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Old 04-28-07, 10:23 AM   #3
Beery
Admiral
 
Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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Quote:
Originally Posted by tater
1. I haven't really seen this effect, I very rarely get DCed at all.
Attacking task forces using the unmodded game I found that almost all of them are set up with 15 escorts - all level 4 - with a 30% spawn rate. This means that each task force has about 5 elite escorts. I've never been able to escape when two or more of these guys have latched onto me. On the other hand I've yet to test going under a layer - that might work. If it doesn't though, I'm probably going to reduce them to CrewRating=3 because at 4 these guys are virtually certain death, and I'm of the opinion that if a sub got deep it should be virtually undetectable, even by elite crews.

Quote:
2. By this you mean the contact reports that are part of the "Group Properties," correct? I agree they need a massive lowering, I have already done so in my experiments. 20% might be too high if you change nothing else about the layers since the chance of a mission spawning for many of those is 70% every 140 hours. I dropped the contact report %, the % for many to spawn in the fisrt place, and I increased the time between attempts to respawn the convoy/TF/etc. In the case of TFs, I looked at the RT time to the point the mission starts, added a week or two, and used that.
I tried reducing the spawn rate but I wasn't all that happy with the result. If I can reduce the chances of finding ships I'm happy to leave the populations high. What I'm really trying to do here is make the player work a bit more for contacts - I usually find that when everything is handed to the player on a platter it reduces the fun factor, and unfortunately in the unmodded game contacts are definitely handed to the player. Adjusting the rate of respawn is an interesting idea that I hadn't considered.
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