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The Silent Hunter IV (Pacific Campaign) SUGGESTIONS-LIST
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Drebbel



Joined: 10 Jan 2002
Posts: 6153
Location: Almost at periscope death !

PostPosted: Fri Dec 23, 2005 2:22 pm    Post subject: The Silent Hunter IV (Pacific Campaign) SUGGESTIONS-LIST Reply with quote

So here we are, the SUGGESTIONS-LIST thread. The idea I have is that ideas are already bounding about in about 3 maybe four different threads. Use this thread for suggestions that you think could benefit the game, these necessarily don't need to be ideas that you wish they game will have. They could be crazy idea/suggestion/posibilities that are floating around your head.

Use the other WISH-LIST thread for your personal top list of things you personally want in SHIV. Use this SUGGESTIONS-LIST for other ideas/notes/reminders/suggestions/ultimate dreams/options/crazy ideas/creative-thoughts for the SHIV dev-team.


Last edited by Drebbel on Sat Dec 24, 2005 1:53 am; edited 1 time in total
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donut



Joined: 16 Apr 2004
Posts: 178
Location: Chaparral,NM.

PostPosted: Fri Dec 23, 2005 4:08 pm    Post subject: Reply with quote

Air raids,rescue pilots ditched,insert coast watchers,extract refugees,photo recon missions,running decks awarsh as a stealth feature,man guns in a lite chop-flack any time look outs can axcess bridge,fuel leakage vaunterability,damage control surface repair only,over lapping rate qualifications in repair parties,sub should be able to turn inside that of DD turning radius DD's not quite so fast to manuver and close-account for momentum, otherwise SHIII has done great,best so far :sunny: :sunny: :sunny: :sunny:
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Safe-Keeper



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

PostPosted: Fri Dec 23, 2005 5:49 pm    Post subject: Reply with quote


  • MP dynamic campaign. Join up with two buddies (each taking command of one boat), go complete a patrol, save, join up again later, load the campaign file, go on two more patrols, and so on. It'd be awesome, especially if there was a good comm system.
  • A roster system allowing you to see an overview of all the other friendly submarines in the game, including their kills, number of patrols, date of commission, date of scuttling/sinking, role, captain's name, etc. Every sub in the fleet has an AI, missions, etc.: They leave, do their duty, return home for refitting, and repeat.


Air raids,rescue pilots ditched,insert coast watchers,extract refugees,photo recon missions,running decks awarsh as a stealth feature,man guns in a lite chop-flack any time look outs can axcess bridge,fuel leakage vaunterability,damage control surface repair only,over lapping rate qualifications in repair parties,sub should be able to turn inside that of DD turning radius DD's not quite so fast to manuver and close-account for momentum, otherwise SHIII has done great,best so far sunny sunny sunny sunny
Wrong thread Confused . And all those are "given".
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sonarman_1019



Joined: 30 Aug 2003
Posts: 116
Location: Connecticut - USA

PostPosted: Fri Dec 23, 2005 9:17 pm    Post subject: Reply with quote

Single Player Wolfpacks - You and various other AI submarines that can be called on to engage a Convoy. I like sinking ships as much as the next guy, but I just don't have enough torpedoes to bring down the big guys while keeping the DD's on their toes!
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Ginger Beer



Joined: 12 Jul 2005
Posts: 45
Location: Cambridge, UK

PostPosted: Fri Dec 23, 2005 10:34 pm    Post subject: Reply with quote

a) A game engine that fully supports multiplay in both submarine and surface escort roll...meaning Destroyer Command ( insert number here ).

b) multiposition multiplay submarines...players can get together and each take on a role within the same submarine. Skipper, engineer, watch officer, sonar/radar operator, lookout, gunner etc.

c) Authentic weather generation...no more of SH3's calm one minute / perfect storm the next.

d) Pacific ambience...meaning fabulous sunsets, tropical night skies ablaze with stars with the dark shapes of islands slipping past ( maybe with the occasional cooking fire glowing on the beach )... believe me, I've sailed those seas and I know what its like! Yep

e) More detailed damage/breakdown models. You're sailing along one day off Formosa, and you're informed that an evaporator has broken down. What's an evaportaor, you might ask ? What impact will it have on the boat's ability to stay on patrol ? Does my engineer officer have enough skill points ( awardable between patrols ) to fix it ?

f) the ability to name your own boat.

