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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Mar 2006
Posts: 18
Downloads: 0
Uploads: 0
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japs fleet gigantic..?
I've got another annoying thing: by some chance and some effort, I developed a tactic by wich I get almost 100 percent accuracy in hitting and sinking destroyers and the likes...up to even fleetcarriers and, when I find them ( THAT is the hard part) even battlecruisers.
Now, let me pull a leg to make the point : I can kill one thousand destroyers, they keep showing up in the game... I can kill all fleetcarriers I can lay hands on, they sink well enough, but I keep getting bombed by their airplanes...??? My topic : if, in the game, you run over, say some famous battleships, could they reappear further in the game, or, does it makes indeed a difference...? Some not asked advice : don't duck the battleships, fight them ! |
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#2 |
Watch
![]() Join Date: Jul 2008
Posts: 19
Downloads: 26
Uploads: 0
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AFAIK the game randomly generates the traffic and does not keep track so you can very well encouter ships (Yamato/Musashi) that you have already sunk.
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#3 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
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Think of this as a gift. If you sank all the BB's and carriers, it would get boring.
As it is, you get to try each again. Don't worry, they aren't actually going to go and win the war if you don't. I don't think the war outcome is part of the game design.
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#4 |
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
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I've sank the Yamato twice in one career, not an easy task to do even once...
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#5 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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The way I understand it, the game does not keep count of how many of each class of battleship/cruiser/destroyer you sink. For example, the way the campaign is set up it's like.... when generating them, each task force calls for [1x battleship, 3x cruiser, 6x destroyer, etc] so it doesn't take into account how many of each one you've sunk previously.
Just a limitation of the dynamic campaign.
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#6 |
Commodore
![]() Join Date: May 2007
Location: Sneek, The Netherlands
Posts: 635
Downloads: 43
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Be glad they don't, cause the game would be boring soon.. There is a lot more trafic in the game compared to RL.
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#7 |
Watch
![]() Join Date: Mar 2006
Posts: 18
Downloads: 0
Uploads: 0
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you guys know how to duck the obvious, sinking the Yamato twice...isn't that a little childish..? I mean gamewise...
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#8 | |
Machinist's Mate
![]() Join Date: Jun 2008
Posts: 127
Downloads: 1
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#9 |
Lucky Jack
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Sink them all.
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#10 |
Grey Wolf
![]() Join Date: Mar 2005
Posts: 762
Downloads: 55
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I think the RSRDC mod fixes those kinds of vagaries.
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#11 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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It's a big problem, IMHO.
The two largest failings are: 1. Ships are not kept track of globally. Once sunk, a given ship should be GONE. 2. No zig-zagging. It can be manually added, but it should be AI since making a zillion waypoints results in AI problems. All ships in combat areas ZZed virtually all the time. No zig-zagging = no realism. Huge hole in the engine, IMNSHO. tater |
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#12 |
Navy Seal
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Welcome Bashou! Some things that we don't like are hard coded into the game. Believe me, people have worked on both problems from the realeas date of the game. As already stated when you sink a ship you don't reduce the Japanese inventory because there is no inventory to subtract from. And ships don't ziz-zag because there isn't an automated way to do that aside from the tater method of a zillion waypoints, which chokes the ai system.
So either we leave the game or we concentrate on the aspects we like. You would like RSRD a lot. It comes the closest to giving you a realistic target environment.
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