View Full Version : Hollywood Fatigue & Damage Mod WIP (Example Picture Show
gouldjg
10-12-05, 02:17 PM
I have just realised I was trolling Kaa's thread so have decided to start this one as My Mod based thread.
Guys I am working on a new Mod THE HOLLYWOOD BATTLE STATIONS MOD :yep:
This is only possible due to past and present work by people such as Beery, Kaa etc.
I am making this for RUB 1.44, as I love all other features in it. I just want more control and variation in battle times and though not completely realism based, this mod will give a new managment system to get to grips with and may provide a good base for future versions.
I am not at all bashing long-term fatigue mods and to be quite honest I like RUB fatigue. I do however think we should explore the new finding of KAA even though I am going on a different line of thought to that of the long-term stress aspect.
Here is the concept that I am close to getting,
No more gradual crew fatigue unless in combat situations,
The ability that should you put a man in the rest quarters, he will instantly fall asleep and will need sleep before he is useful again.
The necessity to prioritise your repairs because anyone placed in this section will fall to lowest energy level whilst still able to do the repair then need to be sent to bed afterwards to recover. This is an essential feature that should compliment my new damage mod and will put more tension/decision making should you be attacked.
It also gives me more control over the flooding and damage which I am going tweak to get a nail biting effects and maybe prolong the Instant death screens. (NOTE:- It is still impossible to adjust Hull integrity so don’t expect no Instant death screen as you will be disappointed)
Settings that still make it advantageous to get promoted and gain qualifications.
Other features will be included as I test and discover new things.
So there it is, some will love it and some may not :-?
Can it be done? I say its a matter of days away.
Marhkimov
10-12-05, 04:35 PM
Looks good to me. I'm behind you 100%. :yep:
gouldjg
10-12-05, 05:32 PM
Great news :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:
I have now moved over to the damage tweaks and have spent time being damaged to test results.
Well guys, I have to tell you that I may have a great breakthrough in the damage modelling. (Still too early but preliminary signs are great)
I don’t have time to post picture example but let me tell you that on my last test, I was getting indications that some compartments and subsystems would take ages to fix.
I actually seen a variety of numbers for repairs instead of 1 min, 2min or 3 min. Very weird it was I assure you.
An example would be ranging between 12 to 37min or hours, not sure,. I have no idea about the science or maths yet or whether I just accidentally triggered something but its great.
I ended up losing 6 men in damage control due to hedgehog and 2 in radio. I may have to play with this so I get injury more than death.
Please understand that more test and tweaks are needed, as I want this to be a good mod and not a rushed mod.
Anyway, it was enough to send me home with my tail between my legs and spend much time repairing on the way.
Its late now so have to go to bed so am too tired to post pic.
Its been a long 12 hours on this PC I can tell you that much.
This game is in for a big change
Marhkimov
10-12-05, 05:46 PM
Wow! 12 to 37 hours of repairs??
Where do I sign up?? LOL :lol:
Hellcat
10-12-05, 06:27 PM
Great news, its nice to get back to more ideal time for repairs rather than our instant fix system we have now. The need to sleep sounds awesome but how will you let the user know this? Will the endurance bar still be used exclusively or is it possible to change the icons for the crew members?
Crew can be injured? I've never noticed that before... must be sipping too much rye and coke when i'm playing. :hmm:
Jungman
10-12-05, 07:24 PM
:|\ I am glad your back working on the damage model. If anyone knows it well, it would be you, gouldjd!
Hartmann
10-12-05, 09:30 PM
Great news
I actually seen a variety of numbers for repairs instead of 1 min, 2min or 3 min. Very weird it was I assure you.
An example would be ranging between 12 to 37min or hours, not sure,. I have no idea about the science or maths yet or whether I just accidentally triggered something but its great.
Great work !!! :up: :up:
i think that is more accurate a repair of 20 minutes than a 2 minutes repair. like in AOD or sh1
thanks
gouldjg
10-13-05, 03:09 AM
Here is one result, look at new repair times on picture,
I just need to re-balance and tweak a a few more things, then I will release a beta version so you guys can try it and maybe come up with possible ideas for improvements.
