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#11 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
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CB
There is a master plan of mine to put all of this is one pack once this last nagging problem is on a even ground. I think most of the remaining hardcore players will be able to tweak the small differences as they please. As long as I get a fair pack out that does not force players into the way or the highway style of play. It is quite easy to get things destroyed on sub now that we know how to up the hull integrity plus the fact that we also know exactly what crash speed is also. I propose to half the sub HP so that collisions with ships are better represented in the game i.e. your dead, period. Of course it is then a matter of halving everything else to compensate i.e. all weapons etc. I suspect we will automatically get better deck gun representation and better surface battles as all ships have lower weapon values to match the low hit points the dev team allocated to them. This should make things like the surface battles a bit more fun and longer lasting. The trick is so that the torps are not so affected and thus the ships will still have a glorious end. In the past we had tweaked too much with ships upper deck values and thus people started getting boring sinkings as the upper areas were not triggered to explode when in contact with water and the crash speeds. I do feel that it may be best to up the armour of the DD keels though. We should just not be able to have that much success with them. I want to combine the air power mod but set new damage values to match new gun values and new zones.cfg values. I want to add the latest radar mod so players get better chance to dive unless they feel lucky or suicidal. I just need to check the sub nets and hope this can be tweaked as players seem to get annoyed that they get a fatality when colliding with nets. Maybe the rebound number can be tweaked for both this and ships hmmmm. I want better DD behaviour but still escape possibilities either by decoy or evasion only. Mines should kill instantly and so should the big guns on battle ships so I will maybe leave these to default. Equipment should be destroyed as you state. Flooding can now be tweaked to be better and more thrilling. The question is (what can prevent the player from diving when hit by shells that historically blew holes in sub). Any ideas?????????????? I hear 2 sides 1. The sub can actually take a lot of shell damage 2. One shot stops sub from diving due to hole. Which is best?????? All in all I want all this combined into one mod. I am not concerned with extreme realism here, just better gameplay. If I have to up hydro ranges or sonar ranges to get longer attacks then so be it. The DC will be accumlative in this anyway. I think the murky water has a added advantage in that if we cannot see underwater, then we do not know exactly how close a DD came to sub so the accumalative effect will work. It is just getting the DD to stick around rather than clearing of after first loss of contacts. I was actually thinking of messing with DD turn rates or rudder settings so that a wider circle is made during search mode. This may just keep them in the same area longer and also help with the 90-degree arcs issue that so many claim to have problems with. Do you have any thoughts on this? Personally, I don't care if we have 4 different crew ratings. I can quite easily live with 1 or 2 if it proves stable to have 2. Can I strongly suggest you guys start playing with depth precision in your tests. I set the DC to 50 and get some better results. I am about to test at 60 to see if better. I set Hedgehog to 80 but yet to see any major difference but let me test that 3 more times before setting to 90 or 100. With these settings, everything seems a little less precise with the uber DD. Concerning the hydro warning. I have a vague recollection that it said something in the lines of useless though. You have my word on that. I am not sure if it stated that something was actually broke or just warning that something could break like the setting of things to be destructible in the zones cfg warning.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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