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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 prefer to play with the game mechanics for fatigue because it is what gives you a feeling of investment in your crew as you build them up from nothing until you finally have a tireless crew that operates at maximum efficiency.
If you turn off fatigue and train them up all through Commander from the start, there is nothing to give you a feeling of investment in your crew's progress or a sense of loss if you get sunk and have to start all over again. Steve |
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#2 |
Eternal Patrol
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I used to feel that way and play that way. After changing out the watch crew every two hours on a Type II for a week straight of storm and not having enough crew to do it with, I decided I was done. SH3 was the first subsim to have crew fatigue and they got it wrong. SH4 is so much better in that department, and so much more realistic, yet you still don't have that "investment".
Never again. [edit] Well, maybe not. I do like watching their stats grow, and I may eat those words the next time I get to play.
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“Never do anything you can't take back.” —Rocky Russo |
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#3 | |
Helmsman
![]() Join Date: Oct 2012
Location: Istanbul, Turkey
Posts: 102
Downloads: 48
Uploads: 0
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![]() Quote:
![]() * Now read it with Jürgen Prochnow's voice.
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"Though I'm past 240 meters, I'm feeling very still and I think my u-boot knows which way to go ..." |
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