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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Machinist's Mate
![]() Join Date: Oct 2007
Location: I live in The U.S. South
Posts: 127
Downloads: 44
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That's just it; I don't think there is a way to play it realistically the way the crew management/placement/ability system is set up. I think the way Ubi wrote the basic structure is fubar'd. Of course that's my opinion, but I feel the crew part of the game is the worst modeled part & garners the least attention from all the modders. Granted, I like the realistic medals modded into RFB (& maybe others) & I understand why Ubi couldn't do it themselves because of the copyright issues or whatever it was but that's not the basic layout I'm talking about, that's more immersion eye candy stuff.
For instance I have maybe 20 men to choose from in the "pool" & only one of those had better abilities than someone on my crew. After several cruises I have a boat full of dive specialists (yeah, like everyone else lol) & I go to the pool & I see exactly the same guys still there after two years! And not one of them has gone back to school or shipped out on a hurtin' boat. The stooge swabbies are still sitting there with skill #'s of 4 - 6 & the officers are just sitting sippin' joe & looking at posters of Betty Grable waiting for some of my crew to sleep with the fishes. |
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#2 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
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Well trying to cram in a role playing aspect into a simulation at the last minute and this is what you get.
In some ways its 'better than nothing' in other ways nothing might be better. I have mixed emotions about the whole crew thing. But having the 'active' ability crews scrolled off the board is a real SNAFU. ![]() |
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#3 | |
Swabbie
![]() Join Date: Sep 2008
Posts: 12
Downloads: 0
Uploads: 0
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Short of the outbreak of World War Three, the ship sinking... being attacked by a giant octopus, I'd like to be undisturbed for the next thirty minutes |
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#4 |
Pacific Thunder
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I finally experienced what was mentioned above. My "Active" crew special abilities have scrolled beyond the fuel gauge.
Looking at Ordersbar.cfg - has anyone tried changing the button order to put the Active's before the Passive Abilities? The upc file lists them in the same order as Ordersbar.cfg does however and probably for a reason - so that may conflict. Arrgh! .... lol Maybe I'll just have to prioritize and let some crew go so the Active ability shows up. It may sound silly but who can't resist a crewman with a 'little' extra torpedo knowledge ;-) Art Editing Ordersbar.cfg does not work. I just tried at sea and in port with no effect. Last edited by aanker; 10-04-08 at 12:29 PM. |
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#5 |
Nub
![]() Join Date: Sep 2008
Posts: 4
Downloads: 0
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Ok, call me newbie all that good stuff, I see where you are talking about "abilities", but I have absolutely no idea where you are talking about seeing them lined up, being able to click on them etc.... I searched around.... care to share a little more maybe? Would be greatly appreciated! Thanks
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#6 | |
Stowaway
Posts: n/a
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#7 | |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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Just for you Seaman Bergen
Quote:
click on that. Hope this cares to share a little more maybe? Is this of which you speak ?"talking about seeing them lined up." |
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#8 |
Grey Wolf
![]() Join Date: Mar 2005
Posts: 762
Downloads: 55
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When you are in the game, at the bottom of the screen is a row of special abilities (when you get them). From left to right they are first green (I think--haven't been in the game for a while) then yellow. The green ones (or whatever color they are) are passive and always in effect. The yellow ones you click on. These abilities have a time limit. An icon appears in the upper right of your screen showing a count down clock which gives you a visual of how much time is left for that ability. Once you try it your will understand--fairly simple.
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#9 |
Swabbie
![]() Join Date: Sep 2008
Posts: 12
Downloads: 0
Uploads: 0
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Just dump some of your crew and load up on seamen and after a couple of patrols they'll have thier stats up and might even get u some usefull abilities.
This system of dumping crew after every patrol is working for me at this point so you can load up on engine specialist and cruise around at 30+ knots or if you can get your hands on 2 rhinestone torp specialist and 3 fast torp loaders with increased torp speed you can have torps that are as fast as an "exocet" ,hit like an H-bomb, and reload faster than u can shoot em. ![]() After this tour of duty I'm going to collect/recruit nothing but useless passives like 20 medics and just play the game. ![]()
__________________
Short of the outbreak of World War Three, the ship sinking... being attacked by a giant octopus, I'd like to be undisturbed for the next thirty minutes |
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