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Old 09-11-13, 10:30 PM   #20
CapnScurvy
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Join Date: Apr 2005
Location: Dayton, Ohio
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Yes I think "choices" are good for everybody. I'll admit, when I started looking through a couple of RSRDC's early war merchant/tankers campaign files I found a couple of errors in the Group numbering, and waypoint numbering sequence. It was a couple of days ago (and I tried to find it quickly today....but couldn't), but as I was scrolling down through one of the Merchant files, I found the RandomGroup number to be different than what the [Mission] number was. Meaning the RndGroup information wasn't going to be attached to the [Mission] it should have been. I also found the first "Waypoint" entry of another Group was numbered #2, not #1.....there were two #2 Waypoints listed. I'm not sure about the outcome, but when a Group's Waypoint doesn't start with the first waypoint......I'm thinking the group won't go anywhere, because it doesn't know where to start.

Having the SpawnProbability set to 15% or so.....or having the DelayMinInterv set so long in duration that the game won't look for mission spawning possibilities within a "blue moon", seems too unplayable to me. I said before, if some missions are rarely spawned, yet others are much more likely to be allowed to run their course......a predicitable pattern will emerge. You'll become too familiar with the few routes that are made available, while feeling you're the only ship in the sea while waiting on the others to spawn (if they ever will).

Correcting errors, tweaking percentages, and lowering elapsed time intervals should make for better game play for us all. More mission routes being run will create more variety. I'm guessing that's exactly what Lurker would have wanted too.
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USS Chesapeake Captain James Lawrence lay mortally wounded...
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Last edited by CapnScurvy; 09-12-13 at 07:49 AM.
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