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Thread: Mounting Evidence | Forums

  1. #1
    Obvioulsy, when Tiberius and crew, arrived at E3-2004, they knew Silent Hunter III was going to face the sub sim public in a major way.
    Alpha build or not, the buying public was about to see what the potential of Silent Hunter III held.
    Some time has now passed since E3, and the evidence collected as reported by eye witnesses, leads to the following observations.
    One, based upon the fine reporting of Mr Neal Stevens, of Subsim.com, we are informed that Silent Hunter III has no dynamic campaign built into the game engine. This is futher collaberated by Gamespy, and Gamespot, and a few other independent observations posted on the various game forms.
    Silent Hunter III will have scripted missions, which lead to a random selectiion of three missions, that apparently take you through a campaign. Built into these missions, is a variable chance encounter matrix, seemingly to allow replay.
    Gamespy, reports that missiion advancement will be based upon tonnage sunk.
    Another preview of the future, though not seeing much print, is the comment made by Mr Stevens that indicates that Silent Hunter III, will have sub and destroyer battles "balanced" to make the simulation more interesting. Mr Stevens indicates he has a minor conern regarding this. I share his concern, in a major way.
    It should be noted that while there is a large amount of disquiet over the above elements of Silent Hunter III, on this and subsim.com forms, the graphics are fantastic! It was reported that there was a constant crowed around the Silent Hunter III demonstration.
    So, while the evidence points toa game that is not living up to most sub simmers expectations, it is certainly drawing crowds of potential buyers.
    It is concievable, that a sub simmer is expected to buy Silent Hunter III, due to the fact it is a U-Boat game.
    And, that may in fact be the verdict. You are going to buy it. This game is going to be praised for what it does do right. Does this sound familiar? Not only for a subsim, but how about a flight sim?

    We few, we happy few, we band of brothers; For he today that sheds his blood with me Shall be my brother.
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  2. #2
    Obvioulsy, when Tiberius and crew, arrived at E3-2004, they knew Silent Hunter III was going to face the sub sim public in a major way.
    Alpha build or not, the buying public was about to see what the potential of Silent Hunter III held.
    Some time has now passed since E3, and the evidence collected as reported by eye witnesses, leads to the following observations.
    One, based upon the fine reporting of Mr Neal Stevens, of Subsim.com, we are informed that Silent Hunter III has no dynamic campaign built into the game engine. This is futher collaberated by Gamespy, and Gamespot, and a few other independent observations posted on the various game forms.
    Silent Hunter III will have scripted missions, which lead to a random selectiion of three missions, that apparently take you through a campaign. Built into these missions, is a variable chance encounter matrix, seemingly to allow replay.
    Gamespy, reports that missiion advancement will be based upon tonnage sunk.
    Another preview of the future, though not seeing much print, is the comment made by Mr Stevens that indicates that Silent Hunter III, will have sub and destroyer battles "balanced" to make the simulation more interesting. Mr Stevens indicates he has a minor conern regarding this. I share his concern, in a major way.
    It should be noted that while there is a large amount of disquiet over the above elements of Silent Hunter III, on this and subsim.com forms, the graphics are fantastic! It was reported that there was a constant crowed around the Silent Hunter III demonstration.
    So, while the evidence points toa game that is not living up to most sub simmers expectations, it is certainly drawing crowds of potential buyers.
    It is concievable, that a sub simmer is expected to buy Silent Hunter III, due to the fact it is a U-Boat game.
    And, that may in fact be the verdict. You are going to buy it. This game is going to be praised for what it does do right. Does this sound familiar? Not only for a subsim, but how about a flight sim?

    We few, we happy few, we band of brothers; For he today that sheds his blood with me Shall be my brother.
    We few, we happy few, we band of brothers; For he today that sheds his blood with me Shall be my brother.
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  3. #3
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    And yet another very well said message from yet another disappointed subsimmer. We can only hope they listen.

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  4. #4
    'Balanced battles'? I hadn't heard that one before....

    Let me put it this way: I thought Enigma rising tide sucked, A very pretty game that was just far too 'bang bang' for my taste. The fact it had subs in it really wasn't a strong enough reason to buy it. I'm really beginning to feel that SH3 is gonna be much the same and i'm simply not interested.

    If theres one thing that makes a simulation suck it's artificial balancing.

    Do you ever get the feeling your screeming at a brick wall? C'mon Ubi, do the decent thing and sell the license to someone who aren't embarressed to make proper sims.....
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  5. #5
    They are seriously thinking of balancing the battles to make it more "interesting"?! Ok..that's it, no more constructive criticism.

    The devs are freaking idiots!
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  6. #6
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    <BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Egan2.0:
    'Balanced battles'? I hadn't heard that one before....

    Let me put it this way: I thought Enigma rising tide sucked, A very pretty game that was just far too 'bang bang' for my taste. The fact it had subs in it really wasn't a strong enough reason to buy it. I'm really beginning to feel that SH3 is gonna be much the same and i'm simply not interested.

    If theres one thing that makes a simulation suck it's artificial balancing.

    Do you ever get the feeling your screeming at a brick wall? C'mon Ubi, do the decent thing and sell the license to someone who aren't embarressed to make proper sims.....<HR></BLOCKQUOTE>


    I think so they are refering to a lot of claims in SH2 about "rope periscope linked DDs" and "laser guided Depth Charges"........

