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Old 06-08-06, 02:43 PM   #16
Egan
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Actually, I would like to see the crew management expanded somewhat. I'd like to be able to define the watches and allow it to run without my intervention. So, either in port or at the start of the patrol, you drop crewman into a slot for the various watches, decide who the torp room crew will be etc and let the computer change them automatically at the correct times.

It's only a little thing but would take the sting out of manually do it. I would also like to define exactly who is the 1WO, 2W0, navigator and so on, but then, I am a geek.

Edit: I'm stealing ideas again...:p
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Old 06-08-06, 02:54 PM   #17
Sailor Steve
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Quote:
Originally Posted by don1reed
...point I was trying to make...

I would much rather see more effort put into "mission essential" items than micro-managing the crew and their tours of daily duty...which was/ and is deligated to lower ranks...then again, some folks thrive on nit-noy. I've yet to read a Boat's War Log where the Captain spoke of rotating the shifts.
Agree completely, and also with:

Quote:
Originally Posted by Egan
Actually, I would like to see the crew management expanded somewhat. I'd like to be able to define the watches and allow it to run without my intervention. So, either in port or at the start of the patrol, you drop crewman into a slot for the various watches, decide who the torp room crew will be etc and let the computer change them automatically at the correct times.

It's only a little thing but would take the sting out of manually do it. I would also like to define exactly who is the 1WO, 2W0, navigator and so on, but then, I am a geek.

Edit: I'm stealing ideas again...:p
Stealing ideas? Maybe, but so many have posted that that's how they'd like to see it done that I hope they listen. I like that one best, too.
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Old 06-08-06, 03:09 PM   #18
DeepSix
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Quote:
Originally Posted by Sailor Steve
Agree completely, and also with:


Stealing ideas? Maybe, but so many have posted that that's how they'd like to see it done that I hope they listen. I like that one best, too.
Begged, borrowed, or stolen, that gets my vote as well.
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Old 06-08-06, 04:10 PM   #19
don1reed
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Stealing ideas? No such thing here...there's no pride in authorship, either

Now, what Egan said sounds ok. A one-time shot (setup) and forget it. That would work for me, I think.
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Old 06-10-06, 11:14 AM   #20
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This "sea current" thread stuff is quite interesting. Good point. But it deserves its own thread. Therefore splitted it into its own thread.

Thanks for the good suggestion RC !

Quote:
Just one thought, not a new one: How about the currents? With a new weather model + celestical navig. ? "Groundbreaker"?

-RC-
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Old 06-10-06, 02:30 PM   #21
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You are welcome, Drebbel.

And as we all know that's an old topic. It's just nice to have daydreams. And who knows if it's now the time for the currents. But more about this in the other thread.

-RC-
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Old 07-20-06, 07:22 PM   #22
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I'd like to see (to have seen) in SHIV/SH3 more protracted damage-control problems to cope with, such as losing main lighting, internal flooding - ie water sloshing around in compartments, closeable watertight doors, and of course representation of all compartments in 3d. I was very disappointed with the sudden-onset death screen 1st time my boat got sunk in SH3 - very poor.

By way of fixes, I think they really should have paid more attention to the way the 3d model showed pitch changes, so that the bow pitching up appears the same when viewed from either port of starboard!

Sadly I won't be buying SHIV (or any other Ubisoft product) until I'm damn sure we don't have a repitition of the starforce debacle - which destroyed 2 DVD drives of mine before I twigged what was causing it. Whilst I greatly enjoyed SH3, and support their subsims, no game is worth that grief, and the primary thing Ubisoft are going to have to do for me - is ensure that whatever copy protection they use is rock-solid.
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Old 07-23-06, 12:24 PM   #23
stinger503
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how about the first ever subsim to use voice recognition. Just plug in a microphone and shout out "Dive to 36 metres!" and your crew responds accordingly, the ultimate simulation. Do you remember when captains had to push buttons to get their crew to do things?
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Old 07-23-06, 03:10 PM   #24
Sailor Steve
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Aces Of The Deep used voice recognition 14 years before SHIII.
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Old 07-23-06, 03:43 PM   #25
Safe-Keeper
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Several sub games already have voice recognition.
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Old 07-24-06, 01:49 AM   #26
Drebbel
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Quote:
Originally Posted by Safe-Keeper
Several sub games already have voice recognition.
Including SHIII
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Old 07-24-06, 06:09 AM   #27
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Quote:
Originally Posted by Egan
Actually, I would like to see the crew management expanded somewhat. I'd like to be able to define the watches and allow it to run without my intervention. So, either in port or at the start of the patrol, you drop crewman into a slot for the various watches, decide who the torp room crew will be etc and let the computer change them automatically at the correct times.

It's only a little thing but would take the sting out of manually do it. I would also like to define exactly who is the 1WO, 2W0, navigator and so on, but then, I am a geek.

Edit: I'm stealing ideas again...:p
you and who ever else's idea it is a good idea
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Old 07-31-06, 11:18 PM   #28
Steeltrap
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'Groundbreaking' for me was, is and always will be semi-realistic AI.

The reason I don't get too excited about a Pac campaign is:

1. the Pac is a HUGE area.....better get transit/time compression right.

2. the Japanese had very poor ASW compared with the battle of the Atlantic. Just look at the relative losses and how effective the blockade was. MANY books by actual commanders make it clear that, with all gear functioning (radar, sound etc), the ASW forces were not a huge concern. Sure, getting DC's was never something they liked or got used to especially, but so many times I've read that they dived to a crappy 90-100m, got below a thermal layer (which are far more prevalent in the Pac than Atlantic) and then secured from GC and motored off.

Now, how to accommodate those realities and make the game a challenge?

I DON'T want:
- psychic DDs
- merchants armed to the teeth which never seem to miss when they see me, and almost always DO see me.
- aircraft which appear in the middle of the Pac when they had nothing like the range to get there.
- aircraft which find me when the weather is poor/foggy.
- DDs which don't react when I attack things.
- DDs which don't act as a team along the lines of actual ASW doctrine as employed in the war (something the Allies got much better at vs the Japanese).
- DDs which 'hear' me 30 seconds after dropping DCs. DC explosions could render sound detection methods (passive and active) impotent for up to 5 minutes depending on various things.
- convoys which sail with ships within 50m of each other (I believe normal separation was 200m).
- convoys which don't alter course, but equally don't alter course all the time. Most 'zig-zag' patterns involved staying on a course for 15mins at a time or thereabouts I believe. Many instances merchants didn't zig at all as they weren't trained in such station-keeping exercises, and the various performances of the various merchants made this very difficult anyway.
- ASW forces which don't react on a strategic level (good point whoever made it). You can read plenty of instances of how subs moved operations after 1 or 2 sinkings so as to throw off any potential countermeasures such as ASW patrols or re-routing of shipping.



Equally:
- I don't want to have my scope stuck in the air forever while getting readings on targets. Actual doctrines were for scope exposure of less than 5 seconds on approach.
- proper plotting options on the chart.
- realistic torpedo damage. Most merchants were lucky to survive a successful detonation by 1 hit. After torpex was introduced 1 hit was usually enough for anything lacking effective compartmentalisation (which most merchants at that date did not have).

The graphic stuff is of secondary importance. Get realistic AI and that WILL be groundbreaking enough!!!
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