Well it has been almost 3 weeks since discoveries were made and I felt people should at least get a feel for the future of the damage modelling in this game.
I am sure Jungmann is very hard at work on his project and I look forward to the die hard mod myself especially if he has also discovered new stuff that could triple repair times or make the DC attacks more varied.
As it stands now, I was just bored of waiting for a framework so decided to try myself based on previous findings and my personal feel of game play.
When testing you have to remember that you start on 505 with a fully fit crew. The new crew model is dynamic in that when playing on the campaign, your crew may not be all-full of beans and rearing to jump into action especially if you have been placing them all on 16 hour shifts between contacts.
There are just too many variables to consider in damage modelling and I have decided I have to draw the line somewhere and get a model out for players of this game.
It is the feedback from you guys that will get a released version out on Monday night.
I don't want science, I just want your gut feelings on game play and good examples of this mods strengths and weaknesses.
People do not have to use the fatigue model I use but to get the most from this game, I do recommend they consider some advice I give on Monday. It will at least enable them enhance their own games by far but not to the extent of this crew model.
I will be posting a full tweaking tutorial on all findings up to date and for those of us who have Timetravellers excellent tools, I recommend people to start experimenting with DC and hedgehogs. You may find your personal settings to be more thrilling, realistic or fantasy based.
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