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Old 09-13-09, 08:11 AM   #16
fallenyggdrasil
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I´d really like to see the Type XXIII boats in SH V.
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Old 09-13-09, 11:25 AM   #17
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I'm with Wulfmann, quality over quantity.
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Old 09-13-09, 11:40 AM   #18
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Though this may not reflect the majority of posters here, I'd love to see a milk cow. It wouldn't be just another u-boat, but one that would open for a new type of gameplay, in which you set up shop in your assigned area, contacted u-boats and went to meet them, for then to sit like a sitting duck while resupplies were being taken care of.

Just II, VII, IX and a milk cow would be more than enough for me. Oh, and perhaps a "super sub" like the XXI or whatever it was called from SHIII.
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Old 09-13-09, 11:50 AM   #19
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Quote:
Originally Posted by JScones View Post
At the least there should be no "slot" limit on the number of playable u-boats as there is with SH3. Sure, provide only the main ones with the game on release, but code it in a way that allows modellers here to add as many new u-boat types as they wish; it's been a stock feature of popular flight sims for many years.
I agree. Three or four well done boats are enought. Let modders work.
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Old 09-13-09, 01:19 PM   #20
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Somebody of SH5 dev team told that allied subs will be available too.
But the question: what types of allied submarines?

This question will have answer in next week, after SH5 dev team / SUBSIM meeting.

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Old 09-13-09, 03:09 PM   #21
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Originally Posted by Arclight View Post
I'm with Wulfmann, quality over quantity.

I AGREE ........ Quality over Quantity.




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Old 09-13-09, 05:08 PM   #22
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I agree. Three or four well done boats are enought. Let modders work.
I agree, but only if UBI release a SDK for silent hunter. Come on, Silent Hunter is hard to modding models. I not expect a "total full realism" Uboats models, it the new first person view. My opinion: The same uboat types present on SH3 on SH5 do not is reason for poor quality. I wait 2011 for a product with good quality.
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Old 09-13-09, 07:08 PM   #23
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Knowing there are limitations in developing time, money, computer limitations, I would prefer one U-boat well done and a good, really good game to back it up.

Instead of two boats I'd prefer two cooks asking me about the soup
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Old 09-13-09, 11:46 PM   #24
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Quote:
Originally Posted by Brag View Post
Knowing there are limitations in developing time, money, computer limitations, I would prefer one U-boat well done and a good, really good game to back it up.

Instead of two boats I'd prefer two cooks asking me about the soup
Or to be able give the cook a make extremely good soup ability
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Old 09-14-09, 12:43 AM   #25
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Well I might be in the minority but, in a related point, I am one who doesn't care about the ability to walk through the entire sub.

Why?

For starters, what exactly does that add to gameplay? Does the skipper have to run to the engine room every time he wants to order a new speed? Does he go there when he wants damage control performed? No. Novelty effect once or twice; after that it's a yawn. If they build it so you HAVE to run around to get certain things done, that will quickly become a pain in the aft spaces....

How much development effort goes into the building of all spaces for all the subs? For me, I want every last $$ going to technical accuracy then graphics in those places that matter (external, through scope, through binocs) and LASTLY, if they have time, to worry about the interior outside the command room and conning tower.

Why does the matter for the number of subs? If you have to do the full interior for each, it follows that that takes considerably more development than would otherwise be the case.
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Old 09-14-09, 02:00 AM   #26
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Quote:
Originally Posted by Steeltrap View Post
For me, I want every last $$ going to technical accuracy then graphics in those places that matter... Why does the matter for the number of subs?
I guess all the more boats are in the game at release all the more customers could be attracted. The number of players that want every vent to operate realistically is so small that the devs won´t or aren´t allowed to put effort into that.

PS: Im one of that minority.
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Old 09-14-09, 07:14 AM   #27
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Quote:
Originally Posted by Steeltrap View Post
Well I might be in the minority but, in a related point, I am one who doesn't care about the ability to walk through the entire sub.

Why?

For starters, what exactly does that add to gameplay? Does the skipper have to run to the engine room every time he wants to order a new speed? Does he go there when he wants damage control performed? No. Novelty effect once or twice; after that it's a yawn. If they build it so you HAVE to run around to get certain things done, that will quickly become a pain in the aft spaces....

How much development effort goes into the building of all spaces for all the subs? For me, I want every last $$ going to technical accuracy then graphics in those places that matter (external, through scope, through binocs) and LASTLY, if they have time, to worry about the interior outside the command room and conning tower.

Why does the matter for the number of subs? If you have to do the full interior for each, it follows that that takes considerably more development than would otherwise be the case.
I see what you mean and i,m sure you dont have to come out of the contol room most of the time. But i for one like to have the abilaty anyway. In sh3 you could go to the captains bunk in stuff where in sh5 i really felt boring because i could only go into the conning tower and control room. I guess in combat i will remain mostly in the control room but on long patrols just transiting i would like to have a stroll throught the whole lengt of the u-boat from time to time.
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Old 09-14-09, 07:44 PM   #28
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Quote:
Originally Posted by oscar19681 View Post
I see what you mean and i,m sure you dont have to come out of the contol room most of the time. But i for one like to have the abilaty anyway. In sh3 you could go to the captains bunk in stuff where in sh5 i really felt boring because i could only go into the conning tower and control room. I guess in combat i will remain mostly in the control room but on long patrols just transiting i would like to have a stroll throught the whole lengt of the u-boat from time to time.
Don't get me wrong (not suggesting you are), I'd like to be able to walk through as well, and I can imagine it might lead to some interesting aspects of gameplay (for example, imagine you get a damage control benefit by going to the relevant compartment, but that doing so necessarily restricts some of your command options...interesting....).

What I don't want is technical accuracy being lost by too much time being spent on pretty graphics. That is a curse affecting many PC games these days.....

Last edited by Steeltrap; 09-14-09 at 07:45 PM. Reason: fixed typo
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Old 09-15-09, 02:32 PM   #29
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I'm with Steeltrap here, the main reason for my love affair with SH3/GWX is down to the atmospheric gameplay which helps immersion hugely. The walking through the sub and being able to interact with some other characters, I feel, would be a novelty thing at first, but due to the constraints of being a computer sim, would become a repetitive exercise.
I would much rather the money,time and expertise to be spent on more imaginative and realistic AI behaviour. I don't want to feel I'm watching the same film over and over again with the same characterisations. The ability to have to come up with different plans and approaches to a given situation, and seeing the differing results, good or bad, that arise from your actions is what does it for me.
Just my tuppence worth.
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Old 09-16-09, 12:28 AM   #30
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Quote:
Originally Posted by Steeltrap View Post

What I don't want is technical accuracy being lost by too much time being spent on pretty graphics. That is a curse affecting many PC games these days.....
QFT
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