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#1 | ||
Fleet Admiral
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IMHO, the tonnage on the larger targets in the tonnage model should actually be reward enough if you get the upgrade cost balance right. |
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#2 | |||
Sea Lord
![]() Join Date: Mar 2006
Location: Port Hardy, BC, Canada 75 yo with M.S. & C.O.P.D. & heart problems
Posts: 1,930
Downloads: 1
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#3 | |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
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__________________
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#4 | ||
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
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![]() Indeed, this could only be achieved by cloning each unit and using one clone (with one renown figure) for harbour traffic and one clone (with a different renown figure) for open sea. Or, to put it another way, it means adding 1GB or so of files to the game. Certainly not worth it IMHO. |
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#5 |
Fleet Admiral
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I agree that doubling the number of ship models is not efficient. As I said I think the best compromise would be to have the renown set against the tonnage which gives you good reward for what Kaleuns were historically rewarded for. There is no simple or efficient way of making the current system do much else other than an arbitrary number against the "value" of the ship sunk.
Other things I think would be nice but which I believe are either not possible or practical would be to reward for special targets which may be carrying certain cargo or passengers or taking a significant part in an action that was historically significant, i.e; saving the Bismarck from being sunk. To my knowledge neither of these things are possible with the current renown system and only a SDK that lets you rewrite it would make it so. |
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#6 |
Stowaway
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I think,there is actually a correct renown earning system in GWX.You must get bigger renowns if you face bigger threats,for example engage battleships,destroyers,aircraft carriers.Less renown should be given for less dangerous ships,for example unescorted merchants,cargos,tankers.So,general rule is renown should match the threat faced.
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