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Old 04-16-06, 06:54 AM   #12
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
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Yep option 2 seems to work best thanks.

I did not want anything big in changes, but a little variety adds to the spice of life.

Well I am away for three days revision, so need to take some homework to play with regarding the whole game damage system and what can be achieved using your tool.

When I get back, I am building version 1.00

Which will be based on a mixture of realism and gameplay.

Basically It will just be me adding a mixture of chances for early kills based on a model similar to NYGM except I am making the upper decks of the ships contribute to the sinking via luck and probability.



NYGM is great but the wow factor has been lost in the process when I have been playing. I still yearn for the special effects and I want these special effect to be able to damage the ship.

Your tool allows me not to be limited by these set rule systems and lets me control chance and luck with the ability to turn it up or tone it down via one line text that can be added to the random file.

That’s what I call a damage model. I am not after complete historical accuracy at the detriment of gameplay and neither am I after quake at the detriment of historical accuracy.
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Gouldjg's Crew Ability Balancing Mod for SH5 1.2
http://www.subsim.com/radioroom/showthread.php?t=169630
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