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Old 09-15-08, 12:23 PM   #1
Zayphod
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Default Prevention measure to keep gun crew from injury

Noted that even while submerged, if the deck guns are damaged, so are the people who man then (even while safely inside the sub).

Was going to try something to prevent that, just wanted an opinion on it:

Remove 3 people from DC team, and put those three guys in there instead (two for the deck gun, one for the AA).

If they're not in those slots, they shouldn't be injured while submerged right?
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Old 09-15-08, 12:49 PM   #2
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Right.. besides why would there be crew in those 'slots' while submerged anyhow?

Silly game.
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Old 09-15-08, 01:57 PM   #3
FIREWALL
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I wish there was a way to assign various crew members around the boat to DC.

Then when you clicked a button they moved to DC.

Like in SH3. But preselect by skils when setting up crew.
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Old 09-15-08, 02:03 PM   #4
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Just move them out of the deck gun slot/aa into the sub.
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Old 09-15-08, 02:12 PM   #5
Zayphod
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Quote:
Originally Posted by Task Force
Just move them out of the deck gun slot/aa into the sub.
That's the idea, I just have to have 3 empty slots to move them to, and figured that DC would be just right - if they're not busy shooting something, they can fix stuff instead.
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Old 09-16-08, 02:15 AM   #6
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RFB will have a new feature like this to go along with the new submarine damage model: 3 slots have been added to the conning tower for the watch officers, and a new "Hogan's Alley" (aft battery crew quarters) set of slots have been created for the rest of the watch crew. This way, the bridge watch won't be injured if depth charges damage the bridge.
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Old 09-16-08, 05:19 AM   #7
STEED
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Quote:
Originally Posted by SteamWake
Right.. besides why would there be crew in those 'slots' while submerged anyhow?

Silly game.
Another bug for the GWX4 team to iron out.
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Old 09-16-08, 05:30 AM   #8
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Yep and theres planty of them.
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Old 09-16-08, 07:08 PM   #9
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Geez, I guess I was talking to the wall when I made my last post...
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Old 09-16-08, 07:43 PM   #10
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Quote:
Originally Posted by LukeFF
Geez, I guess I was talking to the wall when I made my last post...

I heard you. Can't wait to try it out. Is the RFB team still shooting for an end of the month release? (crosses fingers)....CH
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Old 09-16-08, 10:39 PM   #11
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Quote:
Originally Posted by Coolhand01
I heard you. Can't wait to try it out. Is the RFB team still shooting for an end of the month release? (crosses fingers)....CH
Yes, we are. Currently we're integrating PE4 into RFB and finishing up the first phase of the new ship damage mod. Once that's done, we should have a new public release ready.
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Old 09-17-08, 10:07 AM   #12
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Coolhand01
I heard you. Can't wait to try it out. Is the RFB team still shooting for an end of the month release? (crosses fingers)....CH
Yes, we are. Currently we're integrating PE4 into RFB and finishing up the first phase of the new ship damage mod. Once that's done, we should have a new public release ready.
Luke, you forgot to add the as it's the closest to a wall we got here.

Great info though! Sounds like the GWX team is going to really get this baby up and runnin' like it did with SHIII. This is going to be a good one.
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Old 09-17-08, 10:46 AM   #13
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Quote:
Originally Posted by LukeFF
Yes, we are. Currently we're integrating PE4 into RFB and finishing up the first phase of the new ship damage mod. Once that's done, we should have a new public release ready.
Sweet ! Cant wait
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