I think I am quite sure the Radio room bug is gone now.
I would love to be able to add a randomiser function in with this,
e.g. Maybe we can have multplie copies of the zones.cfg with minor tweaks here and there. The same for Basic CFG could also be done.
A program like SH3 comander could randomly pick so we never know what is likely to break fist as well as never knowing exaclty how well our crew performs on that particular voyage. Now thats is work for a captain.
I think this can be done but it is beyond me right now so I will just set the framework.
Expect a long readme to explain this mod so people can understand my view on realism as I think this can please both sides of the fence to an extent. Either way it makes a better game for me. p.s. this mod intends to still make it advantageous to get quals and promotions.
The damage is not as bad as last night but you can see the poor soul in the engine room met God after that pass. I would have prefered a injury.
Will you you updated throughout the day (I am the damage Master)
http://img421.imageshack.us/img421/4105/damage1ft.jpg
Kpt. Lehmann
10-13-05, 08:11 AM
I LOVE this thread :/\k: Keep going gouldjg!
I have a couple of questions.
1) Most important to me... Which values in the basic cfg control the rate of rest/sleep recovery/health regeneration for the crew "sleeping" in the bow or aft crew quarters? I may want to reduce this figure a bit later on. I personally like the idea of having crew regenerate... but not quite enough to keep up with demand.
2) Can we retain the original crew fatigue icons or at least have the option to use them explained? (exclaimation points) Beery's version is a bit harder to see. (at least for me lol)
Hm - I quite like the extended repair times. Nice work gouldjg!
gouldjg
10-13-05, 10:34 AM
Well things are still being explored as I have hit one snag.
I wanted a (go on light duties) that so that when men are put to the rest compartments, there energy will drop and then rise again.
I sussed this out and managed to do it suscessfully when I select a man and place him there i.e. drag and drop.
It seem that if I use the top lines i.e. double click or use right mouse above the compartments, the men go to the rest area but then are not affected by my modifications.
If I can only just stop this top line mass click on compartment name to swap crew around, I had a very good idea for the fatigue model if this was possible.
As it stands now, I have to look at alternatives to the one I had in mind.
I just hope one of you guys can help me here by getting it so that I cannot use the clicking on compartment names to move crew. I want it so I move crew around one at a time i.e. drag and drop.
Any Ideas????
You can all see the Model though its not fully tweaked and accurate as yet.
I have it set so if I place crew in repair, they get hit to very low levels hence repairs take much longer (I am adjusting repairs to match this and the results are too good for me to ignore). Remember, repairs will still get done with assistance of the men in those compartments as well :know: .
Now with a combination of Beery's mod and Kaa's new discovery about fatigue in high time compression the following is possible.
I can have it so that all men slowly lose energy over a period of 6 weeks at sea no matter what time compresion I am in.
So for the player, he can just set off and ride into the sun calling this long term fatigue. If he wnated to look after his men and keep them in good shape, he would nip in and make sure things are ok instead of just staring at the map screen. I have taken this into account and feel that the good captain should be rewarded for being more concerened about crew problems
So lets say that I check my men every game week and do some adjustments i.e. put men to training/rest. They will then start from low and build up to high enregy preparedness.
At any time we could get a convoy or attacked along this voyage so I know that I will have to manage my crew to keep them in ship shape and that every action I do with the crew will come into play here i.e. did I get lazy and not bother to train/rest them last week. The crew energy levels would be so random, no voyage will ever be the same and don't forget qualifications etc. Loads of maths and varabilities here when you think about it.
Now, we go to battle stations and after firing my first round of torps, I need men to reload tubes. for gameplay, I have it set so that men tire in the torpedo rooms during this battle time i.e.game time. Thats because I want skills, problems and decisions to effect me when playing (Gameplay).
Now we go to damage,
As I said before, the only way to get a more tense damage system at this moment in time, is to prolong the repairs. And from my test this seems to be working.
1. Look at the basic.cfg Coef as posted here. This is my starting block for fatigue but not yet finnished/perfect. Like I said, the only snag is this clicking above compartments to send crew to rest area. I want to stop that ability before I can continue.
