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Old 07-13-07, 10:27 AM   #5
XanderF
Samurai Navy
 
Join Date: Jun 2003
Location: Portland, OR
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Quote:
Originally Posted by Jungman
2) Last easy idea is to make the Mark 23 available from the get go start of war and pretend it is a Mark 14 contact only, which it is BTY and more reliable. Mark 23 is contact only and no (less) chance to premature detenation. Make them cost renown since you are disobeying orders by disable the magnetic exploder which some captains did despite what SubPak ordered. Reflects your disobaying orders.
I actually like that idea - including the concept of it 'costing renown' to do it, as it does reflect disobeying orders.

I also agree that the switch-that-does-nothing is kind of silly in this context. First off, the idea you could toggle between 'magnetic' or 'impact' in a switch in the con seems somewhat ahistorical, anyway - they had to take the torpedo apart to change that setting, didn't they? So we shouldn't have the switch to begin with. As an indicator, it would be handy (so you could remember which tube you put magnetics in and which are contact-only), but...maybe even that is not necessary. If we modded the torpedoes in the game to have a separate "Mark 14 contact" and "Mark 14 magnetic", that would presumably show in the inventory, so you could see which is where.

Hmmm....I really like this idea!

EDIT: It would be worth pointing out that, pre-1943, it's buying the contacts that costs you renown, and post-1943, it's buying the magnetic Mark 14s that cost you renown - as the choice that is disobeying orders changes.

Nomad - did you have a chance to test the other torpedoes? Mark 18s, for example? How do these behave?
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