![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#32 | |
Planesman
![]() Join Date: Mar 2002
Posts: 187
Downloads: 89
Uploads: 0
|
![]() Quote:
Yeah like Horsa errr I said earlier ![]() Crew Quality - virtually every game has some sort of 'experience' rating and it adds to the game to have to PRESERVE your men so they can gain experience. A new ship/recommissioned ship would have a green crew that you'd have to 'work up' Added to this would be... Alert Status - I mean we have the General Quarters/Klaxxon button but it does SQUAT. It would have been pretty easy I think to simply link alert status to crew quality so that you have to keep the crew on low alert (or you'll tire them out/demoralize them) most of the time but of course this means they react pretty slowly to enemy threats - ammo will be in the lockers, etc. High alert means cleared for action but you can only keep them 'on edge' for so long before fatigue and morale will cause performance to suffer drastically (law of diminishing returns). Of course, a high quality crew would outperform a low quality one for a longer time... Mission variety - destroyers are the workhorses of the fleet performing a large variety of missions, not just sub hunts and fleet actions. Search and rescue, landing small naval parties on raids/espionage, convoy escorting, sub hunting, minelaying, hunting for enemy small craft, reconnaissance, fleet escort, etc. Heck old GATO on my Atari had 'rescuing downed fliers' missions! And this should have gone for SH2 as well - landing raiders/coastwatchers/agents and picking up downed fliers or sinking survivors. It may be a cosmetic issue in this game but whenever you read about DDs or watch movies, they're all MAKING SMOKE. This would block visual gunnery - good for screening purposes, but use up fuel reserves. Anyways that's really it for my rant/wishlist. cheers, Mountbatten
__________________
Nec Aspera per Ardua |
|
![]() |
![]() |
|
|