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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Commodore
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I've been thinking reworked abilities should have the historical performance at the higher end to represent a green crew learning to use the equipment to its fullest potential. A green crew would be worse at operating and maintaining the equipment, so it wouldn't perform as good as it would under a seasoned crew. The sequential 'bonuses' would actually be decreasing negatives.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#17 | |
Rear Admiral
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The best example i can give on how you can alter this to make it more realistic is from SH4. UBM is what introduced super crew skills to Silent Hunter. Some you can rework to be more realistc, others you can't. Engine experts is my favorite. See pic: http://www.ducimus.net/sh415/engine_experts.jpg Engine experts did two things. - increased maximum speed (a 25 kt fleet boat.. yeah right!) - decreased dive time. To make that more realistc, i completely dropped the maximum speed portion of that skill, and retained only the decreased dive time, whose value i was able to adjust. I adjust it so that with 2 or 3 of them, you could make a fleet boat that crash dived from 60 seconds, decrease in time to 35 seconds. This happened in real life - with an experienced crew. Hence what the skills were reworked to represent. Battery recharge is a bit more of a static issue though. Battery X took Y long, so the realistc presentation might be a bit more tricky. I'm sure some bright fella will figure it out. I'm merely point out that not all is lost, or unworkable. |
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