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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Stowaway
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get rid of the system where ship x = this much renown and go with a formula system based on completed missions + time it took you to complete missions (maybe) + and your officer performance/proficiency reviews isnt this how you advance and get promoted (or not) and determines if you are offered any upgrades for your sub in real life? i just want to see other things taken into account other than sink ship x and get renown now go buy a better gun |
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#2 | |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#3 |
Stowaway
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The idea of 'special abilities' always bothered me and seemed to be paving the way for Silent Hunter to attract a wider audience. Things like that are way too 'rpg-ish' for me. Yes, they need to make money in order to continue the series, but if it has to be at the expense of the sim's quality (in relation to technical specifications), then that flat-out sux for us who care about such things. [Obviously the folks who want to stand on the bridge and shoot at low flying aircraft with a pistol could care less...
![]() ![]() The idea of the crew qualifying for a certain job, and getting new boats / gear / promotions based on performance is normal, rather than just randomly assigning some 'super ability' based on sinking X amounts of tons. Same with decorations, they need to scale with the performance of the patrols. Last edited by Sevrin; 11-10-09 at 12:51 PM. |
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#4 |
Seaman
![]() Join Date: Apr 2002
Location: Canada
Posts: 41
Downloads: 20
Uploads: 0
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Yea, maybe I should have clarified. I didn't mean special abilities at all, I just wanted my crew skills to be within normal human parameters, but to increase a skill at say, the speed of loading or accuracy of deck gun, shouldn't your crew have to use it, or practice with it? Even the crews ability to crash dive at a proficient level would be through practice. Remember that your crew would be green at the beginning of the campaign and hopefully be veteran by the end. I though it might be interesting to develop your crew for various stations such as emergency repair or engine room maintenance to lessen the possibility of break down, not to give them "wrench of the stars" with +120 to jump and kill DD captain
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#5 |
Eternal Patrol
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Well, not everybody is going to interested in every idea, and not all are going to agree on how it should be done. Of course real people gain experience, but not as points, and all of us gain renown, which affects our credibility. The problem is that any game has to do things mechanically and by a set of rules that real life doesn't ever follow.
And part of it is in the way it's presented, or at least in the way the readers see it. Your idea of experience is a good one, but the minute you say "experience points" everyone immediately things of RPGs and dice-rolling, and stat sheets. I thing both experience and renown are great to have in a game like this, but they should mainly be behind the scenes. Your crew's experience of course has to be quantified somehow, simply so you can judge who's the best and see who needs more work. Your personal renown does indeed affect how your superiors see you, and should control whether or not your request for the "newest and best" is granted. It's a tough call to make, and though it's fun to discuss I'm sure the actual call was made by the devs some time ago, so all we can do is wait and see what we get this time around.
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