There’s a lot of work needs doing just to include submarines, let alone what ought to be done fixing existing, non-submarine issues like gunnery, damage, modelling of ships/crew. Take A/S vessels and their depth charges (DC). Simply including DC isn’t an adequate counter to submarines. Currently you can set your DC to explode up to 10 s after release (of course you’re really interested in a depth, not a time, and although early DC might have used a timer, IIRC, hydrostatic pistols (depth) was more common by WW2). British Mk.VII DC sank at 9.9 ft/sec (3 m/s), so could currently attack a submarine up to 30 m deep… and you’d have to know how deep the target was before you entered the game, because it’s not a setting you can access in-game… and a Type VIIC U-boat might be 220 m deep. Quite a bit of work needed on DC and interface, as setting depth on DC would likely be a last-minute act IRL, because depth could only be guessed at from the range at which contact was lost as the A/S vessel closed with the target, due to the geometry of the ASDIC/SONAR beam.
ASDIC/Hydrophones (active/passive sonar) - obviously a crucial element both for A/S vessels and submarines themselves. Sonar is somewhat similar to radar, but, as I understand it, there are far more variables IRL which can affect performance. Looking at how WT handles basic radar, I guess Gaijin could do an ok job here, but it can be as complex as you want, eg a DC attack could disturb the water for 5-10 mins, making it almost impossible to get an ASDIC contact in that area. Can’t find definitive data, but IIRC, the bottom of the ASDIC beam was 10 degrees below horizontal, ie 10 ft deep at 60 ft range, 10 ft in 20 yds, 100 ft at 200 yds, so contact on a U-boat at 600 ft would be lost at 1200 yds. As there was no other way of calculating depth (for most of WW2), this ‘lost contact’ point was crucial in estimating target depth and, IMO, needs to be included for RB (or sim); in AB depth might be calculated by the power of magic.
Maps are small, as we all know. Small enough that submarines will need to stay submerged (unless they only face small coastal vessels… but what’s the point of their torpedoes in that case?). That Type VIIC I mentioned above can make 7.6 kts submerged (u-boat.net) or 4 m/s… over a 25-min game that’s about 5.8 km. Just played a game where even the DD spawn was just over that distance from the closest cap. Ok, so the submarine can use a coastal spawn - or perhaps even get its own - that might mean one cap is within reach… the cap that the big ships won’t go to, but the coastals (and A/S vessels) might. If you’re a skilled submariner and you avoid detection and somehow cap despite the faster coastals, you’ll get zero reward; in a fast coastal you can cap all 3 zones, win the game and - unless you get yourself blown up - Gaijin will steal all your rewards and say, “Bad player! No activity. Punish.” Not sure how their arcade, space bar-mashing mentality will cope with a warfare type all about stealth, patience and careful calculation.
Reviewing the above, I think a sub-spawn close to the open water cap will be essential in normal games or submarines will lack targets for most of the game.
Submarines would seem most suited to EC or perhaps their own PvE/P mode, like helis. Maybe that will result in 24/7 EC, which would be welcome. The worry, as always, is that Gaijin will ‘solve’ the problems with silly arcade mechanics… or simply pretend they don’t exist. It could work and it could be good, especially in a well-designed EC.