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Calixus
Joined: 12 Oct 2005 Posts: 2
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Posted: Thu Apr 06, 2006 10:48 am Post subject: |
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Atmosphere, Atmoshere, Atmosphere
1. Render the whole boat, so you can go anywhere
2. Render the crew and show them e.g. movement while manning stations ( its ridiculus to see the bridgecrew vanish with a "plop" when the order to dive comes up), hanging in quarters (a sub is a packed tube full of people ... besides that neat, lofty and unmanned rooms we saw in SH I-III). Shortly: get life into the boat
3. Have realistic radio-traffic (even with the chance to catch open transmissions from foreign stations), for the freaks of us have Codebooks where officers only can decypher Top-Secrat Messages (like the german double-encryption-system for officers Messages).
4. Have mission-orders radioed during missions and not only the three alternative-radio answers like in SH III.
5. Have proper "milkcows" (at least when the nation had support-subs)
6. Implement a record - collection according to the time-period in the Radio-room as well as historical radio-broadcasts for important events.
6. Install "Tokyo-Rose"-broadcasts.
7. Implement the chance to give up/ sink the boat after for e.g. an emergency-surface.
8. Implement the chances of fire within the boat as well as other damages.
8. Implement Crew skills and different drill-alarms (fight leaks, fight fire, counter boarding ...ok maybe a bit far out ... but you see the intentions) to raise crew skills.
All for now and just the most pressing points.
The weirdest wishbone would be to have this in a continuous massive - multiplayer - scenario with a DC-like Feature... but well. |
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xpz67
Joined: 31 Aug 2005 Posts: 16 Location: United Kingdom
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Posted: Thu Apr 06, 2006 10:48 am Post subject: |
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I would like more different missions, such as rescueing downed aircrew. Dropping off Spies, that sort of thing.
Blowing up ships got boring and I stopped after 17 missions.
JP. |
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Munchausen
Joined: 07 Jul 2002 Posts: 11
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Posted: Thu Apr 06, 2006 10:55 am Post subject: |
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1. If at a station, right clicking should always send you back to the appropriate compartment.
In SH3, you can go to the attack scope either directly or by climbing into the conning tower and selecting the scope itself. But you cannot get back to the conning tower with the usual right-click. Which is sad since a number of operational controls can be accessed there (e.g. opening, closing and confirming status of torpedo tubes).
2. Fix the bug in SH3 (for SH4) where the environment doesn’t change under the following conditions:
- Start a patrol.
- Play for 24 hours game time (e.g. 23 April 0800 hrs to 24 April 0800 hrs).
- Save and exit.
- Close down the game.
- Launch the game.
- Reload saved game.
- Play another 24 game hours, save and exit, etc.
Playing this way, the weather never changes and the moon remains in the same phase throughout the patrol. |
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RoDent
Joined: 08 Jun 2005 Posts: 11 Location: Grid BA74
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Posted: Thu Apr 06, 2006 11:04 am Post subject: Keep up the good work |
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As mentioned earlier in previous posts about "Better Radio Contact" i found it rather lame when you sent your contact and patrol report that BDU only says "Keep up the good work".
How about something that changes depending on how your mission/ tonage/damage to your sub refects on what radio messages you recieve. And also perhaps the ability of if you get severly damaged or run out of torpedo's and ammo for deck guns that when you report back to base via radio contact perhaps backup or a re-supply ship comes to your aid to either take on the remaining ships that you missed or they resupply you with more ammo and supplies. |
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RoDent
Joined: 08 Jun 2005 Posts: 11 Location: Grid BA74
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Posted: Thu Apr 06, 2006 11:09 am Post subject: |
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Perhaps a option in multiplayer that allows you to be on either side?
A) you hunt down ships with your sub
B) you hunt down the subs. |
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coronas
Joined: 27 May 2005 Posts: 65 Location: Oviedo, España
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Posted: Thu Apr 06, 2006 2:12 pm Post subject: |
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Interaction with other subs, ships (friend, foe or neutral), HQ, signal lights, new orders, radio traffic, dud torpedoes, diferent missions, a real fatigue model with real turns(automatic) for tripulation, real sinks with lifeboats and wrecks, etc, etc, etc and a good nighclub in Hawai with music, beer and señoritas. |
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DeepSix
Joined: 27 Mar 2005 Posts: 802 Location: DB22
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Posted: Thu Apr 06, 2006 2:50 pm Post subject: |
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coronas wrote: | ...
and a good nighclub in Hawai with music, beer and señoritas. |
Hmmm... a fully rendered Hotel Street.... :hmm: |
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Kaptain Kaos
Joined: 06 Sep 2005 Posts: 8 Location: Maryland
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Posted: Thu Apr 06, 2006 6:37 pm Post subject: Get out of the single Navy box |
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I like the idea of playing from some of the other Allied / Axis points of view. I'm also a big fan of IL-2 Sturmovik series. Maybe the head honchos at UBISOFT can get the IL-2 and SH folks at the same table and come up with the kind of "pick your country / pick your weapons platform" career option for SH IV that the IL-2 bubbas did so well.
Ability for crew to gain renown as they gain experience rather then go to the "hired gun roster"...tie ship's control / fighting abilities more to crew experience levels.
