Quote:
Originally Posted by GoldenRivet
(Post 1255487)
I dont think that a torpedo officer who can jam the steering mechanism of the torpedo to create circle runners (Which is an AWESOME idea by the way) - or warm up the weapons to give them a slightly longer range is "magic"... calling it that is a bit of an exaggeration.
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as for the navigator - who said he changes the curvature of the earth?
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I think the problem people have with the abilities is not the fact that taking care of the torpedoes gives them a longer range. It's the fact that this torpedoman can make the warhead do more damage. Or the guy who can make the boat turn faster. Or dive deeper. Or the magic senses of the hydrophone operator. These are things that just would not be possible.
The Warhead has a certain amount of explosive of a certain type. Unless the torpedoman is bringing aboard extra explosives and rebuilding the warheads while on patrol, the torpedo will not be more powerful. The turning of the boat is controlled by physics. The crew is not going to be able to bend space and time to make the boat turn any faster. The crush depth of the boat is based on physics as well. The chief engineer can't keep the hull from imploding with happy thoughts. If the hydrophone operator can't hear a ship, how is he supposed to be able to give you it's location?
That's what's wrong with these abilities. There is no way they can work without magic.
As for the navigator, if I get a navigator who doesn't know how to plot a great circle route, he's getting tossed overboard and replaced with someone who wasn't sleeping in class.
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