Quote:
Originally Posted by goldorak
In any case some things have to take into account playability yes even in a simulation. And before people start knocking down RA, Lwami in the last versions (although it was finally corrected) went completedly overboard in making the SSK practically invisibile.
So much so that Molon Labe in Lwami 3.10 reajusted the values for something more balanced.
You have to balance realism with playability.
Those that think otherwise would be better served by enlisting in a real navy and use the professional simulators.
Thats real work.
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We did move a few submarine active source levels up in 3.10, but it wasn't done for balance. It was done because I accidentally moved the low end too far down in 3.09 and acquisition ranges ended up shorter than we ever wanted them--unrealistically short, at least in my estimation.
There are a number of spots where balance is accounted for in the mod, though, so your point remains valid (as long as Batman isn't riding an elephant, anyways).