[FATIGUE_COEF]
;comp 0
RegularFactor00=0.001
SpecificFactor00=0.0003
BadWeather0=0.02
;comp1
RegularFactor10=0.1
RegularFactor11=0.1
SpecificFactor10=0.0002
SpecificFactor11=0.0001
BadWeather1=0.01
;comp2
RegularFactor20=0.1
RegularFactor21=0.1
SpecificFactor20=0.0002
SpecificFactor21=0.0001
BadWeather2=0.01
;comp3
RegularFactor30=0.1
RegularFactor31=0.1
SpecificFactor30=0.0002
SpecificFactor31=0.0001
BadWeather3=0.01
;comp4
RegularFactor40=0.1
RegularFactor41=0.1
SpecificFactor40=0.0002
SpecificFactor41=0.0001
BadWeather4=0.01
;comp5
RegularFactor50=0.001
RegularFactor51=0.001
SpecificFactor50=0.06
SpecificFactor51=0.06
BadWeather5=0.2
;comp6
RegularFactor60=0.99
RegularFactor61=0.99
SpecificFactor60=-0.03
SpecificFactor61=-0.04
;comp7
RegularFactor70=0.99
RegularFactor71=0.99
SpecificFactor70=-0.03
SpecificFactor71=-0.04
;comp8
RegularFactor80=0.001
RegularFactor81=0.001
SpecificFactor80=0.06
SpecificFactor81=0.06
BadWeather8=0.2
;comp9
RegularFactor90=0.001
SpecificFactor90=0.3
BadWeather9=0.01
;comp10
RegularFactor100=0.001
SpecificFactor100=0.3
BadWeather10=0.02
;comp 11
RegularFactor110=0.99
RegularFactor111=0.99
SpecificFactor110=0.00
SpecificFactor111=0.00
BadWeather11=0
Here are the changes I have done to the men at the moment.
[CREW_0] ;SEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.85
FatigueStep=0.1
CoefMorale=0.4
CoefFatigue=0.1
QualEffect=1.5
Hp=4
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=0
[CREW_1] ;ABLESEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.85
FatigueStep=0.1
CoefMorale=0.4
CoefFatigue=0.1
QualEffect=1.5
Hp=5
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=20
[CREW_2] ;LEADINGSEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.80
FatigueStep=0.1
CoefMorale=0.4
CoefFatigue=0.1
QualEffect=1.5
Hp=6
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=50
[CREW_3] ;PETTYOFFICER
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.80
FatigueStep=0.1
CoefMorale=0.3
CoefFatigue=0.1
QualEffect=1.5
Hp=7
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=100
[CREW_4] ;CHIEFPETTYOFFICER
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.80
FatigueStep=0.1
CoefMorale=0.3
CoefFatigue=0.1
QualEffect=1.5
Hp=8
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=150
[CREW_5] ;CHIEFBOATSWAIN
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.80
FatigueStep=0.1
CoefMorale=0.3
CoefFatigue=0.1
QualEffect=1.5
Hp=9
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=200
[CREW_6] ;SUBLIEUTENANT
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=0.70
FatigueStep=0.1
CoefMorale=0.2
CoefFatigue=0.1
QualEffect=1.5
Hp=10
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=300
[CREW_7] ;LIEUTENANTJR
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=0.65
FatigueStep=0.1
CoefMorale=0.2
CoefFatigue=0.1
QualEffect=1.5
Hp=11
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=400
[CREW_8] ;LIEUTENANTSR
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=0.60
FatigueStep=0.1
CoefMorale=0.2
CoefFatigue=0.1
QualEffect=1.5
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=500
Marhkimov
10-13-05, 11:24 AM
Does your Zones.cfg have any implications upon what you are trying to test?
Are repairs any longer or shorter if you have more HP per compartment? (i.e. does an 800hp engine room take longer to repair than a 400hp engine room?).
umm... there may be more questions in the future, but i can't think of any right now. Good stuff, btw.
And personally, if it matters or not, I never use the double-click "remove and fill" men feature. I pluck and move one at a time. But I do agree, this feature should be removed... somehow...
Something to think about - can you add lighting failures such as we have all too briefly just before crush-depth? I'd particularly like to see a lot of intermittant light failures when under DC attack.
