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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sailor man
![]() Join Date: Apr 2005
Location: South Carolina
Posts: 45
Downloads: 38
Uploads: 0
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RFB/RSRDC
When I go to the Captain's Tab (K)...there are four choices...objectives, messages, ships sunk and captain's abilities. What's this tab all about? TXS |
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#2 |
Navy Seal
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Captain's abilities are cheap arcade game additions to the sim in the hope to make the game more approachable for "casual" simmers. Hey, that sounds familiar!!!
When I get a crewmember who suddenly sprouts "special abilities" I cast him overboard and pick up an authentic crewmember.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#3 |
Rear Admiral
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I toss some, keep some. I don't have a problem with a skilled mechanic or a med. Several really don't effect playability, but I'll toss those that do that have unrealistic skills. The way TMO loads them now I get too many that do the same thing and I hate losing my good guys that promote themselves to these special skills...hate when that happens. Obvious you promote them they get the skills, but some just do when you port...
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#4 |
Stowaway
Posts: n/a
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I keep the radar special but toss the rest, radar being something of a black art in those days there was (limited) scope for an operator to be far more effective than his run of the mill peers.
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#5 |
Ace of the Deep
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What kind of unrealistic features do they add? Engineers add a bit more speed, Radio better contact reports, etc...
What's so unreal about that?
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