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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
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![]() thanks, I'm trying to see where they came up with these skills to see which we should keep.
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#2 |
Machinist's Mate
![]() Join Date: Apr 2009
Posts: 121
Downloads: 44
Uploads: 0
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Instead of just "setting all skill effects to 0" and making them cost 1000 points, you could actually modify the passive abilities so that they represent realistic abilities and your crew gain them as they become more experienced.
Ex. Sonar detection improvement yes +25/+50/+100% is stupid. But what about +5% range per level + a 5% increase in propeller detection? Much more reasonable AND realistic. Or a 5% increase in the accuracy of a sonarman's guesses on range to target per level? Again, sounds like something gained by experience rather than magic. Ex. 2 Torpedoman increasing warhead damage - yeah pretty dumb But what if instead it was -10% chance of torpedo failure per level? Hmmm again much more believeable isn't it? Ex .3 Chief engineer making your boat faster - what did he add a nitro boost system? But an ability making you 2 or 3% quieter per level because he's an alte-hassen who knows how to get the most out of the engines? Useful and realistic. Why just take these abilities out of the game entirely when they can be modified and made to enhance the game in a realistic fashion? It's also a much more pressing issue imho to untie detection range from morale.... there's no way a crew is going to miss a destroyer at 3000 yards in broad daylight just because they're not happy.... You take out the morale building abilities and save game files become completely useless unless you're in port. |
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#3 |
Commodore
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That's a nice stopgap. But building on GDFTigerTank's thoughts, the midrange of a skill could be the normal, unmodifed value and have the lower sets provide a negative to portray a green crew's rising level of competencey. Something like -10%, -5%, 0%, +5%, +10%. It'd be nice if you could make it so each crewman could only raise the skill once per patrol to make a more realisitc rate of progress.
This would all be part of turning the skill/rpg elements away from the dark side to be a force for good.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#4 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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I believe that's what Ducimus (or maybe the RFB guys....forgive me, I can't remember who exactly) tried to do in SH4 - turn the superhero skills into something realistic. I think that's the way to go here.
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#5 |
Machinist's Mate
![]() Join Date: Apr 2009
Posts: 121
Downloads: 44
Uploads: 0
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Edit:
Awesome, can't wait to see what you do with it! I've tried to give it some time and enjoy the game before I got into modding and tweaking, but obviously it's time to get off my @** as I'm starting to get picky with other ppl's mods ![]() |
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#6 |
Loader
![]() Join Date: Mar 2005
Posts: 87
Downloads: 101
Uploads: 0
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This sounds like the finished product would be a mod that many of us would very happy to install. I believe the way this game started out, it was only a degree or two away from having floating power up bubbles!
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#7 |
Seaman
![]() Join Date: Feb 2010
Posts: 42
Downloads: 28
Uploads: 0
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Update here.
Changes: Skillls enabled: - Passive: - Reduce engine noise: 2%, 4%, 6%, 8%, 10% - Faster torpedo reload: 4%, 8%, 12%, 16%, 20% - Reduce morale decay: 5%, 10%, 15%, 20%, 25% - MaxMorale: 1, 2, 3, 4, 5 - Sonar range: 2%, 4%, 6%, 8%, 10% - Boost Guns - only affects accuracy and damage: 5%, 10%, 15%, 20%, 25% - Faster gun reload: 5%, 10%, 15%, 20%, 25% - Active: - Special Meal: cooldown 12, 8, 4 hours Added "- DISABLED" comment to disabled skills localization Skills costs are now gradual: lvl1 costs 1 point, lvl2 - 2 points ets. BTW. Does anyone know how to edit skill selection menu? Last edited by avee; 03-15-10 at 01:57 PM. |
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#8 |
Seaman
![]() Join Date: Feb 2010
Posts: 42
Downloads: 28
Uploads: 0
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#9 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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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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#10 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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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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#11 |
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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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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