Full up Nav mode with Quadrant / Sol Shots / Chart Locker etc required to get you to "on station"
Destroyer Command...
Catalina / Condor / Privateer / Ventura, etc Command...(Airdale companion game) |
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subber
Joined: 14 Feb 2005 Posts: 15
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Posted: Fri Apr 07, 2006 12:58 am Post subject: |
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May I suggest to NOT use starforce as a copy protection scheme... I`d be more than happy to pay extra for a "dongle". "Steel Beasts Pro" makes use of it and it is VERY convenient at little extra cost.
Anything but Starforce, please. |
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DeepSix
Joined: 27 Mar 2005 Posts: 802 Location: DB22
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Posted: Fri Apr 07, 2006 7:18 am Post subject: |
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Early war problems with the Mark XIV torpedo/Mark VI magnetic detonator should be included (I would be horrified if that wasn't already part of the plan).
Ditto the comments on Starforce.
[Edit: Oh, yeah, I forgot - getting attacked by friendly aircraft and DDs.] |
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Skubber
Joined: 25 Sep 2005 Posts: 106 Location: Rochester, NY, USA
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Posted: Fri Apr 07, 2006 3:22 pm Post subject: |
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DeepSix wrote: | Early war problems with the Mark XIV torpedo/Mark VI magnetic detonator should be included |
1.Although I think it might be frustrating, I too would prefer to have the historical accuracy of malfunctioning torpedoes.
2. Ditto on the fully rendered interior. Wouldn't it be great to actually swing through a hatch into the next compartment? Even better to go there when there is damage, actually see the flooding rising in the compartment, and maybe even see a damage team working desperately to fix it.
3. Ability to attack Japanese submarines. (the USS Tautog sank two of them.)
4. Wartime realistic military objectives. (As others have already mentioned.)
5. Having the game begin with a cinematic of Japanese planes buzzing, but failing to significantly attack the submarine base at Pearl Harbour. |
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kys2000
Joined: 29 Oct 2005 Posts: 5
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Posted: Fri Apr 07, 2006 8:24 pm Post subject: |
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1. Improve AI's AI
1.1. improve depth charge accuracy of DD
1.2. revise turnaround radius of DD after bypassing the sub(which should require more distance)
1.3. increase closing speed of DD
1.4. improve search capability of DD against Sub
2. Maneuverability
2.1. multiple players on same sub
2.2. adjustable game difficulty(should be sigificant difference between Easy and Real) for players at various level
2.3. full career design feature in misson editor(not just single or online missions)
2.4. encrypted config.ini for all ships and subs so that no easy parameter cracking or modification
2.5. NO icon or label displayed on map at Real-class(100%) difficulty, all bearing math/config should be completed by player with his own efforts, i.e., full manual approach(using gyroscope)
2.6. more manual operability for Radar
3. Graphics
3.1. add 3D interface for other cabins, and motion of crews
3.2. more crew members can be dragged to be standing on to the bridge to create better moods(especially during leaving and/or returning base)
3.3. add Shift+F2 feature on the bridge so that crew members can move freely
3.4. add crew member moving up and down of periscope real-time at 3D commanding room
3.5. for F3 interface, background of the commanding room and crew members in the room should be moving when the periscope is rotating, while a Torpedo Control panel can be added to fire torpedos(just like SH2)
3.6. improve texture details of all ships
3.7. add more types of history ships
3.8. add more 3D motions for the crew members
3.9. more cloud evolution at different weathers, not just two texture files for every situation
3.10. improve water spray effects, especially for water column effects of gun fire
3.11. improve sea water color diversity for different oceans and depth levels.
4. Sound Effects
4.1 improve sound effect diversity, not just like one single gun fire sound for all guns. (so depth charge detonation should hear different above and under sea
4.2 add emotional tone feature for dialogues, not just like recitation
5. controllable DDs are MOST MOST MOST wanted!!!!!!!!!!! |
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CCIP
Joined: 17 Apr 2005 Posts: 3224 Location: Ottawa, Canada [Grid BA7311]
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Posted: Sat Apr 08, 2006 2:10 pm Post subject: |
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What I suggested in the Manual Navigation thread:
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-Removing the real-time-updated "GPS map"
-Adding an option to the Nav officer's menu which would be something like "Get nav fix", which would only be available in clear conditions, surfaced. If the conditions aren't right - then you're on your own to guess where you are based on your last known position. |
Devs, please |
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RoDent
Joined: 08 Jun 2005 Posts: 11 Location: Grid BA74
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Posted: Sat Apr 08, 2006 9:03 pm Post subject: |
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If its going to be historically accurate thats fine.... but for those who wish to create there own missions (not historically correct...just something outa the blue) allow them to create your own ports and design them with there own buildings and such.
So while we are on the topic of mission editor's..... make one thats user friendly but yet allow's for some really neat events, trigger's and such. |
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Cpt-Maxim
Joined: 14 Sep 2002 Posts: 308 Location: Great Lakes Area - Ohio
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Posted: Mon Apr 10, 2006 7:19 pm Post subject: Ability To Control Ships OR Subs BOTH sides - USA/Japanese |
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Ability To Control Ships OR Subs BOTH sides - USA/Japanese
It seems many people in here want variety in thier naval units as far as gameplay, tactics, which would give viewpoints from different types of naval captains contributions to both sides in the war. |
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