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Old 10-18-23, 05:44 PM   #1
Fidd
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63. "Part time" roles/tasks

This idea was born out of thinking about #62. There are some roles on the boat which are not conducive to being played for a long continuous period every game, because tactical considerations and player preferences make it unusual for them to be needed for extended periods in many games. The Dive Officer is like that, as once you've got the boat to PD and trimmed, the extent of the rest of your task is to maintain PD, keep the OP usable with the very very occasional crash-dive! 1st TOI's are almost always surfaced attacks, so it's a "job" where you get more out of it by "being otherwise useful" than you often do by limiting your actions to the specified job.

It occurs me me that there may well be scope "temporary jobs" (such as helping the radioman by decrypting the Enigma for him, or acting as a lookout watching ranges to escorts and so forth, that do not currently have a dedicated role. In the future similar roles for "anyone who is free" - might exist, perhaps involve manual reloading of torpedoes, refuelling and rearming at a Milch-cow or clandestinely at a neutral port perhaps. Checking the batteries for cracked cells, or the bilge for acidity (to prevent chlorine generation) might be a thing, or aiding with damage-control. In other words stuff that doesn't support a full time role for 3 hours, but which, would add content.... especially for those of us who for perfectly good reasons, may find themselves under-employed. Something to think about?

Suggested "drop in" roles:
Winching up torpedoes in torpedo room from under-floor stowage.
Aligning torpedoes vertically and laterally with a given tube, inserting same.
Opening/closing bow caps
Setting gyro angles in torpedo room repeater
Firing torpedoes
Inspecting batteries, isolating damaged ones
Closing isolation valves to stop leaks
Pumping fuel from saddle-tanks to internal ceiling tanks
Cooking at the galley (meaning "I am afk-meal")
Toilet (meaning "I am afkp") (illuminates the toilet occupied light, 1 of 2)
Radio assistant (meaning "I am afkphone")
Running to torpedo room (assists in getting bow down in crash dive, player nominal-weight x 4)
Fire-fighter
Medical Officer - applies bandages/casts to crew injured in DC attack, allowing them to resume duties. In intervening minutes crewman unavailable to work controls.
Hydrophone operator
"Off-watch" - puts crewman avatar in a bunk (meaning: "I am extended afk")
Compressor duty
On deck - manning deck-gun, AAA or on watch/UZO. Cancelled by hatch being closed with player inside.
Enigma decryption with "publish to orders and radio-log" buttons. (it was a terrible error making this radioman only) imho, as neither real-morse use, or decryption are tolerant of interruptions?












In effect these would be "things to do" which any player not currently engaged in activity could drop into as role, whilst not giving-up his current role. So you might see if you pressed the tab-key: "Bloggz" Dive Officer/(Battery examiner). This would indicate that he's usually the Dive Officer, but it currently examining the batteries for damage after surfacing. The role he's currently doing being in bold. If he's doing a role, then any protections - such as non-machinest roles being unable to operate the trip switches or engines - would be removed, allowing another to operate them if required. On resuming his normal role, such protections would be re-imposed.

The idea here is to provide other tasks for players to do, that are not sufficient to warrant a single player being allocated to doing that, but which players who are predominantly doing another role can drop into during periods where they otherwise do not have much, or anything, to do.

Last edited by Fidd; 11-06-23 at 09:01 AM. Reason: typos and new suggested "drop in" roles
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Old 10-20-23, 08:53 AM   #2
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64. Neutral ships in workshop. The image below is a fairly typical one of the carriage of painted flags and the ships nationality when it was neutral. It would be a cool feature if ships could be assigned as neutral in the Workshop, and then have two things happen in game:

a) that the ships carry such neutral graphics
b) that tonnages from sinking them can be i be normally recorded, ii have a negative effect on tonnage and equal to the neutral tonage set, or iii have a punitive 2x tonnage penalty for sinking; all settable in the lobby.

https://www.shipsnostalgia.com/cdn-c...al.451705/full

Last edited by Fidd; 10-20-23 at 09:09 AM.
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Old 10-23-23, 08:11 PM   #3
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65. Ability to mark ships as "Do not sink" on the "identified ships" page. This might be used to avoid sinking a "neutral" or to help prevent aiming at the target of another boat.
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Old 10-23-23, 08:13 PM   #4
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66. "Rauchen verboten" (no smoking) in dull-red on inside walls of bunker. This was written on at least one wall of every bay containing u-boats, in letters about 4 feet high.
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Old 10-24-23, 08:48 PM   #5
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67. A "spawn unit" addition to the mission editor. Whether it be a simple timed event, or more in-game variables (such as, 'spawn on contact' for example). I expect a some additional enemy AI may be required as well, such as 'go to radio location' or perhaps just 'rejoin convoy'.


