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Old 08-27-09, 03:01 PM   #31
java`s revenge
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Does the shv developers read this????

- marine life (fishes, whales, sharks, algan)
- uboats becomes rusty
- realistic gameplay, for example when i lay still on the
floorbed i should be undectable etc.
- better weather and sea
- better modable
- let be food and water important to the crew.
so when you haven`t it anymore take care that you are
back in base in time.
- better ai crew animations.
- wolfpacks, but i do know for almost certain that that will
be a difficult task.
- Let sunshine blind you, that you have to take sunglasses
- moonlight must light up the sea


In short, let this version be what we expect from it for the
real dyehearts.
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Old 08-27-09, 09:21 PM   #32
panthercules
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1. Seasonally appropriate, realistic weather and sea state conditions that vary reasonably and both match graphics and affect AI behaviors and capabilities; e.g., having the sea state and rainfall match the reported wind directions, and making AI lookout and related sensors affected appropriately depending upon whether you are attacking from windward in a rain squall, or from the east at dusk/last light, etc., so you can use the proper positional tactics and have them actually matter.

2. Seasonally appropriate sunrise/sunset and moon phases, rise and set times that match in-game almanac information (as in pre-SH3 games), and a night-time lighting and sensor model that takes all that into account and actually makes it possible to conduct meaningful night surfaced attacks in a historically appropriate manner.

3. Detailed, workable damage control mechanism that's a real part of the gameplay instead of seeming like an afterthought. Segmentation of damage control into multiple teams that can be individually controlled and have multiple simultaneous priorities (and multiple, independent stacks of priorities in terms of what to work on next after their current task has been completed). Realistic repair times and capabilities - graphical representations of the flooding, etc. would be nice, but I'd rather have a damage control system that works and can produce some real touch-and-go, nail-biting tension moments on a 2D damage control party management screen than just some 3-D flooding eye candy that isn't really attached to any working damage control process.

4. The ability to hail/fire warning shots and stop freighters to inspect for contraband, capture and commandeer in accordance with Prize rules, offload survivors to , etc. Also the ability for radio operator to detect and report if target uses radio to send distress or "sub attacking" message, and the possibility of Q-ships to make things interesting. (Would love to try some of this in early war, but also like the way it positions things for possible WWI mods )

5. Wolfpacks, either "real" or "simulated". Even if "real" wolfpacks that players could actually interact with and participate in turn out to be too difficult, "simulated" wolfpacks would seem to be possible by simply implementing some scripted/randomized events that have some chance of happening to any given ships or convoys. For example, even if there isn't an actual group of AI subs attacking a convoy in a real wolfpack, just having each ship have an X% chance of suffering an explosion as if it had been hit by a torpedo (with it and others nearby perhaps having an increased % chance of having that happen again once it's happened to any ship nearby, to simulate additional attacks by the same or other u-boats), and/or having the escorts have an X% chance of wandering off and attacking some spot in the ocean as if it had spotted and was attacking another u-boat. That sort of behavior would produce the occasional straggler, smoking/burning ships, and distract escorts and open up opportunities for the player to penetrate the convoys, and at least make it seem like you're not alone out there.

It'd be fine to include simplified versions/options for any of the above, to make the game more noob-friendly, as long as the hardcore/serious folks could get a better feel for the historical realities these guys faced - in other words - immersion!
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Old 08-27-09, 09:23 PM   #33
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Icebergs... lol
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Old 08-28-09, 02:56 AM   #34
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I'm going to throw another one out here thats bothered me for a while, DAMAGE CREIDT: the game should give you credit/renown points for damage that you inflict every time you hit something with a torp or a gun. Just to keep it simple go slight (you put a few 20mm rounds in it), Light (nothing it can't walk off) Moderate (the ship is now forced to slow down, its taking on water ect ect) Heavy (its immobilized and/or listing pretty bad) Severe (just short of sinking), its kind of a Pi$$ off when you put 2 torps into a merchie but she still manages to stumble away.
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Old 08-28-09, 11:31 AM   #35
Salmandra
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wouldn't it be nice to have
1/ electronic pen support
2/ Touchscreen
3/ improved microphone orders/com ( i think it's already in?.., well improved)

and more...

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Old 08-28-09, 04:31 PM   #36
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I have not played SH4 so I dont know how they have done it with targeting there. But I want realistic targeting. Giving the NCO the range and AOB I want him to plot it onto the map, and put it in to the TDC, then use later measurements to refine the solution. I don't want to plot it manually as I have to do now, or by some "hack".

And I want the ships positions to be updated realistically when the periscope is up i.e with errors and only as fast as the NCO can spot them, and plot them on the map (perhaps a function of crew experience?)
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Old 08-28-09, 04:38 PM   #37
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Do we have dynamically changing routes based on sub activity?

Does radar work this time?

Do we have the increased visual range, can we see smoke from over the horizon?

AI that is smarter, better modeled...but remaining realistic

Acoustics and thermocline modeled better

Crew that provides more valuable information and does their jobs better

Air war content modeled more accurate

A persistent online campaign where we mainly play solo, but can run into other players at sea?

Better plotting tools, with better fidelity

Crew voice overs with german accents...whats up with that American sounding U-boat crew in the trailer...did I see Matthew McConaughey in the background?

DDs FOR ONLINE SKIRMISHES!?!?!?!?

Of course I'll come up with more!
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Old 08-28-09, 04:42 PM   #38
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i want to see above waterline damage does NOT cause flooding until you are submerged and water depth determines the rate of flooding speed
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Old 08-28-09, 05:59 PM   #39
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I'd like to see some life aboard the freighters and the DDs.
Peoplewalking and working on the freighters, Captain and watchcrew on thebridge of a DD, more personnel for the DC racks and the weapons, crewlaunching lifeboats...

