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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Stowaway
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I'm with SS on this, outstanding graphics without the features he mentions has an arcade flavour about it, however I will reserve specific judgement on SH5 until release. Good Hunting |
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#17 | |
Ace of the Deep
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Edit: look, I didn't mean to insult you, to me the full 3-D interior is a good thing, even if I would have prefer to see Wolfpacks first. Last edited by Méo; 01-10-10 at 04:43 PM. |
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#18 | |
Eternal Patrol
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So I definitely want to see this, and hope it works well, and hope the other things get fixed as well. I think where most of the people who will disagree with Oscar is in the idea that immersion and gameplay are not the same things. Yes, this will add greatly to the immersion, and that is very important. But gameplay? I disagree, but only in the semantics.
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#19 |
Grey Wolf
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Another point to consider is how does the 1st person aspect integrate with broader gameplay?
Suppose you have a choice of going to a damaged compartment in person and improving damage control, the trade-off being a delay in broader commands etc. That would mean the view/option was directly affecting gameplay, so is no longer solely 'eye-candy'. While that example has issues of its own in realism (and I'm not attempting to advocate it), it can show that this might bemore than simple prettiness. So perhaps we should wait to see how the 1st person is used before drawing any conclusions. Cheers |
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#20 | |
Navy Seal
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#21 |
Pacific Aces Dev Team
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I, for one, would give up all the 3-d eye candy even if partly
functional to go back to the good ole days when SH2 played against Destroyer Command. That NEVER got old like going on endless patrols would do. The game needs to be programmed out of the box instead of giving the box more compartments to look into..... JIM
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#22 |
Grey Wolf
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I'm just trying to imagine playing in a fully explorable boat, walking through the compartments, heading up the ladder to the bridge... That must add to the immersion, big time.
I bet after hours and hours of playing this way, we develop a much deeper sense of attachment with the boat and crew, than with any previous subsim. |
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#23 | |
Grey Wolf
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While that example has issues of its own in realism (and I'm not attempting to advocate it), it can show that this might be more than simple prettiness. So perhaps we should wait to see how the 1st person is used before drawing any conclusions. My point here was not that the example I gave made sense and/or should be implemented, rather it was an attempt to say it's technically feasible they might make moving around in first person do something other than simply provide pretty graphics. I am of the opinion that the mechanics/gameplay are the important parts - this is meant to be a simulation, after all - so my preference is to focus all efforts on that IF there's a resource constraint forcing a choice between accurate simulation and 'pretty internal views'. Not to say some level of views aren't important to the general 'feel' of the sim, they are. It's a question of degree. If walking around the boat doesn't alter gameplay, then I, too, tend to feel there's little point in it. I've expressed this view consistently throughout discussions on SH5. Cheers |
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#24 | |
Grey Wolf
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I personally think immersion (sense of being there) is very important in a simulation. |
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#25 | |
Navy Seal
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The presence of accurately modelled destroyer behavior, planes that can surprise you by dropping out of volumetric clouds, having to deal with mechanical breakdowns and a BDU that issues realistic orders does a heck of a lot more for "immersion" for me than watching a computer generated depiction of some schmoes in the bow compartment load a torpedo.
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#26 | |
Grey Wolf
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Not to say some level of views aren't important to the general 'feel' of the sim, they are. It's a question of degree. So I didn't say it doesn't matter, it's a question of how much it adds and how it does it versus what development opportunity was lost by choosing this path. Cheers |
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#27 | |
Grey Wolf
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#28 | |
Grey Wolf
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For my part it's a 'nice to have'. The realism nuts here - most of us, I guess! - worry about the 'nice to have' being put before the 'game breaker must have'. Cheers |
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#29 | ||
Ace of the Deep
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BTW, I didn't see anything from the devs that state that their MAIN FOCUS is to create the full 3-d interior. Think about it, in SH3 there was what... 2 compartments? Now there is what... maybe 2, 3 or 4 more compartments... it's not like creating the whole Fallout 3 world. ![]() |
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#30 |
Navy Seal
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Wow, so many good points all round here (well, apart from the now all too common threadcrap
![]() I don't know what I think now! Focusing on the original question, I wouldn't say it adds nothing. Indeed, I would consider it complementary to the main task, which, at the macro level is pretty much as Neal states, at least in SH3 (ie goto AM52, sink ships, return home). Where I tend to disagree with Neal though is that at the micro level every engagement tends to be different, requiring different tactics, different skills, different, well, everything. To this end, I can't help but think that walking through the boat will become more repetitive much quicker than sinking ships. How many different ways can I interact with "Torpedo Guy" versus an enemy Destroyer? Of course, the "boom" crowd would disagree - they're likely to be the ones who set everything to auto and as soon as they see an enemy ship, no matter what the solution, will press the fire button...effectively turning every engagement into the same thing. So the 3D view may add more for them than for me. Where I will find the feature not adding to gameplay is if implementing it comes at the price of more "core" features, as others have already raised here and at various times over the last five years. Then I don't care whether "Radio Guy" massages my feet and gives me a neck rub, no amount of 3D interface will make up for it...for me. |
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