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#1 |
Navy Dude
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From what I gathered on seeing this, the crewmember has worked in that certain compartment long enough that he has gained skill in an area. What I mean is, that if John Doe works in the Torpedo room long enough, he will gain a local ability for torpedoes. I guess this represents well trained crew members.
But that is just my hypothesis...
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#2 |
Rear Admiral
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How can a crewmans skill make a torpedo faster ?
Maybe they mean reload times. |
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#3 |
Sailor man
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There are 7 local abilities
4 for the torpedo dept. and 3 for the engine dept. Read the following for the details, it's copied and pasted from the game folder (UPCCrewdata) N.B. There are also 2 global abilities (Increase Fanatical Chance and Reduce Broken Chance) ************ Torpedo ************ [SpecialLocalAbility 1] ID=LAbilTorpSpec1 NameDisplayable= Torpedo Crew Leader AbilityType= SLA_ReduceTorpedoLoading AbilityValue= -25 ;% AbylityActsIn= SternTorpedoRoom, BowTorpedoRoom Image=1 SkillRequiredLeadership= 0.4 SkillRequiredMechanical= 0.5 SkillRequiredElectrics= 0 SkillRequiredGuns= 0.2 SkillRequiredWatchman= 0 [SpecialLocalAbility 2] ID=LAbilTorpSpec2 NameDisplayable= Torpedo Detonators Specialist AbilityType= SLA_ReduceTorpedoMalfunctions AbilityValue= -50 ;% AbylityActsIn= SternTorpedoRoom, BowTorpedoRoom Image=1 SkillRequiredLeadership= 0 SkillRequiredMechanical= 0.6 SkillRequiredElectrics= 0.2 SkillRequiredGuns= 0.6 SkillRequiredWatchman= 0 [SpecialLocalAbility 3] ID=LAbilTorpSpec3 NameDisplayable= Torpedo Engine Specialist AbilityType= SLA_IncreaseTorpedoSpeed AbilityValue= 20 ;% AbylityActsIn= SternTorpedoRoom, BowTorpedoRoom Image=1 SkillRequiredLeadership= 0 SkillRequiredMechanical= 0.6 SkillRequiredElectrics= 0.4 SkillRequiredGuns= 0.2 SkillRequiredWatchman= 0 [SpecialLocalAbility 4] ID=LAbilTorpSpec4 NameDisplayable= Torpedo Warhead Specialist AbilityType= SLA_IncreaseTorpedoDamage AbilityValue= 50 ;% AbylityActsIn= SternTorpedoRoom, BowTorpedoRoom Image=1 SkillRequiredLeadership= 0 SkillRequiredMechanical= 0.2 SkillRequiredElectrics= 0.5 SkillRequiredGuns= 0.6 SkillRequiredWatchman= 0 ************ Engine ************* [SpecialLocalAbility 5] ID=LAbilEngineSpec1 NameDisplayable= Surface Propulsion Specialist AbilityType= SLA_IncreaseSurfaceSpeed AbilityValue= 20 ;% AbylityActsIn= PropulsionRoom Image=1 SkillRequiredLeadership= 0 SkillRequiredMechanical= 0.6 SkillRequiredElectrics= 0.4 SkillRequiredGuns= 0 SkillRequiredWatchman= 0 [SpecialLocalAbility 6] ID=LAbilEngineSpec2 NameDisplayable= Underwater Propulsion Specialist AbilityType= SLA_IncreaseSubmergedSpeed AbilityValue= 20 ;% AbylityActsIn= PropulsionRoom Image=1 SkillRequiredLeadership= 0 SkillRequiredMechanical= 0.4 SkillRequiredElectrics= 0.6 SkillRequiredGuns= 0 SkillRequiredWatchman= 0 [SpecialLocalAbility 7] ID=LAbilEngineSpec3 NameDisplayable= Propulsion Specialist AbilityType= SLA_IncreaseOverallSpeed AbilityValue= 200 ;% AbylityActsIn= PropulsionRoom Image=1 SkillRequiredLeadership= 0 SkillRequiredMechanical= 0.5 SkillRequiredElectrics= 0.5 SkillRequiredGuns= 0 SkillRequiredWatchman= 0 |
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#4 | |
Sailor man
![]() Join Date: Oct 2005
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I REALLY hope that..
Quote:
![]() Assuming it's reload, and similar extras are in the game (not seen anything myself yet) then it's a nice little touch.... might even shave a second or two off a reload. Odd... lost a lump...try again - from the post above by Luke it might well be making faster torps - hope the code includes a section to ensure this doesn't make 'em miss as a result of decreasing the travel time ! |
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#5 |
The Old Man
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It could be the cross-training that occured was because those crew were in a compartment that isn't their prime ability for a while. Something to avoid if you want local abilities to make sense later on.
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#6 | |
Ocean Warrior
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#7 |
Eternal Patrol
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Maybe he studies in his spare time.
I know, that's no answer, but who knows what they programmed into the game?
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#8 |
Eternal Patrol
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I've been looking over those skills again, and some of them do seem odd:
ReduceTorpedoLoading: They load them faster. That's good. ReduceTorpedoMalfunctions: Also a good thing. IncreaseTorpedoSpeed: It does look like he can make it go faster, as loading times are already covered above. That doesn't make sense. IncreaseTorpedoDamage: Maybe, but how? He packs in more torpex? IncreaseSurfaceSpeed: This guy makes the engines function better than best? Not that I've ever heard of. IncreaseSubmergedSpeed: Same thing, but with the motors. IncreaseOverallSpeed: Same thing again, but he's so good he makes them both work better than they can. It looks like they wanted to give unrealistic skills that would look cool; something like the 20-knot "superchargers" in SH3.
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#9 | |
Planesman
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#10 | |
Silent Hunter
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#11 | |
Grey Wolf
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#12 | |
Seaman
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Now this local ability term...I suppose that means he has to be in the compartment to take advantage of it?
I have several of these local abilities but I have noticed for example I have a guy in the engineroom with increase torp loading skills....when I switch him with someone in the torp space my effectiveness in both spaces go down. Does anyone have any ideas?
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#13 |
Bilge Rat
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I don't know...
Increase load speed is ok, training makes you better. Reduce torpedo malfunctions is ok too, if you take better care of them, they will work better. But, the two other sound very arcadish. You just don't increase the speed or damage of a torpedo just like that, on board ship. |
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#14 |
Sailor man
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A couple of these make obvious sense, the more you drill the better you get. I have to agree about the 'arcadish' comment though - it's hard to see how you could increase the explosive effect, and a speed increase should mean your 'improvement' causes torps to miss ahead of the contact . This last point seems so outlandish that I have to assume it's doing nothing of the sort - as has been pointed out, we don't actually know what's in the game, so it could simply be that things were labelled with the first things that came to mind whilst the actual effects these skills have is applied to something else entirely (or has no effect at all).
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#15 | |
Silent Hunter
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