Author Topic: Submarines  (Read 475 times)

Offline golfr

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Submarines
« on: August 18, 2011, 07:34:52 AM »
They were a very important part of the "real" war.

On another note, what is the best submarine simulator out there now?

Offline Vudu15

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Re: Submarines
« Reply #1 on: August 18, 2011, 08:43:31 AM »
SH4 is good 5 has better graphics but there night and day from each other, controls and settings wise.
Hitech said he wants to add subs but I think it will be some time, before we see em.

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Offline Bino

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Re: Submarines
« Reply #2 on: August 18, 2011, 08:45:18 AM »
All sub sims include something that a big online arena cannot have: time compression.  And lacking that, anyone in a hypothetical AH sub would face hours - days, even - of utter boredom, with nothing at all happening.

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Offline Vudu15

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Re: Submarines
« Reply #3 on: August 18, 2011, 08:46:58 AM »
well Its happening wheather you want it to or not just a matter of time. :D
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Offline FBCrabby

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Re: Submarines
« Reply #4 on: August 18, 2011, 08:50:41 AM »
Spawn camping Cv's  :noid

6-hours-later... no cv
12-hours-later... no cv
18-hours-later... ZOMG CV SPAWNED!!!!!!!! PIU! PIU! PIU! TaskGroup DESTROYED!!! "then to notice you have earned only .02 perks..."  :banana:
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Offline stabbyy

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Re: Submarines
« Reply #5 on: August 18, 2011, 09:22:56 AM »
All sub sims include something that a big online arena cannot have: time compression.  And lacking that, anyone in a hypothetical AH sub would face hours - days, even - of utter boredom, with nothing at all happening.

-1


not true subs had deck guns and AA guns at least later subs.. you could still shoot at bases and aircraft and submerge when you run into a cv...and theres multiple classes of subs...coastal defence subs would be great for keeping cv's away from shore bases where attack cruiser subs would be great at crossing water/hunting them down

+1 i like the idea.. all though ive seen it suggested a few times and answer is generaly the same its a possiblity...but we just wont know untill it happens

Offline AAJagerX

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Re: Submarines
« Reply #6 on: August 18, 2011, 04:22:27 PM »
Thinking about this issue a while back I came up with an idea to make subs useful without the long hours of boredom...  Basically, make it so the sub travels with the cv task group and can only be taken a maximum distance of 2 sectors from the main force.  That way, they can still effectively screen the TG, and be sort of an early warning system for when an enemy TG is close.  Along with that, have at least 1 sub tied to each port that can patrol in an area of say 3 sectors from it's home port.  That would give them a bit of range, and prevent people from being able to camp another port, endlessly sinking their cv. 

Dunno how it'd work in reality, but it's a thought.
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Offline AKP

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Re: Submarines
« Reply #7 on: August 18, 2011, 04:56:57 PM »
You could also just make them deploy like PT's do now... using PT spawns and TG's.  Perk the snot out of them, and you wont have UBoat "Uber-Fleets" being spawned... but it allows people to deploy a boat where ever a TG is, or a PT spawn is.

With that said, PT's would need to be fitted with depth charges.  DD's could have them too, but since they cant detach from the fleet, they would be pretty useless unless the sub got really close. Hedge Hogs would be cool though  :D

Oh... and you would have to Fix the problem the PT has now of not being able to "land" without ditching.

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Offline crazyivan

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Re: Submarines
« Reply #8 on: August 18, 2011, 09:00:03 PM »
Spawn camping Cv's  :noid

6-hours-later... no cv
12-hours-later... no cv
18-hours-later... ZOMG CV SPAWNED!!!!!!!! PIU! PIU! PIU! TaskGroup DESTROYED!!! "then to notice you have earned only .02 perks..."  :banana:
Delirum, came up with an idea for Task group  supply convoys and if by chance a TG comes into your spawn well. Subs could land damage and kills like bombers. Other things could be added on down the road.
« Last Edit: August 18, 2011, 09:02:07 PM by crazyivan »
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