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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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Most of us have had a good joke or two about the RPG side of SH5, but I've been thinking... is it that bad? How could it be better? People have commented that making the boat turn faster and dive deeper is unrealistic because these things are fixed in real life. Okay, but in that case what would you replace these "abilities" with?
Obviously some things are easy to code and are realistic too. More experienced gunners will hit their targets more often and maybe even reload faster; a weapons officer who gives dodgy firing solutions which get less dodgy as he "levels up" would also be great IMO; but beyond that? How do you factor the importance of the crew's experience into a simulation of a boat that actually has fixed performance parameters? Seems to me the only answer is: you unfix them and make them variable, which is exactly what the devs have done. We've all seen the quote "all you need is good men" in GWX. How would you build that into the game?
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