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#15 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
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Just a quick note before bed.
I have come much closer to my ultimate game throughout today but more work need to be done. Ignore the previous modding notes as I have had a lot to change including some menu text in the crew compartments. I have attempted to apply a new approach to this so-called fatigue system that really cannot behave like humans at war no matter what we do; I now call it organisation instead of fatigue. I have changed the menu text to show this. Here is a few developments I am applying to give you an idea. The two rest bunker recoup Organisation at different degrees; one is the drill room where it simulates the captain motivating his crew. I have it set so that a 30% Organisation penalty is occurred for placing men in here but they recharge Organisation faster than the other R&R room which is just general Rest. The general R&R room gives a small immediate boost of organisation but it climbs much slower than the Drill room. These have been renamed also so they are called this on repair screen and a description is included. When you click on the station. Now the Crisis repair has the consequences I talked about earlier i.e. you get a huge organisation loss should you place a man here but sometimes it is essential as flooding needs to be managed so you have to prioritise. The torp rooms have a Organisation decrease level that should give be about right for a attack run though you may need to adjust here and there if you are lucky enough to be in a battle for multiple reloads. There is also a small penalty for rushing men into here so skills and qualifications play a big part here. Other rooms have very slow organisation loss but it does occur and there is also a small organisation penalty for swapping men around. Don’t worry about the watch crew as I will adjust this accordingly. The whole Idea is that you should manage your crew but not get completely worried until battle time. In addition, the gaining of qualifications and promotions is essential. The way I see it is this. We sail for one game week and every time we bob down for a sonar check we should just nip in to sort the men out. I have it set so that after a percentage of organisation loss is occurred, it should stop. I.e. Officers may only lose 70% org as a maximum where as sailors could lose 90%. This is based on Beery findings but works completely different. Damage has been lengthened and flooding is still being improved so that you should hopefully get very tense times if you are unlucky enough to get caught out by DD, airplanes etc. I have found that when I have multiple floods, I have to rush men in to fill the normal compartments just to help the crisis team cope. Remember there are penalties for swapping from compartment to compartment. Lots of fun and games and panic. Now I do think this is a much better system but I am the creator. We all have to remember that this is a mod with so many variants that no one can get it perfect. I will be placing a beta version up for some testers and to get a feel from what the other modders think. HOLLYWOOD 5 is Coming |
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