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Old 03-15-10, 02:50 PM   #16
Letum
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How would you boost a gun's damage IRL?
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Old 03-15-10, 03:19 PM   #17
reaper7
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Excellent, I had manualy edited the attributes file to get rid of the Torp speed increases, as they were one of the things messing up my solutions.
Still I never use the abilites (never remember to go to each station and select them).
But this Mod is a great addition and I will be installing it right away.
Thank you.
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Old 03-15-10, 11:37 PM   #18
avee
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Quote:
Originally Posted by Letum View Post
How would you boost a gun's damage IRL?
You would aim better and hit weak spots of the ships, i guess... It will be tweaked a bit in new update.
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Old 03-16-10, 12:12 AM   #19
LukeFF
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This is how I propose changing the pre-heat skill for the torpedoman:

Quote:
[SpecialAbility 18]
ID=Ability-Active-Preheat-Torpedo
NameDisplayable=Ability-Active-Preheat-Torpedo-Name
Description=Ability-Active-Preheat-Torpedo-Description
Levels= 1
AbilityType=TorpedoRange, TorpedoSpeed
AbilityValue= 67, 7

PointsRequirement= 0
AbilityRequirements= 0
LevelUpTree= 0
MoraleCost= 0
PointsCost= 0

AbylityActsIn= ALL

Activation=OnDemand
Duration=1800
Cooldown=0
The increase in range and speed is based on the preheated vs. non-preheated states for the T2 and T3. In addition, it's no longer a skill one has to spend experience points on in order to gain access to it.
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Old 03-16-10, 01:01 AM   #20
avee
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Quote:
Originally Posted by LukeFF View Post
This is how I propose changing the pre-heat skill for the torpedoman:

The increase in range and speed is based on the preheated vs. non-preheated states for the T2 and T3. In addition, it's no longer a skill one has to spend experience points on in order to gain access to it.
I think about it. But the problem is that this ability also affects T1 torpedoes and leads to unrealistic results.
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Old 03-16-10, 01:09 AM   #21
LukeFF
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Quote:
Originally Posted by avee View Post
I think about it. But the problem is that this ability also affects T1 torpedoes and leads to unrealistic results.
Really? elanaiba (SH5 dev) says it doesn't.
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Old 03-16-10, 01:23 AM   #22
rascal101
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Default Thank god -

This is excellent - something that could make this game really worth while - well done please continue with this

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Old 03-16-10, 01:36 AM   #23
avee
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Quote:
Originally Posted by LukeFF View Post
Really? elanaiba (SH5 dev) says it doesn't.
Both torpedoman speed/damage passive skill and preheat skill use same modifiers: TorpedoSpeed and TorpedoDamage. I`m sure they work for TI torps too...
Check this thread.
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Old 03-16-10, 03:39 AM   #24
avee
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Version 1.2 released!

Changes:

- tweaked some passive skills
- new passive skill - Rest Crew (Bosun)
- see below.

List of skills:

Code:
CHIEF ENGINEER

Repair Items
DISABLED

Increase Repair
DISABLED

Reduce Flooding Times
DISABLED

EXECUTIVE OFFICER

Battle Stations
DISABLED

Silent Running
Duration: Turn On/Off
Cooldown: 30 Seconds
Type: Active
Note: Needs Submerged State

MOTOR OFFICER

Overcharge Diesel
DISABLED

Overcharge E-Engine
DISABLED

Engine Tuning
DISABLED

Faster Battery
DISABLED

Sound Coating
Level 1: -2% Noise Signature
Level 2: -4% Noise Signature
Level 3: -6% Noise Signature
Level 4: -8% Noise Signature
Level 5: -10% Noise Signature
Type: Passive

NAVIGATOR

Diving Drills
DISABLED
Note: this ability increased speed instead of diving/surfacing rate

Crush Depth
DISABLED

Maneuvering
DISABLED

TORPEDOMAN

Preheat Torpedo:
DISABLED
Note: Works or all torp types! currently bugged with manual tdc.

Overcharge Torpedo:
DISABLED

Warhead Specialist
DISABLED

Torpedo Loading Drills
Level 1: -4% Torpedo Reload Time
Level 2: -8% Torpedo Reload Time
Level 3: -12% Torpedo Reload Time
Level 4: -16% Torpedo Reload Time
Level 5: -20% Torpedo Reload Time
Type: Passive

Torpedo Maintenance
DISABLED

BOSUN

Rest crew                  !!!!! New !!!!!
Level 1: -30% O2 consume, +200% Torpedo reload time, -10% Morale  Degeneration Rate, -80% Repair Speed, +50% Guns reload time
Duration: 3 Hours
Cooldown: 1 Min
Type: Active
Note: this is a first of my new active skills. You can let most of your  crew to rest. Imagine they have a sunbath or fishing if surfaced and  sleeping when submerged.
In submerged state it helps to preserve oxygen, because you consume less  O2 when sleeping. IMHO, it`s not very unrealistic and doesn`t give  insane bonuses for free. It can be useful in some rare situations - for  example, when you need to spend long time underwater.