"Man battlestations!" should be visible.

The hydrophone operator should give more qualified information - even if the periscope is up.
Correct 'closing, constant distance and moving away'; U-Boot sonar should work properly.

Navigatorshould get a lesson in steering straight. And let him - or thehydrophone operator - do a course in target motion analysis to find thecourseline of a hydrophone contact.

I'd like to order my radiooperator to report all messages, only relevant messages (BdU, area)and/or give me a report all x hours.
Let's have some folders for'local radio stations' - German, British, French, Spanish, American,Italian, Greek, Arabian... - free to customize in amount and content.

Animated external torpedo reloading sequence - only in calm waters.
Inclusive no diving for several minutes while torpedo goes in.

Letme paint my conning tower wherever I want. No fixed locations foremblems. And perfect texturing and skinning please - as for the targetstoo. Bow numbers and shipnames!

Give me a duty roaster for mycrew. Once done my officers care for correct execution. To surfacemeans to enter the bridge for the WO on duty.
(btw - someone who knows Dan Dimitrescu should ask for a tiny patch for SH3 )

Food supply should limit the cruise.

Give us a white flag - just in case we need it.


... I call it a day....
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Old 08-28-09, 08:56 PM   #40
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Working hydrophones where the number of blades and RPM match the target ship.

SH3/4 allowed bearing, but no calculation/guesstimation of speed.
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Old 08-28-09, 11:57 PM   #41
nattydread
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Quote:
Originally Posted by Platapus View Post
Working hydrophones where the number of blades and RPM match the target ship.

SH3/4 allowed bearing, but no calculation/guesstimation of speed.
Could they do that? Did they have the intel and fidelity to count beats...its been awhile sinced Ive read my memoirs. I might remember a captain having one of those piano beat things that sway back and forth.

But my understanding is that it could only be a rough questimation...maybe sufficient for a slow target with a widespread spread of several fish to getg 1, maybe 2 strikes.

Like a 12kt ship could be estimated to be 9-15kts...or a fast mover at 21kts estimated at 15-27kts. Big room for error...especially for fast movers.
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Old 08-29-09, 06:47 AM   #42
tomoose
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As mentioned also, a finished, tested and polished product will suit me just fine.
Having said that, little things would improve the overall immersion such as;
- crew moving to their surface stations (animated) instead of just appearing/disappearing when diving/surfacing/battlestations (I know it's just eye candy but....)
- ability to make notes on nav map/log book
- voice command would be nice (SH4 Speech is excellent, completely different immersion factor)
- engine control
- flooding control (better animation off water (and shutting it off ))
- proper gun crew positions (as done for TMO i.e. 5-6 guys on deck passing ammo etc)

Most of this is eye candy I admit but the immersion factor would be improved.

I'm not sure I understand some of the calls for dynamic radio and wolfpacks. I remember playing SH3 online with some friends and using TS to speak to each other while "underwater" and thinking "this ain't right". There were no underwater comms during the period. Having said that if you are able to play an allied destroyer online then obviously communication would make perfect sense during the battle (i.e. two online players, each in a destroyer going after an online player in a u-boat). Now THAT would be great.

Last edited by tomoose; 08-29-09 at 10:56 AM.
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Old 08-29-09, 12:42 PM   #43
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From reading some of the reviews, it almost sounds like SH5 will be adding a bunch of stuff that non-subsim gamers want.

Orders "costing" your crew morale that then needs to be replenished like mana in Wow?

Plots that give you the audio ranges of hydrophones of the enemy? (sure hope that can be turned off!)

Experience being earn by completing quests.. uh I mean missions, in which the experience can be given to a crew member to level up?

These all sound like ways of introducing sub sims to people more in-tuned with WoW and the like. Now I understand that Ubisoft wants to get more customers to buy SH5 and that is great. Expanding the customer base is part of the business of business. I just hope that this "RPGing" of the game does not detract from what, in my opinion, we like here -- realism.

I don't think I am the only one here who is more interested in the realism and the technical/tactical immersion than is interested in glitzy graphics.

Graphics are nice and there is a certain level of graphics that our desire for realism requires. But, in my opinion, graphics should not take precedence over realism/game play.

Being able to walk though the sub in First person and seeing all the crew snap to attention may be interesting... the first 20 times (I swear if the cook asks me about the f-ing soup every time I walk around, overboard he goes )

As I have posted before, I am more interested in the more technical aspects of subsims -- hydrophone operation, Navigation, plotting attacks, actual damage control. These are the things that gets my periscope up. Not the glitzy graphics.

I am looking forward to SH5 a lot! I just hope that Ubisoft as not lost sight of the simulation aspect of the games in favour of the graphic/WoW-in-a-sub RPG game.
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Old 08-29-09, 01:09 PM   #44
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Quote:
Originally Posted by Platapus View Post
I don't think I am the only one here who is more interested in the realism and the technical/tactical immersion than is interested in glitzy graphics.
You're not. I love anything that adds to the immersion. Feeling like I'm there comes first, but "feel" is subjective, and accurate recreation of the way it works and effective gameplay are not.
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Old 08-29-09, 02:04 PM   #45
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Just a bit of simplification to attract more people, get the sales they need to make it profitable.

Morale costs and experience/leveling system will likely be easily modded, and I'm sure those range rings are equally easy to get rid of. Perhaps the vanilla game will be a little more "gamey" than we're used to, but I think Ubi listened to the fans and made the game moddable to a degree that ensures a more hardcore sim is within reach. Either that or the appropriate options to enable a higher level of realism are simply there to begin with.

Call me an optimist, but I really feel like SH5 isn't going to disappoint, core and casual (and everyone in between) gamers alike.
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