Jungman
10-13-05, 04:54 PM
In the original game, the fatigue Coeff for the Diesel and Eletric Engines comparments are reverse from each other. That is to reflect the fact that the electric engines are not used while cruising on the surface of the ocean, and vice versa for underwater.
Why is there no difference between underwater/surface for Electric and Diesel engine comparments in your proposal? :hmm:
;comp3 DieselEngines
RegularFactor30=0.0025 ;Surface-cruise
RegularFactor31=0.0025 ;Underwater-cruise
SpecificFactor30=0.01 ;Surface-Battle Mode
SpecificFactor31=0.0025 ;Underwater-Battle Mode
BadWeather3=0.005
;comp4 ElectricEngines
RegularFactor40=0.0025
RegularFactor41=0.0025
SpecificFactor40=0.0025 ;surface in battle---------Reverse
SpecificFactor41=0.01 ;underwater in battle---- Reverse
BadWeather4=0.005
These are my quick setting I have been using (not complete for battle condition). One set is for when underwater cruise or battle; the other set is for Surface cruise or battle state. I was going to make the electric engine compartment even nastier underwater and in battle mode. But this affect even if you are stalking the prey or being the hunted.
The click interface I think I say in that menu.ini file somewhere. it defines stuff like that. Read Timetraveller's Slide out mod and how to affect interface interaction or remove it.
Is this how they are defined for comparment X?
RegularFactorX0 ;Cruise-Surface
RegularFactorX1 ;Cruise-Underwater
SpecificFactorX0 ;Battle Mode-Surface
SpecificFactorX1 ;Battle Mode-Underwater
EDIT:
Can someone explain me (or point me to the explanation) of the various fatigue factors (RegularFactorXX, SpecificFactorXX,...)?
As far as I knowRegularFactorn0 covers being on the surface but not in combat,
RegularFactorn1 covers being submerged but not in combat.
SpecificFactorn0 covers being on the surface in combat
SpecificFactorn1 covers being submerged in combat
Badweathern covers being on the surface in bad weatherwhere n is the submarine compartment ID number ranging from 0 to 11.
Pablo
gouldjg
10-13-05, 05:36 PM
Just a quick note before bed.
I have come much closer to my ultimate game throughout today but more work need to be done.
Ignore the previous modding notes as I have had a lot to change including some menu text in the crew compartments.
I have attempted to apply a new approach to this so-called fatigue system that really cannot behave like humans at war no matter what we do;
I now call it organisation instead of fatigue. I have changed the menu text to show this.
Here is a few developments I am applying to give you an idea.
The two rest bunker recoup Organisation at different degrees; one is the drill room where it simulates the captain motivating his crew. I have it set so that a 30% Organisation penalty is occurred for placing men in here but they recharge Organisation faster than the other R&R room which is just general Rest.
The general R&R room gives a small immediate boost of organisation but it climbs much slower than the Drill room. These have been renamed also so they are called this on repair screen and a description is included. When you click on the station.
Now the Crisis repair has the consequences I talked about earlier i.e. you get a huge organisation loss should you place a man here but sometimes it is essential as flooding needs to be managed so you have to prioritise.
The torp rooms have a Organisation decrease level that should give be about right for a attack run though you may need to adjust here and there if you are lucky enough to be in a battle for multiple reloads. There is also a small penalty for rushing men into here so skills and qualifications play a big part here.
Other rooms have very slow organisation loss but it does occur and there is also a small organisation penalty for swapping men around. Don’t worry about the watch crew as I will adjust this accordingly.
The whole Idea is that you should manage your crew but not get completely worried until battle time. In addition, the gaining of qualifications and promotions is essential.
The way I see it is this. We sail for one game week and every time we bob down for a sonar check we should just nip in to sort the men out.
I have it set so that after a percentage of organisation loss is occurred, it should stop. I.e. Officers may only lose 70% org as a maximum where as sailors could lose 90%. This is based on Beery findings but works completely different.
Damage has been lengthened and flooding is still being improved so that you should hopefully get very tense times if you are unlucky enough to get caught out by DD, airplanes etc.
