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View Full Version : Heres an idea...a virtual ocean



Megahurt
04-22-2004, 12:17 AM
Wouldnt it be neat if ubi ran a server with a virtual ocean running 24/7 that kept track of your stats. You could loggon, set sail from the port you last put in at, and make contact with other boats at sea. The real time factor would be a problem, as im not sailing three weeks to meet you, lol. The interaction with other players might be limited to tonnage reports and convoy positions, but the compitetion for tonnage would be great. Maybe the real time coop factor could be limited to boats that set sail together, who knows. Just a thought.

Megahurt
04-22-2004, 12:17 AM
Wouldnt it be neat if ubi ran a server with a virtual ocean running 24/7 that kept track of your stats. You could loggon, set sail from the port you last put in at, and make contact with other boats at sea. The real time factor would be a problem, as im not sailing three weeks to meet you, lol. The interaction with other players might be limited to tonnage reports and convoy positions, but the compitetion for tonnage would be great. Maybe the real time coop factor could be limited to boats that set sail together, who knows. Just a thought.

CDragon
04-22-2004, 07:18 AM
Kinda like an online dynamic campaign...with or without "scripted elements" http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Hitman_PAces
04-22-2004, 08:47 AM
This more or less what Iblitz online campaign provided some time ago, but without online ocean. The career dimension has been exploited by some online communities, like the SH1 "Thunder at sea" campaign, and it adds a lot to the inmersion feeling. http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif

Check this:

http://www.subsowespac.org/

Collecting many of the patrol logs, you could write one of the best fiction books ever about the fleet subs campaign in WW2

Cheers

CDragon
04-22-2004, 09:41 AM
Sometimes I think the only way you could have a real-time, no-time-compression, persistant, multi-player online sub sim is to set the sim in the future, when supercavitating vessels exist. Then you could have high-speed underwater combat, like an online air combat sim. Wet furballs, as it were. Supercavitating subcraft carriers become your base of operations as you hunt for the opposing carriers. Like an underwater version of the carrier battles of WWII.

Yeah...yeah, something like Deep Angel Supercav (http://www.deepangel.com).

TheAirMarshal
04-22-2004, 08:12 PM
...or have a smaller ocean...

http://www.mchale2000.freeserve.co.uk/usaaf.jpg

sikam2006
07-05-2006, 08:59 PM
I dont think that sh3 can played on line at a server somethink like world of warcraft and other games.The time compression is the biggest problem, if the ocean will be smaller then i think it ll not be a sh3 game but more like a battle arena and that ll wont be nice.The only way i can imagine right now is somethink like a server that saves your location,u should be able to use time compression if u are alone.If the two uboats are close the one with the other(something wich the server will understand by the saves of there positions*somethink like barafranca*)then probably a load screen will appear to put the two u boats at the place.A second program will needed (like the messenger who worked at the game line age) to run with the game somethink like mirc for allowing in game chat or a service that will send the radio messages from player to player and will work like the e-mails.I think the all progect is too expensive for ubisoft and that will not see a massive multiplayer sh3 before sh5 be at stores.Thats my opinion hope to see it sooner ofc bb

Kaleun1961
07-05-2006, 09:26 PM
Or, they could develop a half decent AI wolfpack. Here's another idea: much like in real life, you would be assigned your patrol zone, then the computer could time compress you while you are at sea. When an event occurs that could possibly affect you, you are dropped out of time compression for the relevant orders to be given. Or, the AI can run your boat for you until you get into action.

Baldricks_Mate
07-06-2006, 06:28 AM
I am sure Hammy is a can-do sort of Hampster.I am sure he can round up some squirrel friends to help him. They'll work for peanuts too. http://forums.ubi.com/images/smilies/88.gif

Should be up and running about the same time the 1.5 patch is released. http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

Celeon999
07-06-2006, 07:17 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Kaleun1961:
Or, they could develop a half decent AI wolfpack. Here's another idea: much like in real life, you would be assigned your patrol zone, then the computer could time compress you while you are at sea. When an event occurs that could possibly affect you, you are dropped out of time compression for the relevant orders to be given. Or, the AI can run your boat for you until you get into action. </div></BLOCKQUOTE>


Like in IL-2 http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif


@Baldrick


I see Hammy made a big impact on Baldrick http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Its like with those IT greencard indians ... suddenly its fully normal and doesnt surprise you anymore. http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Excellent qualified IT-hamsters like hammy will soon have jobs everywhere and be part of the normal face of the IT-world http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

http://img339.imageshack.us/img339/4290/hammy9cs.jpg

EFileTahi-A
07-07-2006, 03:24 AM
I would prefer to have multiplayer coop dynamic campaign. The time compression would be resolved like this:

One of the 2, 3, 4 or even more players would be the leader and would be one to have controll over time compression, this would work like this:

Possibility 1:
- All players would have to set the courses to a specific locations and they would need to see each other courses in order to avoid colisions. The leader will then ask for time compression and all remaining players would need to acknowledge the time compresison request before it become active and fully controlled by the leader itself.

Possilibity 2 (my fav):
- Only the leader would set course and there should be an option available called 'Formation"'. Once formation option would be active all subs would turn and move by the leader itself, pretty much like in freelancer game. Whenever the leader would say to turn 5 degrees left to his own sub so should all other subs automaticaly turn 5 degree left too. The leader would then need to deactivate formation button in other for players to be able to controll their subs once more http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif. Both Formation and Time compress should be acknowledge by all players before they become active.

GrinderX9
07-07-2006, 09:07 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by EFileTahi-A:
I would prefer to have multiplayer coop dynamic campaign. The time compression would be resolved like this:

One of the 2, 3, 4 or even more players would be the leader and would be one to have controll over time compression, this would work like this:

Possibility 1:
- All players would have to set the courses to a specific locations and they would need to see each other courses in order to avoid colisions. The leader will then ask for time compression and all remaining players would need to acknowledge the time compresison request before it become active and fully controlled by the leader itself.

Possilibity 2 (my fav):
- Only the leader would set course and there should be an option available called 'Formation"'. Once formation option would be active all subs would turn and move by the leader itself, pretty much like in freelancer game. Whenever the leader would say to turn 5 degrees left to his own sub so should all other subs automaticaly turn 5 degree left too. The leader would then need to deactivate formation button in other for players to be able to controll their subs once more http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif. Both Formation and Time compress should be acknowledge by all players before they become active. </div></BLOCKQUOTE>


Dang! that was actualy a good idea that could work http://forums.ubi.com/groupee_common/emoticons/icon_eek.gif

EFileTahi-A
07-08-2006, 10:59 AM
Yeah, I believe this would be far more interesting then having wolf packs controlled by computer...

feinmann_xv
07-08-2006, 10:02 PM
Another thing that might work is positioning U-boot gathering areas close to the shipping routes. Select an area of operations on the ocean map, and spawn in together with your wolfpack. Similar to the bases in Battleground Europe (http://www.wwiionline.com)

Salute!

samaroy
07-09-2006, 10:02 AM
Glad to see someone who knows of the leaps and bounds Battleground Europe has made in Spawning and real time issues!
Just wished they would interduce subs..

feinmann_xv
07-09-2006, 04:21 PM
@Samaroy: Been playing that game for over 3 years now. (Axis, Kampfgruppe Wiking - hence the drakkar on my boat)

Hmmm... I wonder what a well placed torpedo would do to a Fairmile *grin*.

My very first game-addiction was Silent Service on my Atari 800XL... An old fox never looses its tricks as they say in Holland ;-).

!S Feinmann