Would certainly be fun (scary?) for an unexpected destroyer to arrive in an hour or so, or dare I hope for aircraft to arrive? Perhaps with the inclusion of a random 'spawn circumstance', a completely replayable mission of uncertain future could unfold. Dare I say the beginning of a possible campaign? I've said too much.




You have sure compiled a good list of suggestions Fidd, most are great ideas and many could some day see the light of day perhaps, with time.
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Old 10-26-23, 08:19 AM   #6
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Quote:
Originally Posted by Lignite View Post
You have sure compiled a good list of suggestions Fidd, most are great ideas and many could some day see the light of day perhaps, with time.



I believe we talked about it somewhere else here at Subsim.com but I believe another usefull addition:


A 'spawn unit' addition to the mission editor. Whether it be a simple timed event, or more in-game variables (such as, 'spawn on contact' for example). I expect a some additional enemy AI may be required as well, such as 'go to radio location' or perhaps just 'rejoin convoy'.


Would certainly be fun (scary?) for an unexpected destroyer to arrive in an hour or so, or dare I hope for aircraft to arrive? Perhaps with the inclusion of a random 'spawn circumstance', a completely replayable mission of uncertain future could unfold. Dare I say the beginning of a possible campaign? I've said too much.
Thanks! That's an excellent idea. I've not used the workshop myself, but I know from others who do that it's pretty limited in terms of what can be fettled with to give a wide variety of events. Being able to bolt in more random events such as ships joining or leaving the convoy, or aircraft arriving towards dawn, would be a brilliant idea! Thanks for contributing that one. Really and truly someone who uses Workshop regularly should start a "Workshop - new ideas" thread all of it's own. I'm not saying they don't belong here, merely that it would be good to have such a thread concentrate ideas for it there... Please EDIT your post above and make it # "67."? It should certainly be there.
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Old 10-26-23, 08:47 AM   #7
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68. Segmented "liftable" centre deck-plates

I'd be interested to know if this in fact exists of the centre deck-plates along which we walk in the two torpedo rooms, currently some 25 feet long, were in fact made of more, shorter plates. Underneath these was the storage for spare torpedoes and (I think!) access to the bilge, battery compartments (probably under the messes?) and the aft thrust block and engine shaft glands. Taking these one at a time, eventually I can see having these liftable and segmented o aid same, would be great for:

Torpedo spares access: attaching cables/chains for lifting new torpedoes as part of a player operable reloading sequence. Lifting and replacing the deck-plates being the beginning and end of that sequence, allowing for more of the submarine to be seen and accessed.

Bilge access: allows for damage control tasks to pump or move water from one area of the bilge to another. (as in Das Boot)

Thrust block access: ditto. These glands were a vulnerable area for leaks in a submarine under depth charge attack, and allow for the boat to commence sinking by the stern, or to allow it to become out of longitudinal trim, adding content for both a damage-control party but also the dive-officer to have to offset said longitudinal trim change by pumping water forward. Said change (addition of longitudinal trim) would also add (optional?) difficulty for the dive officer to need to control longitudinal trim not just for the scenario of water ingress at the glands, but to need to offset weight loss due torpedoes being fired, especially at PD....

Battery access:
This models a new part of the hull, allows for strapping (isolating) damaged battery-cells as a damage control task, but if the bilge is also filled, for the whole problem of chlorine generation to occur if salt-water meets battery acid from cracked cells. This in turn implies that the overall current storable by the battery can be reduced due to batteries being damaged. Not to mention the player having to don a gas-mask with limited field of view, fogging lenses, darkness as they slide along the battery compartment on the "trolley". Above this would also imply the need for breathing-bottles/masks, and not being able to talk for more than a few seconds at a time, NPC's coughing etc etc.

In conclusion, much interesting, if occasional content, could be added were these underfloor areas accessible and or viewable. In order to make sense of the deck-plates, imho they need to be broken up into shorter lengths for easier removal and stowage?
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