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Old 04-13-06, 07:46 AM   #5
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
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Hi Hemisent

I got the game now and can look at my tests lol.

I can send you my files of work done so far . I am only dealing with ships at this moment in time.

I have to say that at the moment, I am working with GW as a base but have had to reverse some of NYGM for my tests.

This means that my setup is completely different to what is out at the moment.

This is in no way a dissatisfaction with NYGM. I simply just do not fully understand the rules Der Teddy has applied and to me, I have lost many special effects that I wanted to keep.


I am just trying to get a personal feel combined with GW an NYGM.

I am hoping that some of the random features will provide a combination and variation between the both extremes.

Up to now I have just done the ships.

Preliminary tests show that special effects have come back and sinking has improved and is different each time (my taste only).

You will no doubt understand that the whole goal of mine is to not really know what to predict in the game. I want to feel uncertain and be dissapointed, suprised like the real capatains lol.

You will also understand that the amount of variables are too many to write a report for each. I am only working on gut feelings and previous Hollywood mods. There are no magical formula or mathmatical models in play here. That justv takes too long. I have a good feel for what is ok, and what to do to make it ok as far as a game is concerned.

Later, I will then decide whether or not to set variables so players can get longer sinking times. This has already been done to a good point.

Remember what I said about block 2 & 3 which is still wip.

These will enable players to add probabilities to their game.

Just send me your email and I will post wip to you later today.
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My Mods

Gouldjg's Crew Ability Balancing Mod for SH5 1.2
http://www.subsim.com/radioroom/showthread.php?t=169630
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