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Originally Posted by jaxa
Beery, I play RUb and think about your idea of fatigue system. It is interesting, but has one fault in my opinion - it doesn't simulate sleeping/relax time.
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It has nothing to do with sleeping or relaxing. It's not supposed to simulate that.
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In vanilla SH3 fatigued green crewman must go to bed and rest frequently, experienced crewman rarely, but must too. Player has to think how to manage his crew and replace, for instance, fatigued qualified sonarman with other crewman. It is like in real life - everybody must relax and sleep, nobody works all the time.
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RUb's fatigue system doesn't simulate day-to-day fatigue. This is combat fatigue, which is completely different. As I've said many times before, you cannot recover from combat fatigue by taking a nap. Combat fatigue is a psychological condition - an illness - that affects a person's ability to function in the long-term. It may not manifest in terms of 'fatigue' at all. In fact the afflicted person may appear alert, and even unable to sleep.
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In RUb qualified crewman can stay at his station during all patrol and works. In fact, he will be tired, but player hasn't to replace him, because RUb fatigue system doesn't simulate relax time. In vanilla SH3 after rest he is relaxed and can go to his watch again.
I hope you understand what I want to say - after rest crewman should be little relaxed. I know that long patrol is very tiring and crew during patrol is more fatigued than at start time of patrol, but fatigue system should simulate rest time.
What do you think about it?
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If the RUb fatigue system simulated tiredness you might have a point. But it doesn't. It never has. The standard game's fatigue system simulates tiredness, but RUb's system doesn't. The system has been completely scrapped and a new system has been put in its place, using the same mechanics to simulate a completely different phenomenon. Tiredness is no longer an issue - the crew is assumed to take care of tiredness automatically by taking rest breaks. We should not have to worry about that because good rest management is a simple matter of scheduling rest periods. Even the worst-run U-boat had proper rest periods scheduled. This shouldn't require player input, and the biggest problem with the standard game was that it required the player to micro-manage rest periods, which is in my view a ludicrous waste of the player's time and energy.
You'll have to excuse me for seeming a bit frustrated at this point. This must be about the hundredth time I've had to explain that RUb's fatigue system is not meant to simulate tiredness. I really just do not know why so many people still cannot understand the very basis of RUb's fatigue system. It's laid out as clearly as I can state it in the readme file:
"Patch Notes:
Fatigue: the new fatigue is based on a combat stress model. It is no longer fatigue."