Do the subs have a finite number of torps I wonder and if so how many
The have as many as you (when you play the sub missions). it ranges from 20 to 60.
In reading this thread a question I wrote down in my play notes comes to
mind.
It is my hope that in the Multi-Player, campaign version, there are
an "unlimited" amount of torps, similar to Iron Wolves. I hope this is the
E:RT plan, since this will allow for "protracted" play, and a "Score" for single cruises. Running out of torps in multi-play will necessitate reloading,
and often interrupt a nice (or not so nice!) run.
Not knowing how the "Missions" might work in multi-play, if there are any,
I can understand limiting the torps for specific. limited objectives. But the
"free for all" of an evening of multi-play would be better with unlimited torps.
Does anyone know or have an inkling of the plans for multi-play in this regard?
Just curious.
Be nice if some other players could put their thoughts down on this topic
here in thread for the developers.
As far as I know, you can run out of ammo and then you have to call a supply vessel to your location, or head for port
Thats quite an interesting idea, being forced to resupply.
You could be sat there like the proverbial duck waiting for ammo (or fuel even if you start with not much in the tank) waiting for your buddy in the lightly armed resupply vessel to make slow and steady progress to you. Equally your team mates would be taking the guard boat roles protecting the valuable resupply vessel. Sounds it would make a superb mission in the MP.
My vote on this for MP is not re-supply ship. This is very realistic and would
be a fascinating twist, but in MP I think you want to maximize playability.
Given the fact upteen folks will be in surface ships, as well as U-Boats,
and fighting impromtu, it takes WAY too many torps(unless you have like
100 or more) to sink multiple DD's, DE's etc. etc.
Since the MP game needs to be CONCENTRATED as it were in one central
battle sea area, versus sending a supply ship to the Indian ocean and hoping in 4 million square miles it will not be sunk, it makes sense to make
"reloading" a given. Maybe sometimes you receive a message your resupply ship was sunk.
Possibly there are enough things to worry about and concentrate on then
waiting for a supply ship.
Spot on that it would break up the flow of the game.
It's back to that age old question and balancing act of realism vs playability.
As a rule of thumb I err on the side of playability with an 'acceptable' level of realism.
(You could have the 'wait to be reloaded' as a one-off mission though 8) )
As someone who rather enjoys MP games (Ghost Recon the Rainbow Six series of games, NASCAR Racing, and flight sims) have one thing in common (save for maybe the NASCAR series) and that is nothing lasts forever. Racing wise, tires wear out and fuel tanks go dry, in the FPS games, you can run out of ammo (watched a player run out of ammo while playing Gekkes Impossible Missions (mission mods) for Rogue Spear, and failing missions in Ghost Recon because there weren't enough anti-tank rockets. This all adds to the suspense of the game in MP. It also makes you think before ya fire.
Maybe for coop misions in MP (if availiable,) give a set number of weapons with a need to resupply and a larger set number of weapons for team or solo type of last man standing games. These are just suggestions and not something that has to be done.
If I were a betting man, I'd say we see unlimited (or nearly so) ammo in the shoot 'em up Wargame mode of MP, and more realistic loadouts in Campaign mode MP (think Relaxed Realism and Full Realism arenas in Warbirds)