand, I did not point out "all the things in the game that I personally don't like", but simply the one that I thought he was referring to. Again, that was my mistake in interpreting his original posts' 5th sentence as being frustrated with the scripting. Obviously, I was wrong in that belief. Where we differ is in your feeling that all that I post is negativity when you say "This forums isn't just about what you don't like about the game, it's about trying to help others out as well, if you can". Apparently unknown to you, I have posted help whenever I can both recently as well as in years past with SH3&4, and have supported the genre in many ways that you do not know, although in it's current state I cannot help but also highlight the failings when I feel it is relevant to the conversation and the future of the series. Sometimes I might be right, and sometimes I will be dead wrong...but that does not preclude me from participation. The attitude that it does shall do more damage to this forum than any remarks about SH5's numerous failings ever will. ![]()
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....and on the eight day, god created merchant ships to ply the waters between the lands, and unto which was created a weakness to the holy torpedo so that man could blow thy living snot out of them. ...And all was good. "Making a decision to not make a decision would still involve a decision-making process and such a thing has not happened." -sorlim, UBIsoft Community Developer |
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#32 | |
Commodore
![]() Join Date: Jul 2008
Location: England
Posts: 628
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"I must confess that my imagination refuses to see any sort of submarine doing anything but suffocating its crew and floundering at sea." - H. G. Wells
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#33 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
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Actually Placoderm had right. It's exactly I was talking about. Only difference is that I was talking not only by how boring is the campaign, but everything in the game, including the historical mission and MP. Maybe if the AI would be smarter, maybe if the crew would actually count on the ship management things would be different.
Speaking about the campaigns I also had to pass on many convoys only because I was short on amo and the mission objective was asking me to sink a certain type of ship. For example in the first campaign hunting the damn carrier in Atlantic I had to pass at least 3 huge convoys because I had only 5 torpedoes left. How painful can be this sight for a real sub captain: - bdu, I have a large convoy on sight, can I get them? - No, we dont have any interest in convoys in this war, we need only one carrier sunk. And make sure that carrier is right in the middle of Atlantic or you will be punished. Later on, operation weserubung was my nightmare. Sunk tons of battleships in Scapa right before the invasion, still that was not count for the main mission. Had to search the damn battleship for more than 3 day to find it and be able to complete the mission and the campaign. Another example, the Western approaches campaign. Tried to do the Winston's Special mission, so I set up my patrols near Freetown where those troop carriers should arrive. I engaged 3 convoys and also a group of 3 Dido's with no result on mission. Then I got bored of waiting so I vent up in north Atlantic to try the British Supplies mission. Guess what.. no convoys for days, all reports of convoys was out of the mission area. So yes, this is the boring part I was talking about, the mission objectives. Go out and try to find the needle in the hay, nothing more or less. So that's why I was thinking about some other kind of missions, more dynamic and fun. Instead of going out in the middle of nowhere and try to find the only target that can count for the mission and pass everything else, how about set up some dynamic mission areas where anything can happen. |
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#34 | |
Admiral
![]() Join Date: Oct 2006
Location: Brighton, England.Party capital of the south
Posts: 2,255
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#35 | |
Admiral
![]() Join Date: Oct 2006
Location: Brighton, England.Party capital of the south
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You made some good suggestions, but to be honest - I wouldn't buy that game , really wouldn't appeal to me. I love the thrill of stalking a convoy. |
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#36 | |||
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
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But, as you're complaining about the AI, but have you tried any of the AI mods? I know you said you had tried 'everything', but if you have tried one of the AI mods, then you should have noticed a difference.
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#37 |
Lieutenant
![]() Join Date: Apr 2009
Location: LA
Posts: 256
Downloads: 121
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I feel that the element of luck involved when out on patrol is exactly what the game needed. It took me a while to come around to it though.
I take it upon myself to act exactly as would a real captain. If I find a juicy convoy, I'll make ships sink regardless of my "wouldn't it be great" BDU wishful thinking. Now if I find a convoy escorted by a capital ship, and BDU has asked me to do what I can to sink a few of those bad boys, then that's priority number one. I figure this way, I'll complete the objectives that I can and progress through my career realistically. I will be happy leaving it to chance, as it really was. The real benefit to this is that it will actually lend replayability to a campaign mode that I once feared would lack it completely. |
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#38 | ||
Soundman
![]() Join Date: Apr 2005
Location: Arizona, USA
Posts: 142
Downloads: 93
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![]() I think a group hug is in order! ![]() Quote:
It still ain't perfect, but at least Scapa Flow on the surface would be a tad more challenging...
