since u-boats had around 25 to 50 men abourd how will sh3 cope with the fact that if we lose someon we dont get the same guy later in the game? my question really is , how many different charakters will the game have?
since u-boats had around 25 to 50 men abourd how will sh3 cope with the fact that if we lose someon we dont get the same guy later in the game? my question really is , how many different charakters will the game have?
since u-boats had around 25 to 50 men abourd how will sh3 cope with the fact that if we lose someon we dont get the same guy later in the game? my question really is , how many different charakters will the game have?
And what about working shifts. Will we have the same sonar guy 24 hrs a day.
I know, I am pushing it
Drebbel
The Submarines of the Royal Netherlands Navy 1906 - 2004
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Good one Drebbel ! I wonder if they have thought about that.
I believe that they did 4 hours about on watch and 6 on instruments and helm etc.
correct me if I am wrong on the shift patterns.
RedTerex
In Madden Football (and many sports games), players get injured from game to game, and retire from season to season. I don't see any reason why SH3 shouldn't have similar functionality.
A guy drowns and he loses his ability to participate in the rest of the patrol. Or your XO "retires" from your ship, and goes off to command another his own.
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"Nietzsche is boring and stupid." - Leo Tolstoy
and the different watches could work like the different "Lines" currently work in Video Hockey.
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"Nietzsche is boring and stupid." - Leo Tolstoy
Here is a smart A$$ answer for you. Keep women aboard. This way when babys grow up they can be ready trained crew members.
Ok seriously, I think like with anything that is new the dev team will only have a few crew members which by doing so is keeping it simple for now. Although I like the idea of having the full compliment of sailors aboard my sub, for right now its just too much screen clutter to manage and I would like to see SHIII on schedual. 9/1/2004.![]()
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Yes, different watches are a must for a creditable crew management; otherwise, a lot of sailors should be just sleeping ballast.
Loss at sea weren't frequent, but sometimes happened; and some men were lost at land by aerial raids or partisans; good reasons for a turnover on the boat.
:-)
Do you know what? I hadn't even thought of changing of the watches!
This would be great to have for a whole bunch of reasons - especially if every crewman has a different 'Lookout' rating or something.
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Egan2.0:
This would be great to have for a whole bunch of reasons - especially if every crewman has a different 'Lookout' rating or something.<HR></BLOCKQUOTE>
They do... in a way, it is just expressed with parameters called morale and fatigue instead. Also:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>From the dev.corner:
"I defined specific efficiency values for each compartment. Now if I want something to work, I should have enough men assigned to that task to generate the required efficiency value."<HR></BLOCKQUOTE>
So I guess the effectiveness of bridge lookout is affected by the amount of lookouts and their individual morale / fatigue parameters.
Change of watch would be cool, but I doubt we will see it.
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