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Old 08-01-16, 04:53 PM   #16
Sailor Steve
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That is fantastic work!
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Old 08-01-16, 05:19 PM   #17
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Minelaying subs .
Something no other sub game has afaik .
Not sure how fun this would be unless the game progresses far enough and I am in an aussie sunderland bombing you .
http://uboat.net/types/xb.htm

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Old 08-01-16, 06:06 PM   #18
Onkel Neal
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That's a gold mine!! Thanks
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Old 08-02-16, 04:00 PM   #19
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Not sure that mine laying is what the players are waiting for...
All funny games are seek & destroy, by torps or guns.

We can copy some missions from SH4 (supply aid, secret agents mission, port recon) but not sure it is "must have" missions in game.
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Old 08-03-16, 08:40 PM   #20
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If done properly and sparingly, minelaying could be quite exciting. After all, it usually involved silently infiltrating very near the most active Allied ports--almost always dodging destroyers and ASW trawlers. I know of at least one U-boat skipper who simply lost his nerve when ordered to infiltrate a major port and deposit mines despite heavy enemy ASW patrols. Donitz relieved him upon returning to port.

In that sense, I think being ordered, every once in a while, to do things like lay mines in a heavily trafficked harbor might be a real challenge, especially considering the mine storage requirements would leave you with few to no torpedoes and therefore reliant only on stealth, good judgment, and audacity.
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Old 05-05-19, 11:54 PM   #21
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Scapa Flow mission is next.
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Old 05-06-19, 02:54 PM   #22
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Hello! I would like to propose the idea of ​​implementing accelerated time for a cooperative company. The idea is as follows. The navigator or any other member of the crew who understands in the navigator's business in advance calculates the route to the selected position of the far transition. The data is entered into the conditional table on the basis of the "course" and "travel time for a given course" principle. Thus, the entire route is entered. Then the commander presses the time compression button, all crew members confirm readiness and after that the whole crew is displayed in the map mode and simply sees the moving point along the specified route. The captain can at any time reset the time compression and all players return to the boat, or if at the moment of passing the route a post appears in the detection zone

With the possibility of compressing time and long-distance crossings to any point on the map, it will be possible to implement trade routes for convoys and single ships, random convoys and single ships going not along trade routes and significantly dilute the monotony of being in an open water area when there is no enemy.

To avoid the fact that 5 players would observe a long time marker moving on the map is possible. 100% will be players who are willing to spend their time on searching and traveling, the rest, missing players, you can replace AI, Players can join at any time and take their place. The captain (master of the lobby) can, when a convoy is detected, pause the game and save and wait for the whole team to assemble and then join the battle. The ability to compress time does not harm, but adds positive moments to the game for many players.

Last edited by MadSin; 05-06-19 at 03:25 PM.
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Old 05-07-19, 02:08 AM   #23
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Quote:
Originally Posted by Onkel Neal View Post
Skirmish
Skirmish is merely an instant action convoy/war patrol encounter. Most U-boat missions are essentially: Locate convoy, Intercept convoy, Attack convoy, Evade escorts (re-engage if possible). This is what Doenitz tasked his U-boats with and this is what they sought. In real life, assembling a group of U-boats and locating a convoy could take weeks, and often a U-boat commander would never find a battle. Obviously, this would not work for a simulation, no one wants to simulate the boredom and frustration of empty seas. And when you are talking cooperatively manned subs, by four dudes in real life, even less so. So, the plan is to start a skirmish mission off with the enemy within reasonable range, so the players can possibly intercept and engage within 30 minutes to an hour. It is important to note that we intend to have the missions dynamically generated, so no matter how many times you play a skirmish mission, the inclusion, placement, and course of the enemy will vary. Sometimes you will start off close and in favorable position, sometimes you will have to establish contact and attempt to obtain a favorable firing position without being detected.

So, whenever you want to play a quick game with your friends, you can select a convoy encounter, warship encounter, or random encounter and test your mettle as a U-boat crew.
Thats the actual mode? I really like the idea of a open sea ""full"" of spawning convoys to run away, face or wait for the wolfpack (and a way for doing that: setting a target and coordenates to be shared with other members besides the ordinary radio ¿?)

The continuity may be achieved by making the ships harder and harder every time: Let the timer go from 1939(or 1942 or whatever) to 1945 and vary, all according to the players particular set up and "checkfields").

I know this games are often limited by the number of players, but i think that
we could achieve a game with many new commanders serving the kriegsmarine after the old ones logg off or die(an inside lock for the hatch would be nice btw) thats more fullfilling, the only limitation being sharing/buying the host. I played other games where the savegame was shared among players, wich i think have the same POV that subsims, and it was really good.

