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View Poll Results: How many tanker classes would you reasonably like to see in SHIV?
1 0 0%
2 1 2.44%
3 2 4.88%
4 10 24.39%
5 4 9.76%
5+ 24 58.54%
Voters: 41. You may not vote on this poll

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Old 09-26-06, 08:02 PM   #16
iambecomelife
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Quote:
Originally Posted by elanaiba
Quote:
Originally Posted by iambecomelife
Unfortunately based on the screenshots SHIV seems to focus for the most part on "exciting" vessels like battleships and heavy cruisers. This isn't appropriate b/c even in the Pacific the main goal was to starve the home islands into submission, not to hunt down individual fleet units. In fact, by the end of the war many of Japan's largest warships were essentially worthless b/c of poor crew training, accumulated battle damage, and (especially in the case of carriers) inadequate aircraft. OTOH, the larger merchant vessels from Japan's major shipping lines (Daido, NYK Line, Yama****a Line) were worth their weight in gold THROUGHOUT the war.
I think you're judging a little too much based on just a couple of screenshots. Would you like the game to ship without warships, without battles taking place in the Pacific?

Do you know what ratio of merchants to warships is modelled?

The main goal, at the start of the war, was not to starve the Japanese - even though that would have been the wise thing to do. In fact, many times the subs were sent to hunt elusive ULTRA intercepts concerning major warship units, detailed to special ops or laid in wait/recon for enemy fleet movements.

And please, tell me of one captain that would have given away the chance to sink a warship, to save torpedoes for merchants? I know of none.
Of course I want warships. It would be unrealistic to have a game without them. It is also unrealistic to focus on them to the point where the sinking of enemy merchant shipping is secondary. That's the sort of attitude consistent with Japanese sub doctrine, not that of the Americans (especially from perhaps 1943 onwards, as Japanese merchant losses began to climb). Even in the Pacific most victims of submarines would have been civilian vessels. The largest navies of WWII only had perhaps a dozen or so battleships and several dozen heavy cruisers. A typical merchant marine, OTOH, was comprised of hundreds or thousands of merchantmen. Since we are much more likely to encounter cargo ships (assuming the game is to be historically accurate) I would like to see lots of effort directed towards modeling them. At the very least I want it to be easy to add large numbers of generic, community-produced ships.
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Old 09-26-06, 10:10 PM   #17
bookworm_020
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Even if they didn't add as many as we want when the game is released, it would be nice to have them leave an opening for modders to come in and add extra ships, planes and so forth.

It would help promote the game to others and more would come interested in the game itself.
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Old 09-27-06, 08:01 PM   #18
iambecomelife
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Quote:
Originally Posted by bookworm_020
Even if they didn't add as many as we want when the game is released, it would be nice to have them leave an opening for modders to come in and add extra ships, planes and so forth.

It would help promote the game to others and more would come interested in the game itself.
It would be a HUGE help if they released a program that let you observe in real time the movement of a ship's various sub-components. Right now the main obstacle to modding ships is how long it takes to align the masts, funnels, and other parts properly so that nothing's off center, floating in midair, etc. I have to input XYZ coordinates in Pack3d, run a mission to observe the changes, and then alt-tab to get back into Pack3d over and over again. The actual modeling work in Wings3d takes very little time.
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Old 09-27-06, 08:59 PM   #19
AG124
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I suffer from the same issue - lifeboats and vents are the most frustrating and boring parts to move.
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Old 09-29-06, 01:56 PM   #20
Danelov
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About Japanese tankers utilised in WWII I have posted today(29-09-06)a new post with the main types utilised. Good reading.
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