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Old 06-07-06, 11:14 AM   #42
bigboywooly
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Quote:
Originally Posted by CB..
yes that's probably one of the mian problems with finding an answer to this---it could be difficult to balance out the other factors influenced by this to make it worth while implementing--low crew numbers not enough to spare to man the guns- reload times of the torps etc etc etc --

what i think might be do-able is to alter the repair times for certain compartment rather thn doing the whole sub--

might be -- i don't know--

i did try an experiment on the repair crew "compartment"
which i think is compartment 5 (???)

NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7

i figured that if i reduced the number of crew allowed in that compartment to zero

NumberOfCrew5=0
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7


then it would be un-usable because it would allways be full not allowing you to place crew member in it to use the repair facility

strangely this didn't work--BUT what i found was that placing one officer (even a low ranking one without the repair qualification)
immediatley filled the green "health/efficiency" bar at the top to full

annoyingly this didn't work the other way round---

so setting it to


NumberOfCrew5=100
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7

gave the same result---one crew member filled the green bar to full

BUT it did show some promise for some exploration of the settings at least to try to understand them a little better--

what are the intervals all about --i have NO IDEA--might be something there...
what ever is done will probably have a swings and round-a-bout back lash some where else--
unless we can find some thing specific to repair that hasn't allready been discovered--

i suppose one alternative would be to render the crew very sensitive to getting injured (but very resistant to getting killed out right)

i'm kinda experimenting with this myself

Hp=6
wounded=-0.01
Dead=-1.5

this would immediately take a proportion of the crew temporarily out of action--slowing down repairs enormously- and simulating the need for repairs at the same time--"not enough crew" left to man compartments etc
so even if your engines are fine--you still dead in the water untill your medic can put the crew back to gether--i like this allso beacuse it makes the choice of medic qualification a MUCH higher priority than normal--it becomes essentail to have at least three or even four medics available - to get the crew back on their feet --

NOW THEN,,,:rotfl:
before you all jump down my neck about the realism of this...
whats the main issue--?
crew get injured during an attack--and need time to be put back to gether before proper full speed repairs can be attempted--
just treat the injurys idea and medic qualification as part of the repair system--they are not injured they are trying to find that dang specail wrench or spare part--of canabilising parts from one compartment to fix another--takes time--or they are trying to assess the damage --when things get damaged --it often takes longer to figure out what's wrong than it does to actually repair it--you don't immediatley have a full and complete picture of what is damaged and exactly what needs to be done to repair it--so having a dynamic number of the crew registered as injured after a bad attack (it allways co-incides with boat damage- and you never know which crew member and how many are going to be injured in the attack)--does a fairly good job of slowing down the repairs and disabling the boat in other ways--and as long as you set them up so they don't die---this will dramatically lengthen the amount of time it takes to get the boat back into some sort of good shape---as well as adding some interesting elements to crew management- petty officer qualification choices-- repair AND medic will have to looked at with equal importance -- and frantic sorting out of the crew during the attack--get the crew into a rest room with a medic (hope all you medics aren't injured to start of with--hint hint that's a good un right there if you think about it-- )

blimey ..loads of fun--

ok you can all throw a fit now--
Interesting way round it
Might work in the absence of just a repair fix - trouble is with this game when one thing is altered as you have shown it doesnt always work the way we want and may indeed have other results we dont yet know
Boils down to testing and testing ( which is very time consuming )

Still a good idea tho as bound to have casualties after a major attack so might just be the way to go
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