Quote:
Originally Posted by vergol
Correct me if I'm wrong, but the fullness of the green efficiency bars in SH3 governed the speed and effectiveness of repairs, accuracy of your deck and flak guns, reload times for torpedoes, and the likelihood of successfully spotting enemies at longer ranges.
It wasn't a perfect system, but it certainly had a role in the game. I wouldn't call it meaningless.
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Correct, but how much impact did those things really have? As I said, I'm not sure the engine room bar did anything at all. Same for the command room bar. The deck gun only ever got used on large unarmed targets at short range, so the crew experience made little real difference there, and the flak gun never got used at all except by idiots. Torpedoes are reloaded after all the depth charges have stopped and you're back on the surface in TC. I don't think I ever managed to get back into a firing position before the crew had finished loading them. So none of those bars made any appreciable difference at all to my game.
One thing not on your list is the radio room bar. That made quite a big difference to the ability of the sonar guy (and presumably the radar guy) which did have quite an impact on gameplay, as did the ability of the watch crew which you mentioned, but in both cases it was a
negative impact on gameplay. The sonar guy was like a deaf mute until he had the full green bar at which point he became like a deaf mute with a hearing aid. And the watch crew couldn't spot **** with less than a full green bar.
The only good one was the repair crew, who could really make the difference between life or death in some situations, but even then only after modding. The stock repair team could repair anything in five seconds with no experience at all.
So, all in all, the SH3 system was not a good system IMO.