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Old 01-10-07, 08:02 AM   #46
Zinmar
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My vote for the next thing needed is surface ships. Ya'll can go on about cold war subs and stuff but I miss destroyer command. They saw from SH2 that it is certainly an idea that will sell!! So give us access to the surface ships and than start worrying about the next subsim to come out.
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Old 01-10-07, 10:17 AM   #47
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Quote:
Originally Posted by Steeltrap
The big problems with 'modern' subsims for me are:

They are entirely hypothetical - there have not been any significant conflicts at sea on the scale of WWII Atlantic/Pacific. Hard to be immersed in something that's never happened - you don't get that "gee, I'm getting a feeling for what this was like" when it's never been!

They are 'sterile'. It's all high-powered sensors and wire-guided or self-guided. Get yourself in the right spot and the system can deliver a firing solution and then execute it. No more peering through the mist from the bridge of a diesel sub as you hunt convoys etc. Also no deck guns/flak.
Give me a break. :rotfl:
Have you even tried playing at Dangerous Waters with realism at 100% ?
I don't think so.
Modern day warfare is everything except sterile, try intercepting an enemy sub at 20 nm going at 5 knots by doing manual tma, fire wire guided torpedos or missiles and htiting the enemy sub who in the meantime has entered into evasive patterns, or attacking a carrier group protected by and asw screen.
Its all except sterile.

Quote:
The development of technologies through WWII was dramatic. ASW weapons and tactics improved massively in the Atlantic while subs didn't, resulting in a crushing defeat of the subs. In the Pacific, the development was largely on the part of the subs, which is why they maintained/improved their advantages and won a resounding victory. This progress is one of the real attractions of the era, as your situation changes as your/the enemy's technologies change. Reminds me of the great Red Baron where you sweated when the opposition got a new toy (twin MGs, biplanes, better performing engines/airframes) that put them at an advantage, then made hay when your own tech had leap-frogged theirs. This simply doesn't happen in 'modern' times in that the advantages remain pretty much with the Western Powers throughout.

For these reasons I don't have any real interest in post-WWII subsims. I think many of the people who have played all the SH series would be of a similar mind (that's just my opinion - I might be totally mistaken).
You're deeply mistaken.
Avanced technology doesn't mean its easier to sink vessels.
Dangerous Waters may not have flashy graphics, but when you have the possibility of multiplayer-multistation on different units, nuclear submarines, diesel submarines, surface frigate, asw helicoptors or p-3 in an integrated 3d battlespace you're in for a far more exciting experience than chasing AI convoys.
And I have played Silent Hunter and Silent Hunter 2.
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Old 01-10-07, 02:54 PM   #48
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I don't think Silent Hunter should ever depart from WW2. Different theatres is fine, but different wars is too much.
Silent Hunter is the only sub series dedicated to WW2. Let another dev team handle other wars I say. When SHV comes out, if it comes out, It's going to be like 2010 or 11. People will always want an up to date WW2 subsim, and the Silent Hunter guys are the ones to provide it.
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Old 01-10-07, 03:45 PM   #49
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Silent Hunter is about WW II and WW II was Glen Ford, John Wayne, Clark Gable, black and white news reels and ice cold Coke Cola's ...

Nuclear subs are fun, but a lot of work, they travel faster, they have to do things faster ... In other words you have to be smarter.

Looking forward to Silent Hunter IV just like I was SH II and SH III and I played the original Silent Hunter till I had to buy another one for only $10 just to keep the scratches off.

Gentlemen ... some real fun is on the way.

I just want to sink some japs ...
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Old 01-10-07, 03:51 PM   #50
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I think they should make some "grand" SH, meaning timeframe WWII all theaters (+ WWI) and concentrate on ai, environment modeling (sea, sonar, radar) multiplayer (multi station) and a powerfull editor with scripting abilities and heavy support for modders for sensor and platform modifications and the ability to add new playables. (so that one could make a cold war mod or even pre 20th century submersibles and code some dynamic campaigns). dream,dream, dream, joy, joy, joy ...

Silent flashpoint - you get the idea.

Last edited by Smaragdadler; 01-10-07 at 04:11 PM.
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Old 01-10-07, 05:26 PM   #51
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Quote:
Originally Posted by Payoff
I think SHV should be an accurate simulation of the American Civil War Iron Clads.


That would be cool. but what about a WWI sim?
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Old 01-11-07, 07:35 AM   #52
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Personally i'd like British and Italian subs in the Med or added to eh SH3 engine somehow. Though a remake of the U-boat war with Wolfpacks and an option for technologies to be developed at different times might not be bad. WW1, cool. Um a cold war campaign with leading up to the first nuclear subs might be neat but not a big seller I think. Them this is a niche market anyway. Basically, I'll settle for what i can get. Even if the team takes some time off but comes back with an improved U-boat war that would be cool. I'm mostly a WW2 kinda guy and don't know that the work on the SH series really would be of any help in later cold war stuff. Completely different game in many ways.
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Old 01-13-07, 03:15 PM   #53
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Personally, I'm not interested in playing a modern subsim in the Silent Hunter series. Anyway, hasn't Sonalysts kind of taken over the modern naval sim market? Dunno.

