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Old 03-24-10, 07:16 AM   #1
Dave Hansen
Sailor man
 
Join Date: Apr 2005
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Default Captain's Abilities

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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Old 03-24-10, 07:36 AM   #2
Rockin Robbins
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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Old 03-25-10, 05:13 AM   #3
Armistead
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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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Old 03-25-10, 10:52 AM   #4
Randomizer
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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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Old 03-25-10, 06:33 PM   #5
Admiral8Q
Ace of the Deep
 
Join Date: Jul 2002
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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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