    If we look about staistics, the probability of a DDs to sink a sub, was......

    1% to 2 % at early times of war.......

    this will be raised by technology and tactics to

    30% in later times ......

    and 35% and 40% in so later times.......

    In early times DDs lethality was solow due to the low technology..... in example Russians do not develope high technology to hunt subs, and the results was incredible........

    Russians expend 90.000 depth charges to sink only 7 german u-boote along the complete war.........

    Only 250 was sunk by surface units and not all them by depth Charges......

    I do not remember well, but about 1250 was buildd......

    Some subs was under attack many hours and survive with no damage........

    Examples.........

    _________________________________

    U427, attacking the convoy RA.66, 29 april 1945, was egaged and was attacked by canadian escorts, HMCS Haida and Iroquois..........

    They launch 678 depth charges over the U427......... he scaped and survive.......

    __________________________________

    U744, a Type VIIC, 6 march 1944, attacking canadian convoy C2, under command of kapitan Heinz Blischke, was engaged by escorts HMS Kenilworth Castle, HMS Icarus, HMCS Chilliwack, HMCS Fennel, HMCS Chaudiere, HMCS Gatineau and HMCS St Catharines.......... U744 was under attack during 36 hours, was forced to surface due to oxigen need, but was not destroyed and no damage after 36 hours of attack......
    _______________________________________


    I think so a real simulator must to reflect the real statistics...........

    Of course...... there will be some persons who will want the game more hard or more easy........

    1]
    Initially I think so the game must to reproduce real statistics.....

    2]
    Will be great if the Developer team let the codes open like as in SH2 to be able to make Customer adjustements........

    3]
    Then the user will be able to have a game UNREALLY HARD or UNREALLY EASY.......


    The Dev Team is a great group of people........ and is working hard, it is imposible for them to satisfied all kind of opinions.......

    I think so their hardest job is to resist our claims............

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  7. #7
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    i think they do need to make the depthcharge attacks a little more deadly than the historical figures.

    i never get killed by the supposed "super accurate dc" attacks in SH2, but i know that if I don't take the proper defensive countermeasures they can easily get me.

    although it might be more "realistic" to go with historical numbers, if you know there is almost no chance of you being killed, it is much less historically "authentic".
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  8. #8
    Ah, okay. If they meen altering the AI + DC's to reflect more realistic battles then, of course, i'm all for that!

    Hopefully attacking convoys at night will become better, especially early in the war.

    Late war I fully expect to get my **** kicked on a regular basis.
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  9. #9
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    I soupose, if the Dev. Team let the files open to make changes, as in SH@, we will be able to make a fine adjustment of them after some weeks of play, if we are not satisfied......

    Changing DDs settings, Sub armor, Sonar settings..... and depth charges lethal radius and damage.........

    Will be better to have a slider with REAL settings at midium, and one or two steps at left and right to make the game easy for beginers and hard to Aces.....

    But in my opinion ....a sim, must to simulate reality......... in medium setting it must to simulate real statistics.......

    If you found them so easy, you can increase lethality.......

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  10. #10
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    Ripped straight from the FAQ:

    <BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> What kind of missions will there be?
    SH3 will try to cover several types of mission inspired from the real actions of U-boats ranging from normal patrols with free roaming of the ocean in a patrol area to more historical scenarios inspired from real naval battles. Players will get a chance to be involved in single ship hunting, convoy battles in wolfpacks or cooperate with surface and air units in attacking enemy targets. Among other features, the player will have the option to replenish at sea, as well as access to reconnaissance plane assistance. <HR></BLOCKQUOTE>

    From Neal Stevens of subsim.com who checked out SH3 at E3:

    <BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> The campaign is going to be very similar to the first SH1. <HR></BLOCKQUOTE>

    Roaming patrols? Convoy battles in wolfpacks? Resupply at sea? Working with recon aircraft? Sounds good to me as long as the non-historical missions are randomized. As many have pointed out previously, nothing is worse than starting a patrol knowing exactly where to find the enemy, how many there are, speed, heading, and so on. Really spoils a sim.

    The big question for me is how mod friendly will it be? Custom campaigns would be awesome! Gets me dreaming: relive the chronological careers of some famous U-boat men and see if you can do better, or how about a campaign dedicated to S. Atlantic and the Indian Ocean? East USA and the Caribbean? The possibilities!

    <BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> Gamespy, reports that missiion advancement will be based upon tonnage sunk.
    <HR></BLOCKQUOTE>

    I've read the article and this is not an accurate statement. The Gamespy article does state the missions require you to sink tonnage, however it does not state that this is required to advance the campaign. In fact I argue that this is not the case at all.

    <BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> As you progress through the game, your crew (assuming they survive) will become more experienced and efficient in their jobs. The missions you're provided and your resources will also depend on how well you do as a U-boat commander. Do your job well and you'll be rewarded with better subs and experimental weaponry like acoustic torpedoes. Do your job poorly, and you'll find yourself depressingly short on your precious torpedoes.
    <HR></BLOCKQUOTE>

    Doing your job poorly to me would mean not realizing the objectives and tonnage requirements of not just one mission, but a number of them. In other words, you do not need to replay a mission simply because you did not meet the tonnage requirements or mission objectives.
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