gouldjg
04-16-06, 05:51 PM
After much testing over the last couple of days I have come to some conclusions,
I am torn between solely sticking to the NYGM model or working on a default game based model. I am a mid range player who does not want arcade but also does not want dull.
Here is my perceptions of the advantages or disadvantages of what base model to use for randomisation v1.
NYGM
The concept is brilliant as far as the main ship HP is concerned. I like the deckgun at water line and the fact it will allows a slow progressive sinking.
I like the fact it makes the DD much more formiddable as far as their strengh is concerned.
I like the fact that some ships will need a set ammount of torps and again some sinking is slower.
I do however not want the game to involve having to set up critical shots all the time to be the only way to confirm a kill in seconds. On a personal note, I would not mind following a ship for a couple of hours but any longer will just cheese me off.
I have been adding the 20% chance that other compartments may or may not be destructable. Meaning that at times, I may be lucky in game.
This however will result in a sinking to happen in seconds so I may lower the luck factor and show how it can be tweaked per preference.
When deckgunning, I wanted it to be worth deck gunning the upper decks. Now many know that this is a hit point issue and due to the high hp given in nygm, it could take forever and can at times get boring.
I have been playing with making the command decks a random hp and also adding a proability of it being critical. Yes this can now be controlled and does not stay this way on every reload i.e. it will be probability based and not a fixed rule.
Just to add to the luck factor and surface damage contribution, I have also added things like chance of ammo being present in other deck object i.e the life boats. Again this is random so players will have to shoot at different areas of the ship to get quicker kills or lucky shots (who knows).
0_Boat|CargoType=None
1_Boat|CargoType=Ammo
2_Boat|CargoType=None
3_Boat|CargoType=Ammo
4_Boat|CargoType=None
5_Boat|CargoType=None
6_Boat|CargoType=None
7_Boat|CargoType=Ammo
8_Boat|CargoType=None
9_Boat|CargoType=None
10_Boat|CargoType=None
11_Boat|CargoType=None
12_Boat|CargoType=None
13_Boat|CargoType=None
14_Boat|CargoType=None
15_Boat|CargoType=Ammo
16_Boat|CargoType=None
17_Boat|CargoType=None
18_Boat|CargoType=Ammo
19_Boat|CargoType=Fuel
20_Boat|CargoType=Custom
I have to say that the random special effects are working very nicely. I am not using the beta version as that was just a test. The new ones involve more splinter explosions and fires but these vary according to what sh3 commander chooses. These are also getting balanced a little so as not to be too overboard but there will be plenty of eye candy for the deck gunning fans and it will be useful also.
On the lower parts of the ships, I am still at work. It would be nice if someone from NYGM help me out a little as far as what compartment is what in the ship side of things. I could do with knowing where they roughly are placed so as to be able to set a decent floatability. Things like the loction of this NSFlotEmpty etc etc.
If NYGM can help me here I am sure I can create a file that can compliment their model so that the more intermediate players will enjoy the NYGM experience by just adding a small chaos text file to SH3 Commander. This then can be simply tweaked without having to redo a multiple set of mods.
At the moment all test are looking great. I am getting the long sinking but also getting the lucky shots. My upper deck gunning has now become useful again. On a whole my test are looking vary varied in the fact that I cannot always predict how a ship will sink anymore :rock: :rock: :rock:
This will be a fast moving mod in the way that players can control and fix single faults without having to redo the whole zones cfg each time. The hardcore realism fans can tone down the chances and the average man can tweak up to their liking.
Like I said, I can work faster if some help is provided on what the ship compartments do and the way they have been modeled in NYGM.
Second Option
The Vanilla option.
I have more experience at controlling this base model and wish that GW had it as a option for download. If GW can provide a optional Vanilla ship damage model I can work on it so it can be at a mid range level in everything. I can rid the uber deckgun effect on upper compartments that make the ship blow up etc etc.
I can increase sinking times but ensure that ships do sink. I can add better C2 damage.
In some ways I can better improve a Vanilla model as HP has already been established for the ship classes. It is just a matter of making them slightly more realistic in small places.
What I cannot do, is make a vanilla behave the same as NYGM unless I build my own which then takes up too much of my time as I want to start work on the DD issues that still bug me.
I personally want the gamey players to consider the toning down of NYGM as a option before voting for the vanilla version. I think NYGM v2 may have other contribution to give the player. I will let you lot decide.