Propaganda
DISABLED

Confident Officer
Level 1: -4% Morale Degeneration Rate
Level 2: -8% Morale Degeneration Rate
Level 3: -12% Morale Degeneration Rate
Level 4: -16% Morale Degeneration Rate
Level 5: -20% Morale Degeneration Rate
Type: Passive

Rationalize Oxygen
DISABLED

COOK

Special Meal
Level 1: +1 Morale Point
Level 2: +2 Morale Point
Level 3: +3 Morale Point
Cooldown: 12 Hours, 8 Hours, 4 Hours
Type: Active

Morale
Level 1: +1 Max Morale Point
Level 2: +2 Max Morale Points
Level 3: +3 Max Morale Points
Level 4: +4 Max Morale Points
Level 5: +5 Max Morale Points
Type: Passive

SOUNDMAN

Reveal Hidden Enemies
DISABLED

Total Revealing
DISABLED

Direction Finder Hydrophone
Level 1: +2% Hydrophone Range
Level 2: +4% Hydrophone Range
Level 3: +6% Hydrophone Range
Level 4: +8% Hydrophone Range
Level 5: +10% Hydrophone Range
Type: Passive

Darkness
DISABLED

RADIOMAN

Safe Communication
DISABLED

Direction Finder Radio
DISABLED

Direction Finder Radar
DISABLED

GUNNER

Precision Drills
Level 1: +5% Gun Accuracy  +2% Gun Damage
Level 2: +10% Gun Accuracy +4% Gun Damage
Level 3: +15% Gun Accuracy +6% Gun Damage
Level 4: +20% Gun Accuracy +8% Gun Damage
Level 5: +25% Gun Accuracy +10% Gun Damage
Type: Passive

Reload Drills
Level 1: -5% Gun Reload Time
Level 2: -10% Gun Reload Time
Level 3: -15% Gun Reload Time
Level 4: -20% Gun Reload Time
Level 5: -25% Gun Reload Time
Type: Passive
I need suggestions for new skills. What would you like to see?
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Old 03-16-10, 04:06 AM   #25
Therion_Prime
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Repair Items
DISABLED

Increase Repair
DISABLED

Reduce Flooding Times
DISABLED


Hmm .... I find these pretty realistic. Why disable them?
An experienced LI (and Crew) can certainly repair things faster.
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Old 03-16-10, 04:15 AM   #26
avee
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Quote:
Originally Posted by Therion_Prime View Post
Repair Items
DISABLED

Increase Repair
DISABLED

Reduce Flooding Times
DISABLED


Hmm .... I find these pretty realistic. Why disable them?
An experienced LI (and Crew) can certainly repair things faster.
Yes, experienced crew repairs faster. BUT! These skills are active.

Here`s what they so in stock version:

Repair Items
Allows to repair destroyed equipment. It`s totally unrealistic.

Increase Repair
Increases repair speed for 10 minutes. Is it real? I`m going to make a passive skill that improves repair times.

Reduce Flooding Times
Reduces flooding for 10 minutes. I thought that pumping capacity depends on equipment and (less) on general crew abilities, but not on the engineer`s temporary boost.


In my opinion, active skills have to be something like crew focus - slightly increase one ability and decrease others.
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Old 03-16-10, 05:28 AM   #27
Therion_Prime
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Quote:
Originally Posted by avee View Post
Yes, experienced crew repairs faster. BUT! These skills are active.

Here`s what they so in stock version:

Repair Items
Allows to repair destroyed equipment. It`s totally unrealistic.

Increase Repair
Increases repair speed for 10 minutes. Is it real? I`m going to make a passive skill that improves repair times.

Reduce Flooding Times
Reduces flooding for 10 minutes. I thought that pumping capacity depends on equipment and (less) on general crew abilities, but not on the engineer`s temporary boost.


In my opinion, active skills have to be something like crew focus - slightly increase one ability and decrease others.

OK, I'm convinced
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Old 03-16-10, 05:40 AM   #28
GDFTigerTank
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Really like what you're putting together avee. Thanks and good work!
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Old 03-16-10, 06:11 AM   #29
sergei
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This is definitely moving the whole crew skills thing in the right direction. Good work.
I am wondering about the silent running routine. 30 seconds seems a bit short?
Planning on tweaking this at all?

EDIT: Sorry, I read it wrong. It's a 30 second cooldown. I get it now!
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Old 03-16-10, 06:47 AM   #30
GDFTigerTank
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I've been looking for a way to detach skills from the crewmen but I can't.

I'm not a very big fan of my XO getting wounded and then magically my crew can't run silent or go to battle stations...
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