I have found that when I have multiple floods, I have to rush men in to fill the normal compartments just to help the crisis team cope. Remember there are penalties for swapping from compartment to compartment. Lots of fun and games and panic.
Now I do think this is a much better system but I am the creator.
We all have to remember that this is a mod with so many variants that no one can get it perfect. I will be placing a beta version up for some testers and to get a feel from what the other modders think.
HOLLYWOOD 5 is Coming
Jungman
10-13-05, 05:48 PM
Sounds like a complete overall with a new concept. I guess when its released we can understand it better. You seem to like it so I realy hope it works better and it gets rid of that TC problem.
Other rooms have very slow organisation loss but it does occur and there is also a small organisation penalty for swapping men around. Don’t worry about the watch crew as I will adjust this accordingly.
How does one make a one off 'Fatigue Hit' when switching one man to a comparment?
Is the game's stock concept for Electric and diesel Engine rooms being reversed when surfaced or underwater being tossed out?
gouldjg
10-13-05, 05:48 PM
Jungman
I stand to be corrected but I do not think fatigue is triggered by combat state.
Regular = the instant organisation loss you get when placed in that compartment.
Specific = the ammount of Organisation loss you recieve every 10 minutes whilst in that compartment.
I could be very wrong and Hope I am as people wanted combat to affect fatigue but I do not think it does.
I will test this more tommorow.
Egg on the face if I am wrong :hmm: I have been testing in battles all day :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:
Just too tired right now
Jungman
10-13-05, 06:08 PM
OK I understand then. For a compartment X.
RegularX0: One off hit being placed into compartment. Surface.
SpecificX0: Continuous lost while within compartment. Surface.
RegularX1: One off hit being placed into compartment. Submerged.
SpecificX1: Continuous lost while within compartment. Submerged.
So there is no battle mode fatigue. So why the Electric and Diesel room are made the same? I would think being underwater and running the electic motors would create more fatigue than sitting in the Diesel Engine room doing nothing.
Thanks, gouldjd. keep up your hard effort. This is really another way of looking at it. But I do not understand the changes to Diesel and Electric for being Surfaced or Underwater. Should it not be reversed to each other as it is in the stock Basic.cfg?
gouldjg
10-14-05, 12:56 AM
I did a small test last night.
When I was in a combat zone, my fatigue did infact go down faster than when not.
I still need to test this more because it does not make sense that the compartment coef fatigue should be doing this.
Something else may be kicking in when in a combat Zone or it may be working in another way.
Either way, the changes I made still seem to work for this sytem I am doing. Very strange indeed.
Maybe Intervals as shown further up in basic have something to do with all this or it could be something on individual crew settings.
Here are my more recent changes?
[FATIGUE_COEF]
;comp 0
RegularFactor00=0.1
SpecificFactor00=0.0001
BadWeather0=0.05
;comp1
RegularFactor10=0.1
RegularFactor11=0.1
SpecificFactor10=0.0002
SpecificFactor11=0.0001
BadWeather1=0.02
;comp2
RegularFactor20=0.1
RegularFactor21=0.1
SpecificFactor20=0.0002
SpecificFactor21=0.0001
BadWeather2=0.03
;comp3
RegularFactor30=0.1
RegularFactor31=0.1
SpecificFactor30=0.0002
SpecificFactor31=0.0001
BadWeather3=0.04
;comp4
RegularFactor40=0.1
RegularFactor41=0.1
SpecificFactor40=0.0002
SpecificFactor41=0.0001
BadWeather4=0.02
;comp5
RegularFactor50=0.1
RegularFactor51=0.1
SpecificFactor50=0.01
SpecificFactor51=0.01
BadWeather5=0.2
;comp6
RegularFactor60=-0.05
RegularFactor61=-0.05
SpecificFactor60=-0.0003
SpecificFactor61=-0.0005
;comp7
RegularFactor70=0.30
RegularFactor71=0.30
SpecificFactor70=-0.001
SpecificFactor71=-0.003
;comp8
RegularFactor80=0.11
RegularFactor81=0.11
SpecificFactor80=0.01
SpecificFactor81=0.01
BadWeather8=0.2
;comp9
RegularFactor90=0.25
SpecificFactor90=0.007
BadWeather9=0.2
;comp10
RegularFactor100=0.25
SpecificFactor100=0.007
BadWeather10=0.3
;comp 11
RegularFactor110=0.99
RegularFactor111=0.99
SpecificFactor110=0.99
SpecificFactor111=0.99
BadWeather11=0
Jungman
10-14-05, 02:24 AM
Can I ask this again, since I am very confused on this one point :)
" So why the Electric and Diesel room are made the same? I would think being underwater and running the electic motors would create more fatigue than sitting in the Diesel Engine room doing nothing. "
:hmm:
The original game has these changed around for their respective compartments.
