SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
11-24-20, 09:15 PM | #1 |
Admiral
|
This is definitely a game that will launch sub simulations forward into a new frontier.
Modern sub games are lacking and I think this will bring the genre into new territory! It looks so smooth... and the photonics mast marks it officially a present day sub game. I hope to get my hands on a demo. But I will be purchasing this beauty! Guarantee it.
__________________
[SIGPIC][/SIGPIC] BSTANKO6'S SH5 NAVAL ACADEMY http://www.youtube.com/channel/UCPbe...W2NArCA/videos DISCORD https://discord.gg/6tFeTSUmVc |
11-25-20, 03:52 PM | #2 |
Planesman
Join Date: Aug 2005
Posts: 186
Downloads: 51
Uploads: 0
|
Love the concept, thank you for making this real.
|
11-26-20, 03:48 AM | #3 |
Watch
Join Date: Feb 2012
Posts: 28
Downloads: 57
Uploads: 0
|
very instructive video, thanks !
it looks beautiful nethertheless, I have doubts. I might be wrong, I hope to be wrong. Let me try to explain my idea. By the availables videos, It seems they are aiming at some kind of Wolfpack gameplay but in a modern sub. The concept is awesome in term of gameplay experience, it works very well for Uboot simulation juged by the sucess in popularity of the wolfpack game. But I think it wont work for modern subsim, let me explain. I think the sucess of a modern subsim that could succeed DW is based on two major things : realism and choice of playable units. DW have a great success still cause it is really deep in term of simulation and because you have a great choice in terms of units, in the base game and thanks to mods. (by the way i think those two points make the success of CMO aswell, their huge database of units, weapons etc..is their major argument). Thats where my doubt arise, even if they achieve a level of system depth that wil satisfy the more hardcore DW players, it will be very difficult to achieve the variability in terms of units. cause modders/dev will have to model the whole damn sub interior, consoles etc.. in 3D ! it will be too much of work to see real variability and choice arising. Thats why I think if they go for some kind of Wolfpack gameplay with one or two subs really well designed (but only a few) it will have success but not as much as DW. IMHO I think they should have or maybe make it possible to have units only with exterior 3D + 2D panels, so modders can create hell lot of units. So players can have realisme+choice that are the key for the success and longevity in modern warfare naval sims. Simply said creating not only a game but a platform. |
11-26-20, 11:53 AM | #4 |
Grey Wolf
|
They are a small team. So better start small and make it right than trying to do a full half botched lots of playable units full of bugs.
"Small is smooth, smooth is Big" First a sub, then a DLC with more subs (and a new map) then an another with surface ships,....
__________________
Modern Naval Warfare Community Manager
|
11-26-20, 02:28 PM | #5 | |
Watch
Join Date: Feb 2012
Posts: 28
Downloads: 57
Uploads: 0
|
not what I meant, I lean more toward a few vanilla units well modelised, but in a less fancy way but strong and reliable.
exactly, thats why I'm doubting when i see this shiny control 3D control room. I hope they will prioritise reliability, game mechanics accuracy, software modding capabilities etc..over fancy 3D modelling Quote:
If the fancy part is to complicated and need too much work (3D modeling), only the developpers will be able to add subs, ships, maps, weapons etc..and I think it is not a situation that leads to longevity for a game. |
|
11-26-20, 04:04 PM | #6 |
Grey Wolf
|
What we want, what the developers want and what ultimately the publisher will do . That's the big question.
__________________
Modern Naval Warfare Community Manager
|
11-26-20, 05:48 PM | #7 |
Fleet Admiral
|
It's like they have taken Subcommand into a new era.
