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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 | |
The Old Man
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Let me "quote" the bible of subsimming (for me), Das Boot. In one attack the Captain shoots torpedoes at a DD and misses. In the next Attack the Second Officer conducts the attack on a convoy and hits with 4 out of 4 torpedoes, sinking 3 ships. ALl the captain did was choose a surface attack and mark the 3 targets. The point is, the Captain could do it manually, but he didn't have to. Being able to click any switch, use any dial (not by clicking on it, if you don't mind, but by dragging a knob) and sit at any station is an important aspect of SH. But having an inteligent crew that you can rely on (regardless of difficulty options) for full navigation/detection/attacks is indeed a must. As we've seen, the main aspect of SH5 is the sub's crew. My only fear is dumbing down the "hands-on" aspect of the game. So my only wish (apart from all the rest here, ofc) for SH5 is to create immersion by first creating neccesity. I'd like it to be very hard and complex, but also automatised to the players's degree of lazyness, through an inteligent and dynamic crew. That's the point of having a crew in the first place, isn't it? |
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#62 |
Fleet Admiral
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Who let him in here? We don't like your types around here.
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#63 | |
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
Posts: 617
Downloads: 60
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#64 |
The Old Man
![]() Join Date: Oct 2005
Location: 51.557, -0.102
Posts: 1,311
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Why? I don't understand doing those things, manual targeting, doing the sonar yourself.... did real Captains do that? nah.. so why would I in a game that simulates the role of Captain? The only reason to in past games was the computer was too fast and accurate to be realistic, I just want them to change that. I am sure they can change it and still leave menial tasks like targeting and cleaning the heads for those who want to do it.
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#65 |
Captain
![]() Join Date: Jan 2004
Posts: 498
Downloads: 2
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Captains did line up targets and call out target data themselves...what they didnt do frequently was input the data and push the fire button.
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#66 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 32,937
Downloads: 171
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Highbury, manual targeting would have to be one of the best parts of the game, would be rather boring if that were gone, if you haven't tried you should give the "quick 90" method a go, very easy!!
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#67 | |
Watch Officer
![]() Join Date: Jun 2006
Posts: 332
Downloads: 30
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As for SH5 improvements well as many have already posted dynamic historical campagn OLC's targeting approach(that stadi thing and note pad were annoying) A radio with msg's thats got a purpose, better weather, proper ship rosters, etc etc... Wolfpacks and SH commander type functions...the general GWX approach is a good benchmark for what a sub sim can be...
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#68 |
Seasoned Skipper
![]() Join Date: Apr 2008
Posts: 732
Downloads: 89
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realistic plotting would be great, but whatever features they put in the game... my one wish is that they test those features properly before letting us have a go at it.
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#69 |
Captain
![]() Join Date: Dec 2007
Posts: 485
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Speaking of "who's supposed to do what" on the boat...
How about an option "AI 1st WO - on or off", could a realism option with 0 cost on "overall realism %". If "on", you're the captain you just order "go there", "target this ship", and supervise the operations. With the option "off", you do all the related tasks yourself, plotting your course, finding firing solutions, and so on. |
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#70 | |
Sea Lord
![]() Join Date: Apr 2006
Location: CA4528
Posts: 1,676
Downloads: 3
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I should be able to do a hit and run, and maybe find out later that a ship sank, rather than stick around to confirm a sinking (and to keep the ship from magically repairing itself) while DDs are bearing down on me!! Also, food/water should be limited in some way. As long as I still had fuel, it seemed I could stay out to see for as long as I liked. While I know it might actually be possible to send a shore party onto an isolated island to hunt game, or perhaps fish off the boat, I'm not sure that actually happened very much IRL. Furthermore, I'd like to be forced to do my own navigation, or have an officer/NCO do it for me (and the results being dependent on his skill). No more GPS!!! I also would want officers which could do tasks like updating a map of contacts based upon information I've provided through the periscopes, that sort of thing. Having to switch back and forth is tiresome, and unrealistic!!!
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#71 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
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Why don't you guys wish for something you might actually get someday.
Like a hard-on. ![]() ![]() |
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#72 |
Bilge Rat
![]() Join Date: Sep 2009
Posts: 1
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I wanna wish for a game mode that might let you play a mission as a battleship commander. Just as an addon. I love addons
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#73 | |
Seasoned Skipper
![]() Join Date: Apr 2008
Posts: 732
Downloads: 89
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And when an 800-ton Uboat has you by the tits... you listen! |
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#74 |
Ocean Warrior
![]() Join Date: Mar 2005
Location: Georgia, USA
Posts: 2,674
Downloads: 25
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I do think that we need to differentiate between what could feasibly be added at this stage, with only 7 months to the release of the game, and what could be modded later.
This is a great thread, but there are some ideas here that would have needed to have been included in the game build quite a while back in order to be part of the stock game. Someone with the 'right stuff' should go through this thread and create a realistic wish list for the Devs. ![]() |
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#75 |
The Old Man
![]() Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
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Manual control over the dive planes.
It would be cool to stop a ship in early war before you sink it. Maybe take on supplies, fuel, beer, women. ![]()
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