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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
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I really do miss the old school crew management. They have simplefy,d it . I mean i dont think most of the think are arcade , but if there is one thing that is hugely arcade its the so called crew management. Hell its not even crew management its a crew upgrade screen! I mean the fact that i cannot get new crew like in sh-3 is bad. I can only give them a iron cross?
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#2 | |
Watch Officer
![]() Join Date: Jul 2007
Location: Blackpool, England
Posts: 347
Downloads: 23
Uploads: 0
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#3 |
Chief
![]() Join Date: Mar 2010
Posts: 325
Downloads: 42
Uploads: 0
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Crew management is really a shambles in SH5. Its like they got caught between two minds as to how to do this part of the game and ended up with a sort of confused mash of upgrades, skills, abilities.
Its like they wanted to give a sub crew special abilities, akin to a mage class in a fantasy RPG. What next? an Invulnerability special ability - take no damage for 1 hour! :-) I would have preferred they kept recruitment and you could change your crew as in first games. And that these recruitables were mere mortals, some more talented than others, but none with ridicuolous magical powers. I like being able to interact with the crew but they should be changeable as long as you've got the renown to spend. |
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