Every time a company start to develop a sub game I always get this little hope, that they also will create some kind of addon where the player can play with destroyer or play against sub from the main game. I truly miss our SHII versus Destroyer Command MP. Markus |
11-27-20, 12:57 PM | #8 | |
Watch
Join Date: Feb 2012
Posts: 28
Downloads: 57
Uploads: 0
|
Quote:
beautiful sea and ships graphics like cold waters 3D interior with other players/autocrew avatars like wolfpack accuracy and exhaustivity in units/weapons like CMO accurate sound propagation and sensors behavior like DW we know it's not achievable in my opinion the later two are the most important and they are the points to prioritize Last edited by kenz69; 11-27-20 at 01:11 PM. |
|
12-01-20, 12:27 AM | #9 | |
MNW Dev
Join Date: May 2020
Location: Athens, Greece
Posts: 50
Downloads: 0
Uploads: 0
|
Quote:
Thank you for your thorough thought You are very right on many of your points but please consider this. There is a point were you reach a development crossroad and you have to chose a road and each road has its hazards and highways but from my experience I can assure you about one thing. "There is no perfect road" In all the millions of software out there and all the solutions given to problems by them, no matter the sector, there isn't anything perfect. However, there are those that had a vision and a solid plan during their development process and managed to pull it through and give it to their target audience with success. For instance, if we think to do 3D subs with 2D panels we will help modders as you say but then we will end up creating something which is closer to Cold Waters and not Dangerous Waters. Our choice might not help modders create thousands of subs but it will give them the true feeling that they are in command of some subs. And I ask what is missing from the community for the past 15 years? A big modding platform? Or a real Sim? Thanks Again and never stop speaking your mind
__________________
SV1QZN - 73 |
|
12-01-20, 04:29 AM | #10 |
Watch
Join Date: Feb 2012
Posts: 28
Downloads: 57
Uploads: 0
|
thanks for your answer Actually, I changed my mind after the interview with chazly. Indeed you have a vision, aiming at some sort of naval DCS, with a strong base platform and dlc units modeled in details. that's a lot more than just giving a successor to DW. Thats very interesting, very ambitious and long term (juste think where DCS was 10y ago). I'm more a P3D guy with all the good pmdg fslabs stuff, but I understand the power of such a model in the long term. really exiting ! wish you best luck in this enterprise ! |
12-31-21, 02:44 AM | #11 |
Nub
Join Date: Dec 2021
Posts: 2
Downloads: 0
Uploads: 0
|
Two things that have torpedoed DW IMO:
torpedo hit #1. SCS never solved the multiplayer mode instability issue. Considering the unbelivable quality of DW that's been like wearing a princess with lead shoes and resulted in a cascade of child troubles torpedo hit #2. allowing the code to be touched (modded) resulted in multiple playable versions of the same game resulting in: - never solving the multiplayer issue either (!), instead: -- splitting an already rather small community in even smaller groups -- requiring those who went the mods path to spend more time updating their mod than playing the game -- generating an enormpus confusion and nervousness in discussions, with accidental mixing of featurs implemented in the mods and in the stock version IMO if SCS solved the multiplayer instability and prevented the possibility to mod it, DW would be in a much better position today, with "everybody on the same sheet" (or platform) at least. Consequently it is IMO critical that MNW will deny the possibility to touch/mod the code. There's already enough of a mess around. [EDIT] If it's true that SCS abandoned DW development because of insufficient "return of investment" i think it is a realistic option to expect that MNW will go by stages i.e. - adding new playable platforms and/or features at a price. Last edited by Nexus; 12-31-21 at 02:53 AM. |
01-20-22, 02:08 PM | #12 | |
Machinist's Mate
Join Date: Jul 2011
Posts: 130
Downloads: 2
Uploads: 0
|
Quote:
|
|
01-29-22, 07:13 AM | #13 |
Admiral
|
Steam page says MNW will need an FX6000 series CPU. Is that a standard or a minimum requirement?
__________________
[SIGPIC][/SIGPIC] BSTANKO6'S SH5 NAVAL ACADEMY http://www.youtube.com/channel/UCPbe...W2NArCA/videos DISCORD https://discord.gg/6tFeTSUmVc |
01-29-22, 04:39 PM | #14 | |
Good Hunting!
|
Quote:
It's under the Minimum requirements. It's also a 10+ year old processor series at this point (not to confused with the upcoming Ryzen 6000), so very forgiving minimum specs.
__________________
Your friendly neighborhood modern submarine YouTuber. My videos: **Exclusive Look at Modern Naval Warfare!** Dangerous Waters Liu Doctrine (LwAmi Learn to play Dangerous Waters |
|
12-02-20, 01:24 AM | #15 | |
Grey Wolf
|
Quote:
eSim Games, the makers of Steel Beasts, started out with an extremely small team and only two 2D tank interiors. (Might have only been one, I can't remember.) Now, they are still a relatively tiny company, but there is something like 75 or more vehicles with 3D interiors in SB. And more that can be controlled from an exterior view. Granted: many of those are variants of the same vehicles, but there are usually at least some minor differences in the models. Also granted: it's been 20 years since the first version of SB. But that's almost 4 new vehicles per year, every year. And it's still a great sim. Anyway, my point is that small teams can indeed produce a large variety of high fidelity vehicles for a sim. And eSim doesn't even allow model mods - only textures and sounds.
__________________
If you have a question about celestial navigation ... ask me! Celestial Navigation Spreadsheet |
|
|
|