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....and on the eight day, god created merchant ships to ply the waters between the lands, and unto which was created a weakness to the holy torpedo so that man could blow thy living snot out of them. ...And all was good. "Making a decision to not make a decision would still involve a decision-making process and such a thing has not happened." -sorlim, UBIsoft Community Developer |
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#39 | |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
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this is what I felt like yesterday... ![]() ![]() ![]()
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#40 | |
Soundman
![]() Join Date: Apr 2005
Location: Arizona, USA
Posts: 142
Downloads: 93
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Well, at least I wasn't completely nuts in reading your first post. It is highly frustrating to me to have to save my eels for that one 'special target' whilst passing up perfectly good convoys...but with time and a few patches hopefully that will be fixed. Ideally, what we really need is to have more user-made missions and campaigns...but that will take a while. I am trying to learn the mission editor, and hopefully someday Neal will have a dedicated Missions forum (unless there already is one that I haven't found yet) so that we can enjoy some more historically accurate mission designs. It took a while before RSRD (the 'Run Silent, Run Deep' campaign) was created for SH4, and that has literally transformed the game for me (although I still suck...at least I suck in a historical way). I still long for a truly dynamic world and more historical objectives that are in line with what a U-boat commander might face...but that is probably still months in the future, at best. The problem with scripting is that everything relies on triggers, and if you miss that one most important trigger, then nothing works as expected. To design a mission that continues to offer challenge even if you miss a critical trigger can be very hard to build...but it is possible (primarily by creating dozens of alternate triggers and/or a global trigger of sorts). I used to design campaigns for ARMA and the original OFP, so perhaps some of that will come in handy...but again, that will take time that I may not have right now...but someone might, given time. In any case, there is some hope since we have the mission editor to play with. For that, I am very thankful! ![]()
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....and on the eight day, god created merchant ships to ply the waters between the lands, and unto which was created a weakness to the holy torpedo so that man could blow thy living snot out of them. ...And all was good. "Making a decision to not make a decision would still involve a decision-making process and such a thing has not happened." -sorlim, UBIsoft Community Developer |
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#41 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
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Placoderm, is not possible to write a mission based on random events? Give a start objective in a narrow area and fill it with random events, then let the AI build the mission finale.
For example, the start objective is to sink 1 merchant in a 100km radius. Then fill this area with random events.. passing convoys, planes, carriers and even german U-boats who will engage your target if you moving slow. So these possible events will trigger new objectives. If a carrier will get into the battle area, the new objective would be to forgot the merchant and sink the carrier and so on. Yeah I know, the main problem here is the retard AI. But if the AI would be smart enough, actually the AI could build up a very dynamic mission and even campaign. Is this possible? |
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#42 |
Bosun
![]() Join Date: Nov 2002
Location: Linz, Austria
Posts: 61
Downloads: 90
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How about SH3 with GWX ?
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#43 | ||
Navy Seal
![]() Join Date: Apr 2005
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I must admit I quite like the SH3 approach. Sure, each patrol is the same "goto X, patrol for 24 hours, then, erm, yeah, um, go home at some time or BE MORE AGGRESSIVE", but IMHO I think that's waaaay more realistic than the missions that I've read people having to tackle here. Kinda reminds me a little bit of SH2 - I *still* have the first mission burned into my brain - sink the three Polish Destroyers before they flee to England. AAARRRGGGHHH!!!! Anyway, I'm sure in two patch's time there'll be an array of "mission packs" developed, some to suit the "instant gratification" crowd and some to suit the "slow stalkers". Quote:
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#44 | ||
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
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When boats were ordered to the US coast for Operation 'Roll of Drums' or 'Drumbeat', then the boats were orderd to not attack anything on the way, unless it was 10,000 tons or greater, as the aim was to detroy shipping around the US coast. It seems reasonable to have these campaign goals not count shipping sunk in other areas. If shipping is sunk off the coast of England, that shouldn't really count towards operation 'Drumbeat'. If you don't sink anything, after a few days you'll be ordered to a new patrol area. You can if you like completely ignore your orders and go harbour raiding, or off to see New York or Canada, but it won't help with BDU's goals.
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#45 | ||
Weps
![]() Join Date: Aug 2006
Posts: 362
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