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Thread: What would make this stand out from previous games... | Forums

  1. #1
    AI Wolfpacks.

    Yes, I know, it's been the subject of many other threads, but I invite others to post in this thread keeping the topic question in mind (not neccessarily wolfpacks).

    The arguement that it cannot be implemented does not stand very well, and my supporting point for that is the game "Command: Aces of the Deep"

    Aces of the deep was a game made by Sierra in *1995*; this sim had the ability to radio BDU to ask for instructions/assistance and the response would be to shadow/join a wolfpack battle in progress around a convoy. These AI subs would dive, attack, and distract the escorts and merchantmen of the convoy, giving a very immersive feel to the sim.

    I remember playing this game on Windows 3.1! Surely if it was done then, it can be done now with our advancements in programming etc.

    So far every other silent hunter series game has essentially lacked this.

    Silent Hunter 5's biggest appearant asset is the ability to walk around the entire boat and interact with the crew..something modders were in the process of doing with GWX4 for silent hunter 4; in other words, it's awesome (very work intensive), but ultimately nothing that modders can't do themselves. (This is not meant to detract from the work that the SH5 devs are doing, as it is a righteous and hard task to do).

    Due to the hardcodded limitations (unreleased source code) of previous Silent Hunter games, no modder has been able to make functional AI submarine/wolfpack behaviour and if i'm not mistaken, is something that has not been seen since Aces of the Deep.


    So please SH5 devs, if you are reading this, consider the importance of AI Wolfpacks in SH5. The battle of the Atlantic was marked by numerous convoy battles and wolfpack operations (there were many others that are not as well known yet existed), and deserves more than just a scripted single player mission: It should be part of a dynamic campaign!

    Needless to say, I'm excited about another Silent Hunter title, and I appreciate all the wheels and work that has been set in motion for this one. I'm just sayin' if it's going to be done, do it right and do it awesomely!

    Cheers!
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  2. #2
    About the "difficulty" in creating the AI necessary for wolf-pack coordination from BdU...

    IF the "Devs" can create the AI necessary for the animated submarine crew to behave belivable - i.e. not asking the captain if he wants some soup in the middle of a depth-charge attack (and not repeeting themselfs after a few playsessions...), then it must be a "pice of cake" creating the necessary AI for wolf-packs!!!

    Realistic radio coordination from BdU (including wolf-packs and more two-way communication) is the most missing part in SH-III!
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  3. #3
    I don't think there's ever been a question of it being technically feasible, its a matter of is it desirable. To some people it is, others (like me) think its a good way to watch prime targets blown up by another sub.
    If there are to be improvements to the AI I would much rather see the effort go to existing units. Things like punching a DD in the nose and then lmao while it drives itself into the ocean at 30kts are great fun, but hardly realistic.

    "Some ships are designed to sink… others require our assistance."
    "We shall never forget that it was our submarines that held the lines against the enemy while our fleets replaced losses and repaired
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  4. #4
    IF wolf-packs are implemented somewhat historicly correct it should not be a problem having your targets blowm up in front of you, since successful coordinated wolf-pack attacs where rare (mostly succeded during the "happy days" early in the war). But as so many have mentioned in this forum, they where an inportant part in the german submarine tactic of that era and MUST therefore be include in sub "sim" trying to replicating the "battle of the atlantic".
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  5. #5
    Im really hoping for big improvements in damage modeling and graphics. If I hit a merchant ship with the deck gun 10 times I want to see 10 holes in it. Improved destructibility 3d damage wise. it would be great to hit a ship twice in near the same spot and have it nearly cut in half and visually see the damage then watch it start to sink and fold up along the damage area.

    I want to hit a ship in the engine room and disable it so its dead in the water

    Wicked explosions are great sometimes but not every ship needs to explode and burn before it sinks I think it would be great if when properly hit with deck gun or torpedoes the ship would just sink without a huge fireball...SH4 I noticed this sometimes with torpedos but deck gun would always start a little fire, then bigger fire, then sink...

    Oil and fuel slicks from tankers and damaged ships is a must.

    although its probably too late to implement any of these things... this is what would set it apart for me...

    -Gun
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  6. #6
    What I've wanted from the beginning of the series is cooperative crew play. SH3 was so close, with clickable controls at many stations. Four human crew would be nice: captain, weapons officer, chief of the boat, sensors.
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  7. #7
    Originally posted by Gun_Jam_:
    Im really hoping for big improvements in damage modeling
    This to me would be one of the more important points for this next release. For me the immersion factor hinges more on how my targets go down than being able to walk in the sub...
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  8. #8
    I think that radio communications must be better in this game then in previous titles. Able to communicate with BDU and german high command. getting reports of possible convoys and where to intercept them. I also think that oil slicks from tankers burning should be addressed and fires raging on ships from explosions maybe men coming down the side of ships on groment nets getting into water amongst oil and debris from ships.
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  9. #9
    Hi all,

    for me, I want to be there. That's the only way I can describe my feelings. Both SH3 and the modded SH4 tried in some small way to achieving this end. I know this is truly impossible, what those men went through after 1943 you would literally have to have been a survivor of the campaign to know the truth.

    Either that, or just give us a good playable PC game that works and does what it says on the box.
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  10. #10
    Originally posted by U-6581:
    I also think that oil slicks from tankers burning should be addressed and fires raging on ships from explosions maybe men coming down the side of ships on groment nets getting into water amongst oil and debris from ships.
    Although it would be very real and technically impressive in the sim, I don't think it would be a good idea to give this game too much "violence". I want to sink ships and watch them be destroyed and assume the crew got off okay. I don't want to see burning sailors. A sudden appearance of lifeboats like in SH4 is nice, but not more then that. Just my opinion

    5 minutes to Midnight
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