So i think this is the best argument in behalf of open world: It won't be single-played! You can actually set a tournament with 4 teams playing at the same time in the same sea or rotate the crew untill the ships perish or time passes.


3 questions:
-Can you give any advance on what are the thoughts on the PVP?
-And more important one: Is any non-submarine ship going to be rided? I am not against it, but i read a comment about it, DD vs SSS, here and i want to know opinions.
- I don't want to be rude, but is this game really gonna progress? i mean... seems it would take a lot (not judging).

PS: I agree that campaing is by far the most appealing and important part of the game.
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Old 05-07-19, 02:52 AM   #24
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Onkel Neal when I started writing the Steel Sharks Gwx Campaign I used the following sources for info on Convoys ect


http://www.convoyweb.org.uk/


https://warsailors.com/convoys/index.html

for the biggest Convoy Battles and most successful Uboat Patrols

https://www.uboat.net/ops/convoys/battles.htm


I told ya I was a Uboat n Submarine nutjob its all to do wid my date of birth
3/9/65
same day Limeyville declared war on Germany in 39 and the same year his nibs Winston Spencer Churchill Passed away

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Old 05-30-19, 10:23 AM   #25
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Default World at War Wolfpacks

World at War Wolfpacks A insight into the Battle of the Atlantic A good Watch Enjoy


https://www.dailymotion.com/video/x3p7bjc
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Old 05-30-19, 06:29 PM   #26
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Thanks, Andy!
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Old 05-30-19, 06:37 PM   #27
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Default Welcome aboard!

Madsin! & iagocor!
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Old 06-06-19, 03:18 PM   #28
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I don't think it is the best idea to make long campaigns, it's not easy to gather five players online for more than 1-3 hours. Time compression is not the solution because in case of frequent aircraft encouters players should jump again in real time. It would require significant time before the boat reaches the convoy.
Wolfpack is the most promising U-boat simulator at the moment and may be it is better to concentrate on its main feature - deep immersion into the convoy attack atmosphere.
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Old 06-14-19, 01:09 PM   #29
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Quote:
Originally Posted by Bangoo View Post
I don't think it is the best idea to make long campaigns, it's not easy to gather five players online for more than 1-3 hours. Time compression is not the solution because in case of frequent aircraft encouters players should jump again in real time. It would require significant time before the boat reaches the convoy.
Wolfpack is the most promising U-boat simulator at the moment and may be it is better to concentrate on its main feature - deep immersion into the convoy attack atmosphere.
Maybe not even the acceleration of time, but there must be the possibility of traveling, searching, entering enemy harbors, patrolling the enemy’s trade routes, and so on. It’s very likely that you’ll get bored with the "sea shooting", when you know for sure that there is a target nearby and you just attack it ... the multiplayer mode in the SH5 was not particularly popular, unlike the company mode, and in almost any submarine simulator , the bulk of players are attracted by the possibility of hunting, surveillance, ambushes and spectacular attacks, and a considerable part of it is taken by the journey, but few people are interested in just shooting at ships, no matter how cool this shooting is.

Maybe it would be a great option, but this is for true fans of this genre ... this is one common, large real-time server with convoys, radio messages, air reconnaissance ... well, in general, something similar to a dynamic company in real time. The navigator sets the route and the boat moves along this route with the given parameters in real time, even in the absence of players. Teams can transmit messages between boats using radio communications, and messages can come ... even to this site and everyone can read them even without being in the game and plan further actions. Will the boat 3 days go to some point? So let it go for 3 days. It resembles browser strategies ...) Again, a website or a smartphone application can request weather conditions at the point where the boat is located or read radiograms ... And if not one player from the crew does not enter the game more ... well, for example ... a month , the boat automatically returns to the port and its tail number is free for use by other players. Well, this mode ... for lovers of the genre, it seems to me)

And how can the guys of the developers earn money while not losing interest? Well, you can sell camouflage skins, for example, or posters and pictures in residential compartments ... the main thing is not to cross the line)

Last edited by MadSin; 06-14-19 at 01:22 PM.
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Old 08-10-19, 11:35 AM   #30
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Quote:
Originally Posted by Onkel Neal View Post
Scapa Flow mission is next.
Not sure this is a correct way where this game should develop.
Don't understand me wrong, Scapa Flow mission is a good idea, but I miss for features which made Silent Hunter greatest sim last decade:

Mission Editor to create a Scapa Flow mission by community and load it from external server,

External Ship to add a much more different ship units to the game by community and load it from external server,

And, of course, I'm still waiting for PvP expansion for Wolfpack game: to control Destroyer and hunt Grey Wolves.



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