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Small ideas - easy to code - big gameplay payoff!!!!!!

 
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Trout



Joined: 23 Mar 2005
Posts: 90

PostPosted: Thu Apr 06, 2006 10:45 am    Post subject: Small ideas - easy to code - big gameplay payoff!!!!!! Reply with quote

THe developers have decided to build SH4 using the same engine and base code, which means they need to get the game out relatively quickly before it looks and feels outdated.

THey should be especially interesded in easy to implement solutions that can pay-off big-time when it comes to the quality of gameplay.

So, lets try a special list of things that we feel fit the criteria (most of these have been listed before by other people).



1) Command type: "shadow target at X range on this course"
2) Command type: "dive the boat if X,Y , Z occurs"
3) Crew managment based on a watch system
4) Radio broadcasts about key events in war
5) Radio broadcasts from other subs
6) Mission type: launch marine raiders / coast watchers at X location
7) Mission type: attach shore facility at x location
Cool MIssion type: photograph (through parascope) ships or harbour facilities at X location

Trout
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JU_88



Joined: 05 Jan 2006
Posts: 65
Location: UK

PostPosted: Thu Apr 06, 2006 3:17 pm    Post subject: Reply with quote

Good list!

Let me add....

I am NOT the only submarine in the world!
AI subs friendly and hostile, physically present to be seen and heard....AND conducting proper torpedo attacks AND sensible manouvers. Is this hard to do? NO it bloody well is'nt!
Enigma rising tide and SH2 had it working just fine thank you very much!

Down with constipated Elcos!!!
PT boats either shoot torpeedos or dont bother having them in the game - peirod. (its like having a battle ship that cant shoot from its main guns) :down:

Those infidel men in their inadiquate flying machines
Aircraft MUST
1) have more than one attack routine
2) Not smash into eachother
3) Not chase after a lone submarine in a giant squadron, (making up in numbers for what they lack in capability)
4) carry more varied ordinace! ROCKETS, TORPEDOS & CANNONS
5) improve their behaiviour all round.

I dont care how many carrots they eat, sailors CANT see in the dark
Ships occasionally with lights on, navigational lights and/or windows lit, Im pretty sure they did have electricity back in the 40's....

The Blind leading the blind
There may not be as much fog in the Pacific compared to the Atlantic, but it would be nice if the Watch crew kindly informed their captains when heavy fog obscures their vision thus preventing them from doing their job and leaving the Sub severely compromised!

Meduim Fog warning - "Visibility is Poor sir"!

heavy fog warning - " Visibility is NIL sir"!

...Its that simple ... Joking
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Safe-Keeper



Joined: 23 Dec 2005
Posts: 63
Location: Norway, spamming P2P sites with SH3 decoys

PostPosted: Fri Apr 07, 2006 1:39 am    Post subject: Reply with quote

Quote:
I dont care how many carrots they eat, sailors CANT see in the dark Ships occasionally with lights on, navigational lights and/or windows lit, Im pretty sure they did have electricity back in the 40's....

"It's very kind of the British to show us their navigation lights..."

Indeed. Lanterns (so that relatively experienced sailors like me could tell if they were moving towards you, away from you, and so on), navigation lights, interior lights, etc.

Better responses are a must, too. A destroyer would return to port if it was heavily damaged, not just continue its patrol Damn ,
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Uber Gruber



Joined: 21 Mar 2005
Posts: 126

PostPosted: Fri Apr 07, 2006 7:40 am    Post subject: Reply with quote

Lets be honest chaps, they've opted to use the SH3 code base because SHIV will just be a rush out the door job in order to cash in on a few more sales of the SH3 technology. Expect SH3 with a painted Pacific Campaign backdrop, I doubt VERY VERY much that it'll be any more than this.

I admire the coders of SHIII but I have huge reservations re. the business sense of UBI management.

SHAME :nope:
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AceChilla



Joined: 21 Mar 2005
Posts: 133
Location: Hollandia

PostPosted: Fri Apr 07, 2006 8:50 am    Post subject: Reply with quote

Uber Gruber wrote:
Lets be honest chaps, they've opted to use the SH3 code base because SHIV will just be a rush out the door job in order to cash in on a few more sales of the SH3 technology. Expect SH3 with a painted Pacific Campaign backdrop, I doubt VERY VERY much that it'll be any more than this.

I admire the coders of SHIII but I have huge reservations re. the business sense of UBI management.

SHAME :nope:


Think positive, at least its a new subsim, remember how long you waited for sh3?! Thumbs Up
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JU_88



Joined: 05 Jan 2006
Posts: 65
Location: UK

PostPosted: Fri Apr 07, 2006 5:52 pm    Post subject: Reply with quote

UNBELIEVER!. Mad

I have faith that SHIV will surpass SH3 no problem, think how much time of SH3's development was spent on creating the engine and campaign editor (most of it), this time round the hard part is already done and just needs minore ajustments & fine tuning, that means they can afford to spend alot more time on new features, gameplay, content and eyecandy.

I will bet you anything, SHIV with be twice as polished as SH3 was.

