![]() |
Quote:
Payoff |
Steve's point is as usual very valid. IABL's ideas are great. The one thing is a must is the ability to manage more than one damaged compartment at a time as you would in RL.
Having crew fix the leaks in the compartment they are assigned to and then move onto the less urgent damage as well as being able to assign additional crew to work on a specific job would be great as well. Frankly I don't care whether the interface is 2D or 3D but managing more than one job at a time is something that would be worth having. Of course splitting the resources would mean that the job of fixing takes longer. |
Quote:
Sometimes I wonder if people want a submarine simulation or a bloody XBOX game! |
I agree with the ability to assign different teams to damage mitigation in different compartments at the same time.
More important than having a dialogue with the crew about repairs or seeing missing UZOs, I'd like to see the crew working on the repairs...bucket brigade fishing out water from compartments, ankle deep water in adjacent compartments, tired looking mechanics at work with wrenches in hand, |
i would say that it would be important to SEE the damage in the 3D environment.
however - addressing the repairs should be through the 2D interface we are all used to. |
Cannot be more than happy to see this thread!!! :arrgh!:
It's been quite a time I've been saying damages, repairing and the tense situations that go with it makes up for an enormous immersion factor, memorable gameplay moments and etc. :up::up::up: |
Quite happy to continue with the already tried and accepted 2D screen.
What really would appeal to me is TarJaks idea of repairing more than one compartment at a time by splitting resources and incurring additional time penalties. |
Quote:
|
Quote:
|
Quote:
|
I like IABL's and TarJak's ideas as well.
Quote:
I just want to point out that the UZO should never be on the bridge at all, unless called for during an attack. The binocular part of the UZO was not waterproof. |
Quote:
Quote:
|
i got a great idea if its a 2d interface like in sh4 make it like you 50 odd men you have a damage repeir team but this time not one make 10 drt slots but you can put as many or as few men in each team
man selection style like in red alert (create a box around them drag and drop) what you think |
Quote:
|
As the commander of a sub, it doesn't seem likely to me: that you micromanage the repairs. The DC-party/engineer should keep you posted of what's damaged and how long repair(s) will take.
Your concern and responsibility as the commander is the tactical situation. You should base your tactical decissions on the damage reports the crew gives you, but the crew should bloody well be able to do the repairs without being told to. I don't want to tell my chief enigener that, while submerged, fixing leaks and busted pipes have a bit higher priority than fixing any damaged equipment I'm not going to need until I re-surface. The chief engineer is the techincal expert on board, he should be telling me what needs the be done where repairs are concerned. I do want the ability to override his descisions if I disagree. But the LI, the DC and the whole crew should be fully compitent in doing this stuff whitout being told by me. Arent they trained to do that at submarine school? I cannot imagine a sailor on a damaged sub just idly standing by, while all hell is breaking loose and water is flooding in everywhere, simply because I didnt assign him to a damage control slot in the DC screen (something I wanna see removed from that screen). |
All times are GMT -5. The time now is 01:22 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.