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Old 05-16-10, 08:58 AM   #128
gouldjg
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Join Date: Mar 2005
Location: Manchester UK
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Arclight

I really appreciate all the hard work done here. This looks to be a great start.

Obviously we all understand that things such as torpedo damage and shell damage etc get upgraded via crew abilities by in some cases a significant degree e.g. deck gun damage gets a 70% additional benefit etc thus I am sure you are already taking into account the average of the upgrades e.g. finding a middle ground.

Unlike Sh3 where things were set at set damage levels etc, Sh5 does have a varying randomiser in play.

Lets say I fully upgraed my deckgun crew ability in line with stock = 70% increase in damage.

Lets also say, I am in battlestations mode, = additional 30% added to the passive ability,

I think you get the picture.

In one sence this is absolutely great e.g. no more fixed number science = a more dynamic game. In the other sence, this will make your work slightly more difficult or easy dependant on how you approach it.

Just some thoughts aloud. Hope it helps
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Gouldjg's Crew Ability Balancing Mod for SH5 1.2
http://www.subsim.com/radioroom/showthread.php?t=169630
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