On the surface your deisel engines are running and those values would be correct for station 3. But compartment 4 the Electric engine should be reversed for specific continuous fatigue.
;comp3 Diesel Engine
RegularFactor30=0.1
RegularFactor31=0.1
SpecificFactor30=0.0002
SpecificFactor31=0.0001
BadWeather3=0.04
;comp4 Electric Engine
RegularFactor40=0.1
RegularFactor41=0.1
SpecificFactor40=0.0002 ---> .0001 you are on surface. OFF doing nothing, but play hide the salami. :-j
SpecificFactor41=0.0001 ---> .0002 you are underwater. ON Working the electric motors more fatigue.
BadWeather4=0.02
gouldjg
10-14-05, 03:10 AM
sorry Jungman
I am not avoiding the question, its just that I am at work so cannot test as you say.
However you are in fact very right about the engines, when I get home this shall be looked into and I will report back.
gouldjg
10-14-05, 03:34 AM
Actually I am thinking that this could indeed be a good thing for me as we can have it so men do not fatigue under certain circumstances.
I don't say fatigue anymore, its organisation to me unless these test have a major flaw that I am missing.
We need to find out if your are right about the coef being the effective factor in combat or is it something else.
I almost took another day of work to test thuis but the boss called me in.
Sounds interesting gouldjg. Is it possible to use the extended repair times with a "No Fatigue" model, though? As I'd use the extended repair times in IuB but probably not a new fatigue/organisation model. Simply because I don't want to change some things too much.
gouldjg
10-14-05, 09:54 AM
Orgy
Unfortuantly I cannot see any way to get longer repairs without either limiting the repair station to only hold 1 man or by having a penalty on the men put into there.
This is how repair works in my eyes.
All compartments except the rest areas will be automatically repaired by the crew in there.
The rest areas will not recover at all unless you place men in the repair station.
So when I get flooding or major damage i.e. battery damage, I must put men in the repair station.
When the men go to this station, they are just too efficient.
So lets talk gameplay for a minute
A am trying to simulate a longer damage system. We have all had a go at tweaking the zones cfg but no matter what we do, the repair team seem to fix this too quick.
Now the system I am trying to get should be so that you can sail at high time comression but still get some organisation issues after a period of time depending on weather etc.
I have not yet decided on what I should base this on.
3 possibilities
A system that requires the player to reorganise every game day i.e. 24 hours at sea.
A system that forces him to reorganise every game week at sea.
A system that forces him to reorganise every game month at sea.
Each system has its problems at which I am trying to approach but this takes time.
I have it set at the moment that the golden room of play should be to keep men out of combat areas till a combat situation arises because other factors come into play. And again I am just trying to please my game play lust and try and get a bit of decent man management onboard.
Organisation covers all the issues with being a captain, its just getting the game to represent this as best as I can.
I am doing ok but still have many test to do.
At the moment I am a bit puzzled by little snags.
Well, keep investigating anyway gouldjg - I'll be keeping an eye on your work.
:ping:
gouldjg:
I vote for a every 24hrs fatigue system, to simulate off and on duty.
But i suggest this is heavily modified by the type of weather there is. A storm should fatigue the entire crew much faster than anything else. Moreover, if you were running submerged during the same storm i would suggest fatigue should override weather parameters, as things will be calmer.
Ofcourse this is based on that crew is able to recover by resting, yet during surface and storm there should be same impact to the entire crew regardless resting or not, ofcourse, those bastards on the bridge should suffer even worse..
Salty heavy sea, a joy but surely not in the long run! :P
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