Please leave you thoughts here.
I will be away for two days
I am torn between solely sticking to the NYGM model or working on a default game based model. I am a mid range player who does not want arcade but also does not want dull.
Here is my perceptions of the advantages or disadvantages of what base model to use for randomisation v1.
NYGM
The concept is brilliant as far as the main ship HP is concerned. I like the deckgun at water line and the fact it will allows a slow progressive sinking.
I like the fact it makes the DD much more formiddable as far as their strengh is concerned.
I like the fact that some ships will need a set ammount of torps and again some sinking is slower.
I do however not want the game to involve having to set up critical shots all the time to be the only way to confirm a kill in seconds. On a personal note, I would not mind following a ship for a couple of hours but any longer will just cheese me off.
I have been adding the 20% chance that other compartments may or may not be destructable. Meaning that at times, I may be lucky in game.
This however will result in a sinking to happen in seconds so I may lower the luck factor and show how it can be tweaked per preference.
When deckgunning, I wanted it to be worth deck gunning the upper decks. Now many know that this is a hit point issue and due to the high hp given in nygm, it could take forever and can at times get boring.
I have been playing with making the command decks a random hp and also adding a proability of it being critical. Yes this can now be controlled and does not stay this way on every reload i.e. it will be probability based and not a fixed rule.
Just to add to the luck factor and surface damage contribution, I have also added things like chance of ammo being present in other deck object i.e the life boats. Again this is random so players will have to shoot at different areas of the ship to get quicker kills or lucky shots (who knows).
0_Boat|CargoType=None
1_Boat|CargoType=Ammo
2_Boat|CargoType=None
3_Boat|CargoType=Ammo
4_Boat|CargoType=None
5_Boat|CargoType=None
6_Boat|CargoType=None
7_Boat|CargoType=Ammo
8_Boat|CargoType=None
9_Boat|CargoType=None
10_Boat|CargoType=None
11_Boat|CargoType=None
12_Boat|CargoType=None
13_Boat|CargoType=None
14_Boat|CargoType=None
15_Boat|CargoType=Ammo
16_Boat|CargoType=None
17_Boat|CargoType=None
18_Boat|CargoType=Ammo
19_Boat|CargoType=Fuel
20_Boat|CargoType=Custom
I have to say that the random special effects are working very nicely. I am not using the beta version as that was just a test. The new ones involve more splinter explosions and fires but these vary according to what sh3 commander chooses. These are also getting balanced a little so as not to be too overboard but there will be plenty of eye candy for the deck gunning fans and it will be useful also.
On the lower parts of the ships, I am still at work. It would be nice if someone from NYGM help me out a little as far as what compartment is what in the ship side of things. I could do with knowing where they roughly are placed so as to be able to set a decent floatability. Things like the loction of this NSFlotEmpty etc etc.
If NYGM can help me here I am sure I can create a file that can compliment their model so that the more intermediate players will enjoy the NYGM experience by just adding a small chaos text file to SH3 Commander. This then can be simply tweaked without having to redo a multiple set of mods.
At the moment all test are looking great. I am getting the long sinking but also getting the lucky shots. My upper deck gunning has now become useful again. On a whole my test are looking vary varied in the fact that I cannot always predict how a ship will sink anymore :rock: :rock: :rock:
This will be a fast moving mod in the way that players can control and fix single faults without having to redo the whole zones cfg each time. The hardcore realism fans can tone down the chances and the average man can tweak up to their liking.
Like I said, I can work faster if some help is provided on what the ship compartments do and the way they have been modeled in NYGM.
Second Option
The Vanilla option.
I have more experience at controlling this base model and wish that GW had it as a option for download. If GW can provide a optional Vanilla ship damage model I can work on it so it can be at a mid range level in everything. I can rid the uber deckgun effect on upper compartments that make the ship blow up etc etc.
I can increase sinking times but ensure that ships do sink. I can add better C2 damage.
In some ways I can better improve a Vanilla model as HP has already been established for the ship classes. It is just a matter of making them slightly more realistic in small places.
What I cannot do, is make a vanilla behave the same as NYGM unless I build my own which then takes up too much of my time as I want to start work on the DD issues that still bug me.
I personally want the gamey players to consider the toning down of NYGM as a option before voting for the vanilla version. I think NYGM v2 may have other contribution to give the player. I will let you lot decide.
Please leave you thoughts here.
I will be away for two days