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Old 08-10-19, 05:45 PM   #8
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,189
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Quote:
Originally Posted by Hebe Vollmaus View Post
You know, but anyway: In SH3 there is no easy way on driving one screw and get the desired result. If you change one thing, that can change also things on completely different and unexpected area.

What you are trying to do may be some sort of balancing. Evan the professional experts or Game-developers (not only SH3) can fail and are failed on this.

There are alot of discussions on this topic, which i cant remember all. A short search on Subsim brings some results:

for SH4 but also relevant for SH3 (without thermal layer)
https://www.subsim.com/radioroom/sho...d.php?t=111395

in GWX are(!) hardcore-Destroyers
https://www.subsim.com/radioroom/arc.../t-137709.html

limits
https://www.subsim.com/radioroom/arc.../t-119826.html

limits, Modifying Search-beam
https://www.subsim.com/radioroom/arc.../t-194336.html

GWX "uber"AI
https://www.subsim.com/radioroom/sho...d.php?t=104377


Keep in mind, that changing the Environment can also have unwanted results to Sensors. For example visual sensor are relying on light and ambient-light.

This Game-balancing, once started, is an ongoing never ending process.

Greetings.



Yes, all true, thanks. It'd be to much work anyway; lots of things to change.


I've always got a kick out of someone thinking the AI, escorts, etc. in the game are uber, tough, whatever.
I have the feeling those that think so, do things that make the AI seem tough even when they're not.
I.e., hang around watching their torpedo, being at shallow depth and wondering why they get sunk, engaging every aircraft they run across, etc.
They must never have played AOD; that AI was much tougher <g>.


I find the 1939-1942 ai a cakewalk if one uses realistic tactics, etc.


Thanks for the reply !
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