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WAIT!!!!!! I know for a fact that this WILL NOT HAPPEN.
reason = Dwarfs can't reach the periscope. |
Captain encounters Destroyer.
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Destroyer used Ram. It's super effective! Quote:
Destroyer used Depth Charge. It misses. Quote:
Destroyer is Confused. Destroyer used Ram. But floods itself in the process. Destoyer Killed. +1000EXP LVL UP! / I like to equip my watch officer with 'eye of the eagle' and my gunner with +accuracy enchants and the extra crit bonus perk. In combat he casts the giga shot spell and......:har: lol jesus okay I'll stop, I'll stop. Don't they already have experience though? Isn't that how some were able to be promoted and others weren't? I thought the promotion was already like a 'level up' that made them effective longer before needing rest. I could swear I saw that bar along with health and morale. If they were to make the officers actually do their jobs and not have gps, then I can see more experienced crew being a more involved part of the game without breaking the experience. A good navigator can give you a better idea of where you are, have been, and are going. A good weapon officer could identify ships better from a distance and provide more accurate firing solutions? A better watch officer can spot further and I dunno predict the weather better? Sailor Steve is right. The renown system is good and makes sense. And though more effective crew is cool, there should definitely not be something really screwy like the uber faster boat example he used. GreenHornet, might you go into more detail as to what you're thinking because it sounds like what you want has kinda already been in the games. Hell, I believe SH4 with uboat addon added what one might consider perks or skills like that recon plane and whatever else (never really played it much). Anyway people should keep an open mind. Gameplay>Realism , That's what they keep telling me when I want Oblivion or Fallout 3 to be more realistic:-? ps. btw, Oblivion with mods off of Delte's List is like a whole new, challenging, mad fun game. |
Its not a game unless it comes with one of these!
http://www.subsim.com/radioroom/pict...&pictureid=844 |
I kinda like the renown system, as someone said it's realistic in that it provides more new stuff to a well performing captain. It also brings some resource management into the game which I thinks is a well proven gameplay mechanic..
It would be nice if the crew earned experience I thinks, in such a way that they get better at the things they do (not like character design in rpg's). All these things should be optional if any of it interferes with someones experience.. hehe.. Seams alot of people here has been traumatised by a very annoying little brother/syster/child playing too much world of warcraft :P |
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get rid of the system where ship x = this much renown and go with a formula system based on completed missions + time it took you to complete missions (maybe) + and your officer performance/proficiency reviews isnt this how you advance and get promoted (or not) and determines if you are offered any upgrades for your sub in real life? i just want to see other things taken into account other than sink ship x and get renown now go buy a better gun |
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Levels
The idea of 'special abilities' always bothered me and seemed to be paving the way for Silent Hunter to attract a wider audience. Things like that are way too 'rpg-ish' for me. Yes, they need to make money in order to continue the series, but if it has to be at the expense of the sim's quality (in relation to technical specifications), then that flat-out sux for us who care about such things. [Obviously the folks who want to stand on the bridge and shoot at low flying aircraft with a pistol could care less...:woot:]
http://i740.photobucket.com/albums/x...g?t=1257875354 The idea of the crew qualifying for a certain job, and getting new boats / gear / promotions based on performance is normal, rather than just randomly assigning some 'super ability' based on sinking X amounts of tons. Same with decorations, they need to scale with the performance of the patrols. |
Yea, maybe I should have clarified. I didn't mean special abilities at all, I just wanted my crew skills to be within normal human parameters, but to increase a skill at say, the speed of loading or accuracy of deck gun, shouldn't your crew have to use it, or practice with it? Even the crews ability to crash dive at a proficient level would be through practice. Remember that your crew would be green at the beginning of the campaign and hopefully be veteran by the end. I though it might be interesting to develop your crew for various stations such as emergency repair or engine room maintenance to lessen the possibility of break down, not to give them "wrench of the stars" with +120 to jump and kill DD captain:rotfl2:. Anyhow, I see that it went over like a lead balloon and not all are interested, each to there own I guess.
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Well, not everybody is going to interested in every idea, and not all are going to agree on how it should be done. Of course real people gain experience, but not as points, and all of us gain renown, which affects our credibility. The problem is that any game has to do things mechanically and by a set of rules that real life doesn't ever follow.
And part of it is in the way it's presented, or at least in the way the readers see it. Your idea of experience is a good one, but the minute you say "experience points" everyone immediately things of RPGs and dice-rolling, and stat sheets. I thing both experience and renown are great to have in a game like this, but they should mainly be behind the scenes. Your crew's experience of course has to be quantified somehow, simply so you can judge who's the best and see who needs more work. Your personal renown does indeed affect how your superiors see you, and should control whether or not your request for the "newest and best" is granted. It's a tough call to make, and though it's fun to discuss I'm sure the actual call was made by the devs some time ago, so all we can do is wait and see what we get this time around. |
@mookiemookie, I found a preview of the SH5 box artwork, just for you...
http://img405.imageshack.us/img405/6694/sh5.png :D |
Good one JScones :har:
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no soup for you! :D |
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http://imgur.com/MUK1z.png http://imgur.com/KZuo7.png http://imgur.com/CmLt0.png http://imgur.com/UJrMq.png http://imgur.com/vtjhL.png |
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Lol, don't give them any ideas! :O: |
Rofl! Maybe they should come out with two versions, one for the kiddies and one for the grown ups.:rotfl2:
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I think what people fail to understand is that by the time A U-boat puts to sea for a patrol the crew has had a minimum of six months of training at sea in the Baltic during sea trials, becoming proficient in every mundane task.
Sure there is room for improvement but probably not much as these guys could crash dive a sub in their sleep by the time they were sent out on a war patrol. The Captain and his choices probably had more to do with the outcome of any situation than crew ability. But what would be interesting is having crew get injured or sick as U-boats had no doctor aboard it could effect the efficiency of tasks. Say you have the deck gun manned in heavier than norm sea's, what would be the risk of crew being swept overboard or slammed against the gun or tower by a wave? Or riding the surface and its a huge storm, guys inside the boat would be thrown around risking injury. |
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