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Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
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VARIOUS CREW ABILITY BALANCING MODS TO SUIT VARIOUS PLAY STYLES (Jsme and patch 1.2 compatible)
Downloads MOD 1 = Unlockable Abilities with more realistic settings and working points system in place for upgrading (due this week as going through some test) Link to readme for this mod = TBA today Note:- This mod is in effect still the default system yet in many places, I have just got rid of the massive jumps in % when upgrading e.g. rather than 20, 30, 40, 50 % speed increases which took the sub to like 25 Knots, I set this to be more like 5, 7, 9, 12 because at those setting, the sub never really goes into stupid speed mode. Like wise for many other areas. You stillcan upgrade and still get upgrading but in a much less gamey way. Mod 2 = Unlocked Abilites with middle of ground values but no more upgrading for consistency = http://www.filefront.com/16455827/Go...ent%20v1.2.rar (Should work with all other mods unless the use change the same file e.g. other ability mods) Basically this one is a middle ground mod where it uses averages of each ability barring a few such as sub speeds and torpedo speeds which had to be tweaked / fixed so not as to affect maunual targeting too much and sub does not go at rediculous speeds Note:- the above mod are is most areas worked out at averaged values e.g. where a 5 stage passive ability such as torpedo damage looked like this 5% 10% 15% 20% 25%, this mod will round the ability to 17%. However the torpedo speeds needed to fixed along with more realsistic subs speed so in such cases, the numbers were kept minimul so as not to uber the boat too much that it actually felt like a arcade game. When using this mod, you will unlock all talents at the start and never need to unlock them as you go. Downside is that you will not be able to spend the crew talent points you aquire during your campaign. Detailed changes for Mod 2 CHIEF Can repair destroyed items = Currently kept to default values. Repair Speed = Currently kept to default values. In future will possibly tweak this add extra things on this such as penalties whilst it is used e.g. a small negative effect on all other passive bonuses, Reduce Flooding = Currently kept to default values. In future will possibly tweak this add extra things on this such as penalties whilst it is used e.g. morale loss, EXECUTIVE OFFICER Battle stations = Currently kept to default values which gives a 30% boost to all other passive skills and keeps activated bonuses up for 20% extra time. Silent Running = Currently kept to default values. MOTOR OFFICER now only has single upgrade level available. Engine speed increase = Set to 6% increase in surface speed and 6% submerged speed. Reason for change was fact that default boost went up to 25% thus taking the sub to a gamey level of 24 Knots plus. Reduce battery recharge = Set to 25% which is middle ground from default 5 stages ranging from 10% to 50% increases. Reduce engine noise = Set to 12% which is middle ground from default stages ranging from 5 to 25 % increases. Overcharge diesal = Set to 9 % increase in speed and 20 % fuel consumption. Much better IMHO that the 30 % speed and 50% fuel consumption. You get a extra knot or 2 max but thats it. Overcharge electric engine = Set to 8 % increase in speed and 20 % battery consumption. Again, there is a very small speed increase but nothing too WoW styled. NAVIGATOR Max dive depth = Set at 17% from stock max 5 - 25% Increase in turning rates and sturning speeds = set to standard 6 % from stock 6 - 30%. Again, I am not happy that a WW2 sub was ever meant to turn on a dime so to speak. TORPEDOMAN Increase torpedo speed and damage = Set to 1% for speed and 14% damage. As we know the stock values went upto 30% speeds and this was not being accounted for in TDC thus major missing of shots was encountered. This is a fix for that problem. Also stock damage boost was like 70% which is just overpowered. Reduce torpedo loading times = Set to -15%. I wanted to try and increase the loading times as they were too fast by stock values of upto -50%. Reduce torpedo dud chance = Set to -15% from stock max of 50%. Pre Heat torpedo = Set to 35 % damage increase and a very small 3% speed reduction. Again for the TDC but I wanted a small number to avoid absolute pin poining shots. Overcharge torpedo = Set to 15% range & 3% malfunction chance. Stock was max 30% range and 2% malfunction. Basically middle ground chosen here. BOSUN Reduce morale loss = set to 13% from stock max of 20%. Reduce o2 consumption = set to -20% from stock values ranging from -10 to -50 % Basically middle ground chosen again here. Propaganda = 20% bonus time effects , 15% time extention on the cool downs. Stock ranged from 10 - 30 %. Basically middle ground chosen again here. Riposte = -40% effect on loading times as stock starts with -80%. I wanted a longer loading time so reduced the effect. Cook Increase morale pool = set to +3 slots from stock max 5 slots. Special meal = Set to +2 morale to all crew from stock max 3. SOUNDMAN Boost sonar range = set to 20 %. Stock ranged from 5% to 25%. I think there is more potential here if sounman does indeed turn out to be useless. Reduce darkness penalty = set to -20%. Stock ranged from -5 to -25% so I went to the middle ground. Reveal enemy convoys = set to middle ground settings. May reduce time up in the futue Total revealing = set to middle ground. I may reduce the time that Reveal enemy convoys and Total revealing are on display in the future as I prefer the option to just get a glimpse rather than have them displayed on the map for long periods. RADIOMAN Boost Radio = set to 16% which is just above middle ground from stock values. I like radio updates. Radar range = set to 20% which again is just above middle ground from stock values. Safe Communications = set to 50% less chance of airstrike. This was a middle ground setting and dependant on whether of not late war air strike are not enough or too much, this will be tweaked. GUNNER Boost guns = set to middle ground settings 15% for all factors. Stock max went to 30%. Reduce reload times = set to -10% as I like the relaod times being slightly longer. Stock reductions started at 10% but then ubered to -50% Supress fire = set to -5% relaod times. Reasons same as above. WATCH OFFICER All settings kept to stock. INSTRUCTIONS FOR INSTALL AND USE Use with Mod Enabler or copy and place files in relevant locations. When starting a career, go to your crew screen and activate all available abilites. SMALL REQUEST As this has taken a painful number of days to put together, including lots of trial, errors and experiments with the occasional rolling back to basics and starting all over again, I would really appreciate some play tested feedback on this mod and the way I have set it up. Please have a good play around with it and post your feelings about it on here as this is one of those mods where players feedback will help further improve the mod to suit the different audiences. Thanks and copywright Thanks to the other Crew ability modders e.g. Avee etc. Please all feel free to use this mod as a base for any other mod, of course with due credit given to author. Enjoy ![]() Last edited by gouldjg; 05-17-10 at 07:04 AM. |
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