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Old 01-29-08, 02:56 PM   #20
timetraveller
Beach Leaf
 
Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
Downloads: 1
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Quote:
Originally Posted by Galanti
Timetraveller, maybe you could answer a couple of questions I can't find on the boards.

What are the ship sinking times like, ie is it like BM where they go down rapidly as soon as I suppose their hitpoints are exhausted?
Sinking times seem to be better (longer) than BSM, and somewhat more realistic....nothing like in SH4 though. I find SH4 to be very realistic. I pounded away at a heavy cruiser for 30 minutes one time and it was just starting to roll over after that. It should be possible to alter the hit point files and increase the sinking time for PSA, though it might be tedious work.

Quote:
Originally Posted by Galanti
What is sub combat like in a strategic and tactical sense? My concern is that the game can't really model the element of the surprise if the human player is ambushed on the high seas, as if there are no surface / air contacts about then you as the player will immediately know it's a submarine.
Wow, I'm not really the best person to answer this one. KiloAlpha4 over at the www.pacificstorm.net forums could easily answer this one. I have spent all my time programming for this game and hardly any time with sub combat. In any event, don't expect too much with the sub effort in this game. It is no SH4 for sure.

Quote:
Originally Posted by Galanti
Can subs be used in the strategic sense to interdict sea lanes and strangle the AI by cutting supply routes?
In the strategic part, I don't know. KiloAlpha4 would have a better answer for this one too. Tactically, in the 3D action part of the game, subs will indeed interfere.

Sorry to appear such a dunce....unfortunately, I am one of these guys who buys a game and tears it apart trying to figure out how it works and can be modded. hehe

Hope this helps some anyway.

TT
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