Page 1 of 1
Ship "roster"
Posted: Fri Apr 09, 2004 11:44 pm
by odog1999
Even if you don't put human figures in, it would make it more interesting/personal if the player had a roster of crewmen that affected the quality of the ship. i.e. Good gunners are more accurate at longer ranges, better ASDIC/hydrophone operators can more accurately get fixes on ships/subs--->Allows you to get a depth reading, without the "Engage Target" command, from your sonar operator, but the number given might not be accurate depending on the quality of the operator. And, of course, if your people get TOO good they get transferred to help build a core of experience men on other ships, preventing you from having an Uber-Crew
Ship "roster"
Posted: Sat Apr 10, 2004 5:49 pm
by East
You are dead on mate. It's been in the plans from the beginning but too much to do and too few people to do it has kept it from being implemented. Watch for it in Chapter 2.
Ship "roster"
Posted: Sun Apr 11, 2004 8:54 pm
by odog1999
Awesome! enigma!: enigma!:
Ship "roster"
Posted: Sun Apr 18, 2004 12:44 am
by cammando
What about strength to help fix Damage quicker you always need those big beefy mechanics around.
Ship "roster"
Posted: Wed Apr 28, 2004 12:48 am
by Mark
This should go with my version of the multiplayer 'campaign' idea- if you're starting in a small port like the Solomons you would get lower quality crew because the least experienced people are sent to the smaller bases. If you started in Japan, you'd get the best because you were probably assigned to homeland defence or something.