I'm sure I'll think of some more Smile
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Kresge



Joined: 25 Dec 2001
Posts: 441
Location: The Motor City

PostPosted: Sun Dec 25, 2005 2:55 pm    Post subject: Reply with quote

Incorporate known major naval movements and battles to some extent. Would be nice to know that historically there was a large naval fleet passing through this area and maybe I could ambush them.
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Wulfmann



Joined: 13 May 2005
Posts: 507
Location: Florida

PostPosted: Mon Dec 26, 2005 11:50 am    Post subject: Reply with quote

Interior damage models that have variety.
Various damage sounds from DCing in the boat
When damage is being repaired, working crewmen in the room.
Interiors of torpedo rooms and engine rooms.
If both rudders can be destroyed, the ability to steee(poorly and barely but steer) the boat with engines
Damage effects from torpedoes more than a smudge on the ship.
Less ships breaking in two so easily, longer more drawn out sinking rather than the usually instant gratification victories
Crew members on merchant ships with life boats taking to the waters
More variation in depth charge damage with longer time to fight and save the boat. That is; more to damage control than just placing a crew man in the compartment. Things player can do himself that actually affects saving the boat.
Men that move in the boat.
When you dive you would go down the hatch and into the control room. When you switch to periscope you do it by walking to the periscope and when you place your face on it you then get the periview! You must walk to the other peri if you want to use it
Kaleun must visit other parts of boat to improve the efficiency of the crew. By staying a certain amount of time to in effect direct operations.
Player becomes similar to one in a FPS
Crew shift orders that allow the change of crew men and then seeing the men moving in and out of compartments
More various merchant ships and less time spending resources building show pieces seen rarely. It is better to have a few less big boys and twice the model of merchant ships, IMO.
The ability to survive a sinking and be found and returned to base but make it extremely rare.
1280X1024 graphic setting as default. PC gamers have better machines or should play on X-Box but not drag down those that are willing to get a decent rig!

I will post more when I have thought more on the subject; this is off the top of my head!

Wulfmann
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Seeadler



Joined: 14 Mar 2001
Posts: 1992
Location: Germany

PostPosted: Mon Dec 26, 2005 12:12 pm    Post subject: Reply with quote

- XBox360 version!
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Safe-Keeper



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

PostPosted: Mon Dec 26, 2005 12:39 pm    Post subject: Reply with quote

Quote:
When you dive you would go down the hatch and into the control room. When you switch to periscope you do it by walking to the periscope and when you place your face on it you then get the periview! You must walk to the other peri if you want to use it
Kaleun must visit other parts of boat to improve the efficiency of the crew. By staying a certain amount of time to in effect direct operations.
Player becomes similar to one in a FPS

I disagree. This is a sub sim, not an FPS, to put it that way.
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stevo33



Joined: 21 Dec 2005
Posts: 22

PostPosted: Mon Dec 26, 2005 2:52 pm    Post subject: Reply with quote

a) More work done on the underwater environments. A colder and more merky feeling to the sea.

b) Under sea terrain to nagivate through. Huge under water canyons in which to hide and foil the enemy radars....

c) Much deeper seas and oceans, some of it seems way too shallow I don't get that dark bottomless feeling.

d)Get it working with Nvidia! Even though its an Nvidia driver problem, sort it out!

e) More dynamic and dramatic skies and clouds, better overall lighting, volume shadows ect.
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Safe-Keeper



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

PostPosted: Mon Dec 26, 2005 4:29 pm    Post subject: Reply with quote

Quote:
a) More work done on the underwater environments. A colder and more merky feeling to the sea.

Big "I second that"! It was so silly, no offense, to be able to see 100 metres in all directions while submerged and thus be able to dodge everything dropped on you. I loved how Real U-Boat fixed that!

Quote:
b) Under sea terrain to nagivate through. Huge under water canyons in which to hide and foil the enemy radars....

c) Much deeper seas and oceans, some of it seems way too shallow I don't get that dark bottomless feeling.

I'd say they should make the underwater topography geographically accurate. If it's 1000+ metres deep somewhere in reality, make it 1000+ metres deep in the game. If it's a labyrinth of dead undersea vulcanoes or something in reality, add it to the game.
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gdogghenrikson



Joined: 21 May 2005
Posts: 899

PostPosted: Mon Dec 26, 2005 7:38 pm    Post subject: Reply with quote

Seeadler wrote:
- XBox360 version!


the SH series will never go to consule, they have to many limitations
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Safe-Keeper



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

PostPosted: Mon Dec 26, 2005 7:49 pm    Post subject: Reply with quote

And not nearly enough keys on the controller. It'd have to be something like "X+Y+Start+Up+double-tap L1: Periscope depth" Razz .

No, no SH for consoles.
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gdogghenrikson



Joined: 21 May 2005
Posts: 899

PostPosted: Mon Dec 26, 2005 7:53 pm    Post subject: Reply with quote

Safe-Keeper wrote:
And not nearly enough keys on the controller. It'd have to be something like "X+Y+Start+Up+double-tap L1: Periscope depth" Razz .

good one
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Sulikate



Joined: 29 May 2004
Posts: 610
Location: Goiania, Brazil

PostPosted: Mon Dec 26, 2005 8:29 pm    Post subject: Reply with quote

stevo33 wrote:
a) More work done on the underwater environments. A colder and more merky feeling to the sea.

b) Under sea terrain to nagivate through. Huge under water canyons in which to hide and foil the enemy radars....
good point. a better
atmosphere
would be nice)
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