Quote:
Originally Posted by Stoli151
I totally agree the program wasn't very successful in RL. The mod in SH3 however, made me approach lone merchants in the early years with caution. Although I only met 3 in game, 2 of them ended my career. Knowing the small chance that they were out there was enough to make me think twice about just cruising up to single ships with my deckgun to save torpedoes. What an unpleasant surprise it was when that old rust bucket opened up on me with the power of a light cruiser. So I think the mod would be totally worth it if someone did one for SH5. I do also agree that the chance of running into one should be small, as it was in the SH3 mod.
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Three encounters in how many careers? This is probably still too much, but I agree with you on the deterrent effect anyway
P.S. I had a look into stock SH5 armed merchants, and I didn't see any special setting/controller attached to their main gun bones. But the bones themselves are placed in some underdecks not immediately visible to the observer, or they are well within the hull
Has anyone seen these ships firing in game?
Moreover, someone in Jimbuna's Q Ship thread suggested using SHIII's trap container, though this method wasn't flawless.
In any case, after solving the puzzle of how to conceal armaments, creating proxy copies of any merchant featured in game, and converting them into Q-ships is really easy