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-   -   Renown in GWX (https://www.subsim.com/radioroom/showthread.php?t=179325)

VONHARRIS 01-21-11 12:45 AM

Renown in GWX
 
Ok , I have a question for you.
Can anyboby tell me the renown points credited for sinking ships in GWX?
For example , how many points will I receive if I sink the HMS Hood?

I just thought of that : Is there any mod , or can one be made to give points for damaging ships? It is a pity to leave a Revenge class behind dead in the water because you don't have any torps left. At least you should be rewarded for putting her out of service fo some time.

Thank you all.

Sailor Steve 01-21-11 01:39 AM

Open up Data/Sea/NBC_Hood/ and then the NBC_Hood.cfg file. There you will see 'RenownAwarded=1800'.

You can of course do this for any ship in the Sea folder, which is any ship in the game.

VONHARRIS 01-21-11 05:18 AM

Thank you Sailor Steve.
I have never thought to look there.
I will make a list of ships and their renown.

Hottentot 01-21-11 05:46 AM

Quote:

Originally Posted by VONHARRIS (Post 1578958)
It is a pity to leave a Revenge class behind dead in the water because you don't have any torps left. At least you should be rewarded for putting her out of service fo some time.

Offtopic, but this is something that has confused me in some other sims as well. Like in Sturmovik I can shoot an enemy aircraft literally to pieces, but as long as it makes a crash landing, even if it's in enemy territory, I'm not credited a kill. Or, even better, it's already flaming and then some other idiot puts one bullet in it, it crashes into the trees and that helpful shooter gets the credit.

I wish sims would adapt some sort of system of crediting the damage done. I'm no developer, but it's beyond me how they can create a complex flight models, stunning interiors, gazillions of different things that together decide, for example, if you are detected or not. And then the only difference they can make with the enemy is if it's dead or alive. Mind boggling.

Sailor Steve 01-21-11 12:37 PM

It's not a matter of whether they "can" do it, it's just that they didn't think of it. They don't always know when their players are going to be picky and when we aren't.

Hottentot 01-21-11 12:56 PM

I wasn't bashing the developers, even less any specific developers. What confuses me is that this happens in most sims. Actually I can't think any sim from the top of my head that doesn't have a system like this. Dangerous Waters might have implemented credit for damage, but I'm not sure since it has been a while since I played it.

And as you said, the developers probably could do it, I don't doubt that either. So I just find it confusing that no sim hasn't (as far as I know) implemented anything like this, when on the other hand we keep seeing more and more advanced details in the simulation itself. I guess in the end it's a cousin to the question "if Aces of the deep had wolfpacks, why doesn't the Silent Hunter III have them?"

Sailor Steve 01-21-11 01:21 PM

Ah. Good point, then. :sunny:

Damo 01-21-11 04:21 PM

I now and again play Eve Online ( I know, I know, shush now...), but they have a great approach to damage and kill crediting. Every ship destroyed by players will produce a killmail, a record of the engagement that details the percentage of damage caused by each person involved, even those that are purely logistics, just jamming a ships sensors or disrupting it's warpdrive without actually causing physical damage. No 'shouldershooters' here (yes I fly IL2 too so there's my redemption), and everyone gets a slice of the pie.

Now if only simulations would put in an algorithm that measures the damage sustained from each source, so storm damage would get a percentage, the player shooting would also, the one that causes the most damage gets the credit. I've only ever really thought this way about IL2 but your post has highlighted the fact that it could be a very welcome system in countless other games too, including SH.

And Sailor Steve, when you say they don't know whether we're gonna be picky or not, Ubi really should have taken a long hard look at these forums before they even started working on SH5, cos they obviously didn't did they? LOL. That's a whole new conversation that's been thrashed out all too often already me thinks...

:rotfl2:

sukitha 02-08-11 01:31 PM

there's a list here.:)
http://www.filefront.com/user/JimbunaGWX2/

Tessa 02-09-11 03:44 AM

During the war itself you didn't get any credit (towards your tonnage totals) when you damaged a ship. It would frequently get you a commendation like a MID (mentioned in dispatches) but wasn't counted towards your tonnage in terms of getting medals.

In reality severely damaging ships did cause a lot of problems, effectively removing the ship from service till it was able to get repaired; which in the cases of large warships or tankers could be months. For a game to really make use of damaging a ship it would have to remove it from the game for x time while it gets repaired and be a truly dynamic campaign engine.

desirableroasted 02-09-11 05:06 AM

Quote:

Originally Posted by Tessa (Post 1593809)

In reality severely damaging ships did cause a lot of problems, effectively removing the ship from service till it was able to get repaired; which in the cases of large warships or tankers could be months.

I recently re-read Robert Massie's Castles of Steel, an account of how Britain and Germany (and, more interestingly, how their admirals) used their fleets in the Great War.

One recurring theme is how handling damaged ships became a logistical nightmare. In some cases, both Admiralties would have preferred the ship to be sunk outright (if the crews could be brought off), rather than work out how and where to repair a cripple.

frau kaleun 02-09-11 08:57 AM

Quote:

Originally Posted by desirableroasted (Post 1593855)
One recurring theme is how handling damaged ships became a logistical nightmare.

I would imagine so, particularly if it had to be towed any considerable distance... which would involve resources that could've been put to use elsewhere, not to mention making everyone involved vulnerable to attack unless properly escorted, which would take up even more resources that could've been used elsewhere.

danexpat 02-09-11 03:55 PM

I could swear that a ship I hit had its rudder stuck in a hard turn to port. It was bobbing out of the water due to flooding astern.

Does the game model rudder damage for AI ships the same way it does for our u-boats?

Jimbuna 02-09-11 04:37 PM

Quote:

Originally Posted by sukitha (Post 1593286)

I'm not certain but that may be an old list.

Cabaron 04-30-12 06:11 PM

I sank 19,000 tons of british shipping in '39.
Realism: 50
Ships sunk: Granville Freighter, 2 Small Coal Tenders, 2 Pelagic Trawlers, 1 Small Freighter.

For this i recieved 120 Reknown, is this normal? At this rate itll take me years to buy a new sub, or better equipment.


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