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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
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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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#2 |
Captain
![]() Join Date: Mar 2005
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As long those abilities are not beyond believe it could be fun.
But please dont make uber torpedoes just because the torpedo man replaced the explosives with mini nukes, it ruins the game. But if you gain a few seconds with reload the tubes or crashdive after a few patrols due experience, yeah why not. But like I said, it must not go beyond believe. Mud
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#3 |
Sea Lord
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Maybe "RPG elements" is their way of saying that the watch crew are armed with RPG's.
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#4 |
Dominant Wolf
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Good post, OLC, I was wondering whether I was the only one thinking this way, I'm glad I'm not.
![]() I understand very well this kind of new parameter can easily bring hesitation to all players as it was rather unexpected. ![]() But, since the future of the SH franchise depends on the success of this upcoming game ![]() Give it a chance and test it before complaining, people. ![]()
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#5 |
Machinist's Mate
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Certifications in SH3 gave a boost in 'efficiency' for specific sections of the sub. Crew member rank (gained by completing patrols) increased it even further.
You could certainly do away with laughable RPG-like abilities by implementing a more detailed certification/rank/experience system. |
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#6 | |
Maverick Modder
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It wasn't meant to be a lecture. I'm curious to know if the anti-RPG people have any better ideas than what's being done in SH5.
Quote:
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#7 |
Machinist's Mate
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Correct me if I'm wrong, but the fullness of the green efficiency bars in SH3 governed the speed and effectiveness of repairs, accuracy of your deck and flak guns, reload times for torpedoes, and the likelihood of successfully spotting enemies at longer ranges.
It wasn't a perfect system, but it certainly had a role in the game. I wouldn't call it meaningless. |
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#8 | ||
Commander
![]() Join Date: Dec 2001
Location: Großbritannien
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![]() Quote:
I don't think anyone would object to a well crafted, well reasoned promotion based system whereby experience translates to better performance. After five patrols and many hours drill, I really do hope that my Torpedomate can now do his job so well, that it's almost second nature, and that as a consequence, the torpedos load 1 or 2 seconds faster. I don't mind the idea that my Chief Engineer knows the limits of his boat because he's been to sea in her so many times, and that his inate knowledge adds a few feet of depth before crush is reached. So, while perhaps it's engaging in semantics, it's no less valid to say, that as a player, seeing (for sake of argument) a pop up box offering the player a level two soup upgrade: crew don't tire as quickly, the suspension of disbelief is eroded. It sounds and feels more like a we're playing a game, which we don't want to be reminded of. Quote:
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