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Old 08-05-07, 12:06 PM   #16
-Pv-
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"...Anyone afraid too admit this ??..."

I'm not afraid to insist you're wrong. You would also have to ignore the many stories posted here and in other threads on how the DC team saved the boat for many players.

The game is coded such that every player is going to have a different experience based on damage level, skill of the player, quality of the sub (not every class of sub is the same and not every sub in a class is the same) and skill of the crew (both the normal crew and the DC crew.)

You also have to understand the DC crew is an "enhancement" to the normal crew, not the total contribution to the repair effort. The crew on station is the PRIMARY repair crew. The DC crew adds bonus to the capability of the crew IN THE DAMAGED COMPARTMENT(s) by adding to the crew's effort where the damage is. You can even increase this capability one step further by shuffling the crew during high damage states by taking the most experienced crew from undamaged areas and temporarily placing them in the most damaged areas and moving wounded crew out of the damaged areas.

-> Skill of the player (fast, careful decision making, effective crew maintenance)
-> Quality of the particular sub (if any previous damage and damage resistance of your particular sub)
-> Quality of the regular crew (high effiency and low fatigue)
-> Quality of the DC crew (50% efficiency or less is a poor crew)

Repair in SH3 was magical. Repair in SH4 is realistic. You have to learn how to play the game effectively to get the enjoyment out of it the devs intended. Rather than fight the design and insist on playing the game the way YOU would have designed it. Play it the way it was meant to be played and you will discover the game is not as shallow as it 1st appears.

It isn't like FPS where you can take 20 bullets, roll over the power-up and be in perfect health. The idea is to make good decisions that prevent catastrophic damage, that way when you do get damage from the psudo random elements in the game (bad luck and limited situational awareness) the damage is at a managable level.

SH3 and SH4 have many core elements they share, but the crew is not one of them. In this respect there is no simularity. Upgrade the crew in port frequently, rest them, don't drive them at high CPU warp through storms on the surface, when damaged turn off Silent Running, don't leave crew on Battle Stations when not needed, Direct the DC crew priority list (the computer doesn't always select the optimum order by default.) Place the best crew in critical areas including leadership. Shuffle the crew during damage. If you play the game on auto, you will get poor satisfaction. Involve yourself in the game, learn it, take advantage of the bonuses built into it and the satisfaction level will climb dramatically.

-Pv-
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Old 08-05-07, 04:14 PM   #17
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The way SH4 handles damage control has taught me a new appreciation for avoiding damage in the first place. SH3 was much more forgiving with respect to that.
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Old 08-05-07, 05:41 PM   #18
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Quote:
Originally Posted by kimuraijn
In Reality D/C teams in sh4 Just plain SUCK !! . I consider one of this as a drawback ! Unlike Sh3 the german crews were very Good ,, And in My opinion Sh3 D/C treams were more user freindly .. Anyone afraid too admit this ??
PV is right, you are wrong. SH3 WAS magical repair. SH4 DC and crew management is far better, more detailed and realistic.
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Old 08-05-07, 07:40 PM   #19
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Quote:
Originally Posted by -Pv-
"...Anyone afraid too admit this ??..."


The game is coded such that every player is going to have a different experience based on damage level, skill of the player, quality of the sub (not every class of sub is the same and not every sub in a class is the same) and skill of the crew (both the normal crew and the DC crew.)

You also have to understand the DC crew is an "enhancement" to the normal crew, not the total contribution to the repair effort. The crew on station is the PRIMARY repair crew. The DC crew adds bonus to the capability of the crew IN THE DAMAGED COMPARTMENT(s) by adding to the crew's effort where the damage is. You can even increase this capability one step further by shuffling the crew during high damage states by taking the most experienced crew from undamaged areas and temporarily placing them in the most damaged areas and moving wounded crew out of the damaged areas.

-> Skill of the player (fast, careful decision making, effective crew maintenance)
-> Quality of the particular sub (if any previous damage and damage resistance of your particular sub)
-> Quality of the regular crew (high effiency and low fatigue)
-> Quality of the DC crew (50% efficiency or less is a poor crew)

Repair in SH3 was magical. Repair in SH4 is realistic. You have to learn how to play the game effectively to get the enjoyment out of it the devs intended. Rather than fight the design and insist on playing the game the way YOU would have designed it. Play it the way it was meant to be played and you will discover the game is not as shallow as it 1st appears.

It isn't like FPS where you can take 20 bullets, roll over the power-up and be in perfect health. The idea is to make good decisions that prevent catastrophic damage, that way when you do get damage from the psudo random elements in the game (bad luck and limited situational awareness) the damage is at a managable level.


-Pv-
Best thing ever wrote in these threads in my opinion .
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Old 02-26-12, 05:03 AM   #20
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can i ask about spheres collision here?
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Old 02-26-12, 10:10 AM   #21
I'm goin' down
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Quote:
Originally Posted by con20or View Post
Make sure you arent at silent running, pumps are turned off at S.R.
Leave it to the Irish to make a practical and really useful suggestion. My boat is looking for a first mate. You busy? Pay is not great, but we are the tip of the spear and feared by the enemy.
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Old 02-26-12, 03:37 PM   #22
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HIstorically it would matter, in game flood rates aren't effected by what depth you're at, however, damage rates effect your crush depth.

I usually fix bulkheads first, then pumps, seems to me you need to stop the flooding before pumping. If you notice in game water will only be pumped once the bulkhead is repaired.

Pumps still pump in the game with SR on.


The bigger issue for me is with the amount of flooding can I keep control of my boat from heading to the depths. If the enemy is still attacking and I can't surface and my sub is headed for the bottom you need speed to keep your sub going up or at least not going down, so I fix batteries quickly.

If you notice flooding, check the compartment for the repair time and flood time. If the compartment is going to flood in 5 minutes, taking 80 minutes to repair, you may want to repair minor things that help you right away, such as batteries or another bulkhead with less damage. Simply, if one compartment is going to flood regardless, I'm fixing something else first.

Flooding becomes a big issue when you're still under attack and trying to control out of control dives with yo yo tactics. I can usually yo yo between 200-400 ft with an out of control sub with up to 3 flooded compartments as long as I have some speed, the more the better. Course it's hard evading the enemy using speed, blowing tanks, etc....but better than heading for the bottom.
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