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#1 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
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for the torpedo man, there could be an ability to reduce dud rates/increase accuracy. Torpedoes require a lot of ongoing maintenance and unless they are kept finely tuned, they could easily go off track (i.e. runs too deep, can't keep correct gyro angle).
for the sonar man, his ability to detect contacts would go up with his skill level. It does not appear in the game, since sound contacts are very noticeable, but in RL, sound contacs may be very faint and hard to distinguish from the background sea noise. A good sound man can make a difference.
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![]() Last edited by Bilge_Rat; 03-15-10 at 01:32 PM. |
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#2 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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Tweaking the skills is much better than outright throwing them away since people don't like "RPG" stuff. I have a suspicion that the game has been balanced with those skills in mind (totally ignoring the whole torpedo speed thing) so removing them could be bad.
Making them useful though, all for it! ![]() |
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#3 |
Commodore
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Rather than hijack Avee's release thread, maybe the discussion can move to the thread CCIP started on the subject a few days ago.
http://www.subsim.com/radioroom/showthread.php?t=163598
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