Rock
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GlowwormGuy



Joined: 27 Mar 2002
Posts: 615

PostPosted: Fri Apr 07, 2006 8:09 pm    Post subject: Trigger setup Reply with quote

One thing I'm hoping for and waiting for them to do is having story-like 'triggers' for more than just radio messages. Like triggering random fires/equipment failure, an escort appearing, aircraft waiting in ambush, etc. Combat Flight Simulator does it and it sure adds to the experience.

Mountbatten
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redbrow



Joined: 08 May 2005
Posts: 118

PostPosted: Mon Apr 10, 2006 1:57 am    Post subject: Reply with quote

i would be happy if they just made the game more open to mods. About the only thing that keeps selling games years after they come out is modding. It also gives years of free advertisement on the net when modders keep making new mods and posting info about it. It keeps the game on people's lips.
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Trout



Joined: 23 Mar 2005
Posts: 90

PostPosted: Mon Apr 10, 2006 2:33 pm    Post subject: Reply with quote

THere is some simple math at work here:

The sooner they get the game out the door, the longer it can last as a title before the graphics engine looks old.

Having said that, if they dont make enough changes in the game it will get bad reviews and dudes like us won't buy it.

Sometimes a little codeing can go a LONG way. Radio messages that operate with historical triggers would be EASY to add and give you a sense of being part of a larger operation. As an example.

There is also a lot to be gained by getting the AI for surface ships "right", and also giving us a better damage model. In SH3 I find that evasion after an attack is very undramatic. Most of the time you escape with ease, and sometimes you just die - there is no in-between white knuckle sneakin away with a bent shaft and water up to your ankles.

Trout

Trout
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JU_88



Joined: 05 Jan 2006
Posts: 65
Location: UK

PostPosted: Tue Apr 11, 2006 7:14 am    Post subject: Reply with quote

Trout wrote:
There is also a lot to be gained by getting the AI for surface ships "right", and also giving us a better damage model. In SH3 I find that evasion after an attack is very undramatic. Most of the time you escape with ease, and sometimes you just die - there is no in-between white knuckle sneakin away with a bent shaft and water up to your ankles.


You're right, its normally all or nothing at all when you get attacked in SH3. there are few possibilities to have a 'das boot' moment. The Subs damage model just isn't complex anough for that. Yep
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Etienne



Joined: 10 Jan 2002
Posts: 641
Location: Canada

PostPosted: Thu Apr 13, 2006 6:46 am    Post subject: Reply with quote

Safe-Keeper wrote:
Quote:
I dont care how many carrots they eat, sailors CANT see in the dark Ships occasionally with lights on, navigational lights and/or windows lit, Im pretty sure they did have electricity back in the 40's....

"It's very kind of the British to show us their navigation lights..."

Indeed. Lanterns (so that relatively experienced sailors like me could tell if they were moving towards you, away from you, and so on), navigation lights, interior lights, etc.

Better responses are a must, too. A destroyer would return to port if it was heavily damaged, not just continue its patrol Damn ,


Most ships, in war time, are blacked out.

For just this purpose.
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pilotxxl



Joined: 02 Apr 2006
Posts: 6
Location: Portugal

PostPosted: Tue Apr 25, 2006 6:38 am    Post subject: Re: Small ideas - easy to code - big gameplay payoff!!!!!! Reply with quote

Trout wrote:
THe developers have decided to build SH4 using the same engine and base code, which means they need to get the game out relatively quickly before it looks and feels outdated.

THey should be especially interesded in easy to implement solutions that can pay-off big-time when it comes to the quality of gameplay.

So, lets try a special list of things that we feel fit the criteria (most of these have been listed before by other people).



1) Command type: "shadow target at X range on this course"
2) Command type: "dive the boat if X,Y , Z occurs"
3) Crew managment based on a watch system
4) Radio broadcasts about key events in war
5) Radio broadcasts from other subs
6) Mission type: launch marine raiders / coast watchers at X location
7) Mission type: attach shore facility at x location
Cool MIssion type: photograph (through parascope) ships or harbour facilities at X location

Trout


Well, if UBI make SHIV like an expansion disk of SHIII, I and a lot of us certainly do not spend any money in a trick like that.
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Trout



Joined: 23 Mar 2005
Posts: 90

PostPosted: Tue Apr 25, 2006 11:25 am    Post subject: Re: Trigger setup Reply with quote

Triggers like this can have a random "element" but they cant be totally random occurances otherwise what is the point of a true dynamic campaign? When events happen they need to make some sense so that you can build a picture of what is going on in your AO.


For example, With a dynamic campaign you can stipulate in the code that some islands have mines or resources on them, others are military outposts, some have both and some have none. THe ships leaving these islands can then be of an appropriate type and in appropriate number. The sub commander can then develop his own sense of where the current higher traffic merchant lanes are and where the Japanese navy is operating.

I think the base code is already in the game and can be improved upon.

The idea of historical triggers for large operations and special missions is very cool though. They might generate just a radio communications but they could also generate a special mission for you.


Trout

GlowwormGuy wrote:
One thing I'm hoping for and waiting for them to do is having story-like 'triggers' for more than just radio messages. Like triggering random fires/equipment failure, an escort appearing, aircraft waiting in ambush, etc. Combat Flight Simulator does it and it sure adds to the experience.

Mountbatten
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