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Old 07-30-06, 10:35 AM   #196
wetwarev7
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Without having read all 10 pages, I hope I'm not repeating what someone else has allready suggested -

1. "refresh loadout" working for all controllable platforms in mission editor.

2. Some way for the engine to reposition ships/subs when they are dynamically placed on land, so dynamic mission creation around islands is a little easier.

3. ***Option to reverse the vertical mouse axis*** PLEASEpleasepleaseplease

4. Add a "random time and weather at mission start" option in the mission editor.

5. add a script command to change the time of day/weather in the mission editor.

6. option to respawn controlled platforms in multiplayer.
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Old 07-31-06, 08:43 AM   #197
hyperion2206
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Could someone fix the model of the Seawolf for example? It's too long in DW and the Gearing class looks even worse!
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Old 08-12-06, 06:13 AM   #198
Fat Bhoy Tim
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Quote:
Originally Posted by LoBlo
If you shoot for the stars you might at least hit the moon.
Others times you fall short and hit London
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Old 08-22-06, 10:55 AM   #199
wetwarev7
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A couple more:

1. Fix the subs going tail up when changing depth

2. add some kind of holding pattern to the P3 Orion, maybe a way for the autopilot to easily circle around a certain point so I can stop flying into mountains when trying to ID a contact. :P
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Old 08-31-06, 02:58 PM   #200
Shadowmind
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Default Sub Towed array depth

For a future patch it would be really nice to know the depth of OS towed array (subs). If there is a layer and I am trying to detect contacts above the layer (surface ships), it would be nice to know when I am shallow enough to have my TA above the layer.

Could this be done in a script and just printed in the info dialog area?
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Old 09-11-06, 08:14 AM   #201
Dr.Sid
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I second array depth indication. Could be easy.

I bump 32 bit color depth. It's year 2006. Come on !
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Old 09-14-06, 04:36 AM   #202
gmuno
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Getting the missions free of bugs would be nice.
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Old 10-07-06, 11:59 AM   #203
Eagle1_Division
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Havn't read all 11 pages but have read the last 3. Somebody suggested that we add the alreigh burke. It'd be preatty nice to have an Aegis cruiser, or mabye a Ticonderoga VLS? I find it odd this game is purely centered on ASW action. A full range of Anti-sub missions, Anti-Air missions(probolly not) and Anti-Surf missions would provide a large range of different expierences. Subs are preatty neat to control but a full range would be a grand game. Its already started into the path of surface ships. A frigate is a good start, but an Aegis or Missle cruiser would be neat, those being the kings of the seas.

Ive created a mission that is Anti-Air actually. Your in a frigate and have to determine which 747 is packed with terrorists ready to crash into a nearby city.

EDIT: Ive read that making new platforms playable is largely opposed. Why is that? I find new platforms extremely exciting. It would draw many people into the game knowing that it can be greatly expanded. I don't see any reason to oppose it. What's the point of making a brick wall that has to be passed in order to expand the game?

Iv'e wondered before how to "mark" with the binoculars like the parascope. I hear its a preatty old request but how and why would a submarine, underwater, be better at looking at things than a ship thats on the surface? It shouldn't be too hard to add would it?

Last of all I second Sid, we should have 24-bitmaps instead of 256 color. If its for the FPS it should be a on-off feature.

Last edited by Eagle1_Division; 10-07-06 at 12:08 PM.
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Old 11-04-06, 09:25 PM   #204
ASWnut101
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we need nukes!
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Old 11-10-06, 02:01 PM   #205
Narcosis
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How about having oil slicks and other debris floating around surface ships when they are sinking and after they have been sunk ?

Ships are sinking way to fast, any chance prolonging their sinking ?

How about life rafts entering waters when ship is sunk ?
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Old 11-11-06, 05:09 AM   #206
kage
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Quote:
Originally Posted by Shadowmind
For a future patch it would be really nice to know the depth of OS towed array (subs). If there is a layer and I am trying to detect contacts above the layer (surface ships), it would be nice to know when I am shallow enough to have my TA above the layer.

Could this be done in a script and just printed in the info dialog area?
If anyone figures out the formula a table can be made for you, so that you know that at n knots, the full length TA (one table for each TA) is m feet below your keel.
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Old 11-11-06, 12:21 PM   #207
Molon Labe
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Quote:
Originally Posted by Narcosis
How about having oil slicks and other debris floating around surface ships when they are sinking and after they have been sunk ?

Ships are sinking way to fast, any chance prolonging their sinking ?

How about life rafts entering waters when ship is sunk ?
Hmmm. They already do wakes--an oil slick shouldn't be too much harder. Modifying the editor to allow for the spawning of platforms (like life rafts) at positions relative to platforms (instead of just at a specific point on the map) would be great too!
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Old 12-09-06, 12:15 AM   #208
WargamerScott
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Now that I have owned DW for about a year, I can say that I still consider it one of the finest naval sims *EVER*. The only area I would like to see improvement is with the quick mission generator. It is neat that you can use all the tools the devs used to create a mission, but I think a lot of players, such as myself, would rather be able to specify some basic parameters and have the program come up with fresh and challenging missions on its own. Unfortunately, DW's quick mission generator rarely hits the mark in this regard. It does put together some mildly interesting helo/P-3 versus sub hunts (where you are the air platform), but seems to utterly fail when you want to be the sub. I cannot recall how many times I set up a barrier patrol, with me as the sub, only to find my opponent to be a solitary enemy carrier (usually Invincible for some reason). Point is, the QM generator needs to be enhanced so that it can generate a wide range of challenging and realisitic missions (i.e., instead of a sole enemy carrier, how about an enemy carrier task force?)

In a year of play, that is my only real complaint about DW.
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Old 12-09-06, 08:43 AM   #209
I am Back
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Add the Virginia Class!!
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Old 12-14-06, 03:12 PM   #210
TLAM Strike
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Give the P-3 JDAM bombs. I know you put the graphics for it in the weapon loadout interface files!! You can't hide anything from TLAM!!! I even know you planed a Helo Stores screen for the FFG weapons loadout!! And don't get me started on all the buttons you cut out of the Weapons Corodantor!!

Oh and give the SLAM-ER folding wings when stored on the rail. and the Weap Coord miss classes mines and Stationary I think...
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