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Old 05-17-24, 09:13 AM   #196
Fidd
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Join Date: Apr 2005
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155. 3 axis movement and wave/swell action.

I am not particularly nautically minded, so feel free to differ, but it seems to me that whilst we have roll and yaw about the longitudinal and normal (vertical) vertices, we do not have any noticeable pitch for either wave action, or that of a swell.

This is greatly needed, as they confer the ability to do all sorts of things:

It makes maintaining periscope depth more problematic, as any pitch of the boat inclines or depresses the thrust-line of the prop, making depth keeping more dynamically unstable. The action of a swell is less to cause a pitch-change of the boat, but is going to cause the boat to rise and fall relative to the horizon. This would make ranging more difficult.

The ability to have major pitch changes would allow for more dynamic instability of the boat, if, for example, the bow is lifted relative to the stern by a DC going off under it. Sliding loose objects, objects falling out of lockers would be a nice touch here?

Some means of steadying the avatar to some degree would be helpful, especially in the engine room, where the ability to brace oneself to tune a flame would be most welcome!

If vertical control of a u-boat is degraded or lost - perhaps by an unequal distribution of weight, of DC attacks, then the ability of the u-boat to take on a steep pitch change could lead to the need for large changes of trim, of power, of 'planes to arrest an unwanted ascent of decent? It raises the spectre of completely losing control, and having difficulty regaining it before crush depth, or inadvertently surfacing!

There's a lot of atmospheric external sound that could be added, from the "slap" of the hydroplanes hitting the water if the boat pitches down onto the back of a wave, the creak of the u-boat's structure and so forth, in rough weather. Bots and players could be caused to sway and move in concert with the wave/swell action?

3 axis movement does have draw-backs, for example it may cause sea-sickness, seeing one movement but experiencing no movement, so probably best to make this a lobby, or a personal setting??

In sum though, I think there's a great deal of positives in helping to graduate the game experience from simple to really hard, which is needed to help prevent burnout and with player retention.
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