Oh, and I for one don't think it's too early to start talking about Silent Hunter XV. I hear the campaign in that one isn't going to be dynamic. What are the dev's thinking? And if the AE-365/S coupling to the protein-sheathed wetware implant in your brain's sulci doesn't carry the integrated asymptotic campaign module we've all come to love, then why would we buy this piece of garbage in the first place? Silent Hunter XV has the opportunity to set a new bar in sub sims. I hope they at least get the quantum DNA identifier correct so when I choose Topp as my skipper I will have to make the same decisions he would have made based on his psychological biometrics. Sheesh.
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Old 01-14-07, 04:34 PM   #54
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Since modern warfare means staring at waterfall displays and overloaded high-tech-screens, I think people who love that should be happy with 688i or its sequel which looks almost the same. Approved and advanced computers with better graphics wouldn´t really affect the gameplay of a nuclear sub, I think. So let´s stay in the Atlantic and the Pacific in WW2.
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Old 01-14-07, 05:05 PM   #55
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Quote:
Originally Posted by Iron Budokan
Personally, I'm not interested in playing a modern subsim in the Silent Hunter series. Anyway, hasn't Sonalysts kind of taken over the modern naval sim market? Dunno.

Oh, and I for one don't think it's too early to start talking about Silent Hunter XV. I hear the campaign in that one isn't going to be dynamic. What are the dev's thinking? And if the AE-365/S coupling to the protein-sheathed wetware implant in your brain's sulci doesn't carry the integrated asymptotic campaign module we've all come to love, then why would we buy this piece of garbage in the first place? Silent Hunter XV has the opportunity to set a new bar in sub sims. I hope they at least get the quantum DNA identifier correct so when I choose Topp as my skipper I will have to make the same decisions he would have made based on his psychological biometrics. Sheesh.
I can see it now:

Iron Budokan: Nuts! Lousy depth-keeping. Those torpedoes are running low again. Back to PD! Let's get one more shot off before that Fletcher gets too close.

CPU: No Iron. You are required to operate according to the Kretchmer protocol: One ship, one torpedo. You must dive.

Iron: Never! One must risk in order to gain. Seerohrtieffe!

CPU: I can't let you do that, Iron; the risk is unacceptable. Computer is shutting down now. Sorry, Iron.
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Old 01-15-07, 01:13 PM   #56
Iron Budokan
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Quote:
Originally Posted by Takeda Shingen
Quote:
Originally Posted by Iron Budokan
Personally, I'm not interested in playing a modern subsim in the Silent Hunter series. Anyway, hasn't Sonalysts kind of taken over the modern naval sim market? Dunno.

Oh, and I for one don't think it's too early to start talking about Silent Hunter XV. I hear the campaign in that one isn't going to be dynamic. What are the dev's thinking? And if the AE-365/S coupling to the protein-sheathed wetware implant in your brain's sulci doesn't carry the integrated asymptotic campaign module we've all come to love, then why would we buy this piece of garbage in the first place? Silent Hunter XV has the opportunity to set a new bar in sub sims. I hope they at least get the quantum DNA identifier correct so when I choose Topp as my skipper I will have to make the same decisions he would have made based on his psychological biometrics. Sheesh.
I can see it now:

Iron Budokan: Nuts! Lousy depth-keeping. Those torpedoes are running low again. Back to PD! Let's get one more shot off before that Fletcher gets too close.

CPU: No Iron. You are required to operate according to the Kretchmer protocol: One ship, one torpedo. You must dive.

Iron: Never! One must risk in order to gain. Seerohrtieffe!

CPU: I can't let you do that, Iron; the risk is unacceptable. Computer is shutting down now. Sorry, Iron.
Me: CPU, open the pod bay doors.

CPU: I'm sorry, Iron, I can't do that right now.

Me: CPU, I said open the pod bay doors! Okay, that's it. I'm gonna blow the explosive bolts....

:rotfl:
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Old 01-15-07, 02:53 PM   #57
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I think there's plenty of room for both modern day sub sims and WWII sub sims. For me, the Silent Hunter series should always be set in the 1939 to 1945 time frame and Silent Hunter V should return us to the cold, dark water of the Atlantic.

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Old 01-15-07, 03:37 PM   #58
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I have no doubt:

No SHV, no DWII, all we need is Destroyer Command II, and a patch (like PM for SH2-DC) whith host´s control of all dificult settings of all players. Something like multiplayer options in Dangerous Waters (superb concept).

We should have one of the best multiplayer naval game ever seen, with human enemies.

SH3 is a good game, a great game, but it is very poor for multiplayer purposes. Only cooperative missions are possible, and cheating is very very easy (and many other things). I think that community pressure asking a dinamic campaing during game development took out of focus multiplayer aspects of this game. And SH3 multiplayer is worse than SH2 was.

That´s why I would be very happy if someone could develope Destroyer Command II.

(sorry for my english).
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Old 01-15-07, 05:33 PM   #59
Takeda Shingen
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Quote:
Originally Posted by Hz
And SH3 multiplayer is worse than SH2 was.
And everything else in SH3 is vastly superior to that which was in SH2. I really think that the last thing we need is to point at the broken SH2 and say, "that's what we want more of."

For the record, SH2/DC multiplay was swimming with problems. I know: It was my job to help correct the WPL rules to compensate for those shortcomings. I was also there for Messerwesser, as well as the eventual community-based programming modifications that made multiplay tolerable.
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Old 01-15-07, 07:20 PM   #60
Chief of the Boat
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'Zinmar' has a damned good idea; 'Surface Ships'.

I'm not one to lean on, nor 'pull' experience, but I *have* steamed more than a few NM, and I'll tell you, in ASW [anti-submarine-warefare], it can be 'exciting'. Likewise I know..KNOW.. sub boat sailors, who have told me how 'exciting' it is to get underway, clear The Shelf, submerge..... and surface many days later, seeing only their vast intricate displays. Granted, that is 'real life'. Yet, as elsewhere stated, study of those Sensors... Non-Real... ... ... ... .... Zzzzzzzz

But, I've never had the privilege of playing Destroyer Command. Anybody know how *real* it was.... and where I can get a copy ???

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