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The type XXI was a complete change in doctrine as it was somehow one of the first 'real' submarines instead of a torpedo boat with the capability to dive live the type VII and IX.
The type XXI comes so late in the war, that the game is close to over once you get them.
Expected gameplay difference would be : longer diving times, longer turning radius, extra torpedoes and range.
But still, what would be the difference to doing it with a type VII with refuelling along the way? Practically the same boat with some minor technical differences but the complete same playstyle. It's still a dive capable torpedo boat.
"As Dönitz well understood, a small number of even superlative boats would
have produced little change in the Atlantic. The only hope for an effective naval
interdiction strategy lay in building the Type XXI in numbers similar to, or
greater than, those in which the Type VIIs had been constructed before 1943,
thereby overcoming simultaneously the Allied superiorities in technology and in
materiel."
From Innovation for Its Own Sake: The Type XXI U-boat by Marcus O. Jones
https://digital-commons.usnwc.edu/cgi/viewcontent.cgi?article=1326&context=nwc-review
So, IMHO, unless you by doctrine actually speak of tactical employment of the submarine*, I disagree. That real doctrinal change would come post-war later with reactor engines, submarine launched missiles, wire guided torpedoes and Albacore design (which granted is gradual evaluation in design, which also XXI is part of) .
From gameplay perspective I can totally understand devs adding XXI as long as its unreliability due to drop in build in quality by late war is not implemented but historically speaking it is irrelevant for the WW2.
That being said - imho, I think that currently status of the game entails that devs should focus on finishing the base game. I feel that core concepts in-game still have rough edges.
Wow, just wow. Do you always resort to insult on the first occasion?
Directly going to hyperbole?
Maybe your mind is so expanded that you should consider a narcissistic disorder?
Uboat does a lot to try to resemble the war with visualization of fronts, news message etc.
Ofc a game can do whatever it wants, but we are talking about a historical WW2 game.
You can DO ANYTHING in a game if you want.
I have around 1k hours in hearts of iron 4 and I should absolutely know better to differentiate between strategical, operational and tactical level and where doctrine belongs to. Don't know why I messed this up here :-/
That's the point. Because it is similar, you have less implementation work. Less new features. More re-usable art assets. And because it is similar, it is available early in the war.
And it still feels like a good upgrade when you are allowed to switch, like it did in SH3.
If the sole criterium for adding new content would be "drastically different playstyle" I think you could throw the whole unlocks and progression out of the window.
But it's what games do. They give you development. You get stronger, more capable etc.
IX is more capable, and you feel like you advance to commander a new boat (if it's done right) and that's a good feeling.
Dangerous Waters, Sub Command etc. all offer multiple vessels to control, but the core gameplay is always the same. Sonar management, TMA, etc.
Still, noone would say: "Remove these boats, they are the same".
I still can't see where the same playstyle with just another boat would add much more to the overall gameplay than a completely different type of sub which offers a much bigger variety of options. And - again - this is the only thing I find questionable on what you wrote.
And nobody (including myself) said it here, so why bring that up anyways?
I think our definition and perspective of added value drastically differs.
That assumes that uboat sales numbers go down the drain.
From the very FAQ on this forum:
As a game designer, I think in bang for the buck.
What is the added value of the HQ research feature?
What is the added value of the torpedo duds?
What is the added value of "darker nights"?
Why add repetitive no-brainer features like "turn on the diesel/electric generator after diving".
Can you quantify it?
Can you write a formula that measures "added entertainment value" per "manhour spent"?
Can you justify all these features other than "well, we thoughts it's cool, cause we are making the most realistic ww2 subsim management game there is, and we are cool developers, so we add that stuff cause we like it".
In short, the added value of the IX is more content. In the early mid game of the game. Not just in the lategame, as a total gamechanger. The feeling of progression and development, the feeling of a stronger boat. While still staying withing the game's appeal of being a rather realistic war-campaign that resembles a very believable representation of german WW2 submarine operation.