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Old 05-05-14, 09:10 PM   #54
Killerfish Games
Cold Waters Developer
 
Join Date: Aug 2012
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Quote:
Originally Posted by Rayydar View Post
Thus, as measures of precaution, I ordered my helmsman to avoid collisions with jellyfish by all means.
Quote:
Originally Posted by Rayydar View Post

Summary:


Questions:
1. Why does the AI always spot a surfaced sub at 10 sea miles or more? This is not realistic.
2. Why does the AI's chance to hit a tiny sub seem to be much higher than to hit a surface ship?
3. Why does a sub always sink at >= 50% flooding?
3. Why is the estimated chance to hit with the first torpedo <= 5%, < 75% for the second, while subsequent attacks are > 90% successful (all at medium range with a 5-star boat)? Is this to simulate a kind of on-the-job training?

Suggestions:
1. Reduce or remove the unrealistic targeting angle of subs but:
1.1 install aft torpedo tubes if historically existing,
1.2 reload torpedo tubes ASAP, not only when the first set is completely expended,
1.2 make subs harder to detect, even when surfaced,
1.3 reduce the chance to be hit by gunfire,
1.4 remove the penalty on the first torpedo(es) (or deny there is any, and this is what you will do )
Otherwise sub warfare won't be fun in the future.

2. As a little compensation, install Hedgehogs on escorts. The depth charge targeting angle is too small in PF; little chance to get them into action.

3. Disable airstrikes if carrier listing (accumulated for all directions) is > 15 or 20%.

Glitches:
1. AA sound by a dived sub when air-attacked.
2. Torpedoes diving under rock / sandbank and reappearing on the other side.
That top sentence cracked me up.
Ok on to some answers:

Answers
1. We don't model detection ranges. Since it is more of a skirmish game, all ships know where all ships are all the time... unless submerged!! So as soon as you surface a sub, you are detected and fair game. Agree this is not realistic. Sensor and visual ranges coming in sequel.

2. This seems strange to me... There are no accuracy adjustments based on target type. Perhaps it is just the paper thin hull of the sub?

3. Due to simple compartmentalisation in a sub. A surface vessel has more compartments and more options to control flooding. But lose a single compartment in a sub and you're sunk.

3. Bug. First torp fired was not getting TDC or Improved Detonators upgrades applied to it. Is fixed on Android and in next build for iOS.

Suggestions
1.1 For the sequel, aft torp rooms are in.
1.2 Coming in the sequel.
1.2 Coming in sequel with factors such as time of day, weather impacting detection of subs and surface vessels.
1.3 Still not sure is a factor? Might be due to susceptibility to splash damage from nearby shells? (splash of the shell fragments, not the water that is).
1.4 Bug

2. Hedgehogs (and Squid) were both allied ASW. Deploying depth charge patterns is in the sequel and Hedgehogs as well as Squid will be available for allied escorts depending on time of war.

3. Agreed.

Interesting glitches.
AA sound on a submerged sub is a bug.
For the most part torps detect when they're hit an island. Are you finding they can burrow under just about any land mass? Might be a bug.
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