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Interview
Silent Hunter
III
by Teddy
Bär

SimHQ's
Naval Combat Zone Editor asked the Silent
Hunter III Development Team some questions about their
eagerly awaited new simulation now in development.
Q. On
your web site 04.08.04 Live Chat you refer to a tutorial The
tutorial will resemble a Naval Academy course. It will include
a "graduation mission" and it will influence the
career starting "default" get good grades
and you may be assigned a better starting boat. Will
this be required for every new career? What other start options
will be available to the player at the beginning of a career?
i.e. start dates, U-boat types and flotillas.
A. Performing the tutorial
before starting the campaign will be optional. It is our intention
to stimulate the player to pass through it at least once and
we wanted to reward them for that. Otherwise, the campaign
will start with different flotillas and at different dates.
The earliest campaign will start in 1939. The latest will
start in 1943. The available U-boat types will vary depending
on flotilla and year of starting the campaign.
Q.
One way that games have in the past attempted to heighten
the experience is by limiting the ability to save. However,
this has normally been at the expense of the players that
want to save anywhere at anytime. Will Silent Hunter III have
any options available for the player to restrict their save
options whilst allowing the normal save anywhere at anytime?
A. The in-game save is a mixed
blessing. On one hand, it offers the player the guarantee
that is not necessary to replay through too much of the game
to pass a difficult encounter. On the other hand, the save
is a great spoiler of performance, stimulating a more careless
gaming approach. We want to satisfy both sides. Therefore,
the game will offer the possibility to save in-game almost
any time (although with one specific condition like no
enemies nearby). Anyway, the in-game save will be an
optional setting related to the difficulty of the game. So
the hard-core gamers that want to risk more may disable the
in-game save or use the alternative of limited save slots
per mission.
Q. The
combat map (i.e. TDC map and the zoomed area of ocean 10 x
10 kilometers and below) in past U-boat / submarine simulations
has shown everything within the area in real time as if it
was being viewed via a satellite. Will Silent Hunter III break
from this tradition and if so what can the player expect to
see, or more importantly, not see at the various realism levels?
A. The map representation will
operate based on the effectiveness of the sensors aboard the
submarine. Depending on what sensor is used, the map will
be updated at varying intervals and will include a variable
degree of precision depending on the crew experience. Of course,
this will be influenced by the realism setting to allow an
easier approach for casual players.
Q.
In past U-boat / submarine simulations a player has been instantly
aware of any damage and the exact time it will take to repair
even when it is the deck gun and the U-boat / submarine is
at a depth of 100 meters. With regards to damage notification,
will Silent Hunter III not show external until the player
has surfaced and will the repair times possibly take more
or less time than originally stated? At what time will the
player know how long the repair will take?
A. The repair time of various
damaged compartments and/or subsystems will be reported in
vague terms possibly in half hours and hours. Depending
on the crew efficiency and skill, the estimation will be more
or less precise. The external damage will not be reported
while underwater.
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