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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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I'd put two magnetics in each warship.
Steve |
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#2 |
Chief of the Boat
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Wouldn't matter if the previous detail did not commute with the game engine.
Look at it this way....you see a ship approach, it has suffered heavy damage from an earlier attack from an AI sub and is ablaze, the weather is heavy and she is floundering, slowly but surely. All damage points have yet to be expended otherwise she would not be underway, she would have sunk. You come across her and give her the last rights with a few deck gun rounds or perhaps an eel. The damage you have inflicted tips the balance ie: no more damage points....you get the credit for the kill. |
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#3 |
Kaiser Bill's batman
Join Date: May 2010
Location: AN72
Posts: 13,203
Downloads: 76
Uploads: 0
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I'm not sure, in my careers so far I've only gone after merchants and the odd armed trawler, notwithstanding my early/pre-war forays into Blyth/Dover to catch the warships on the quay. It would be nice to claim some warships, and the bigger the better, so the carrier it'd be.
But I'd miss, and then get hunted down in the shallows and DC'd with no sign of remorse ![]()
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