rgreat, привет. Хочу лицензию на DG1.5 Я еще не опоздал ?I think battle fatigue must not be a constant value, but must be dependant on ship speed, gun fire, and damage parties load, flooding, fires, shell hits and crew loss (partially from stress).
For example crew on a ship after 4 hours of intense combat must be totally exausted, while on a ship sailing slowly nearby crew must be close to fresh.
Well, Total War series comes to mind...
In some scenarios and battles for instance Jutland or Yellow Sea units arrived fresh to the battle whilst others had been in battle all Day. Performance viv a vis these units was noticable.Seems a little redundant seeing that in battle, all other things being equal, both sides crews would tire at broadly similar rates, so any degeneration of efficiency would probably be reflected on both sides with the net result of cancelling each other out.
Or... in some ways, isn't the steadily degrading damage control % factoring in crew exhaustion?
I would assume this is happening anyway 'under the hood'. And once again, that's a ship-command level feature too.
Amen to that! The GNB series actually managed to cram in a whole lot of realism and fun into a game that could probably run on a 386 computer. Spotting rounds, director targeting, turret controls, the works. I now have a motherboard capable of 24g of RAM, but the best naval game(and I really love this game) out there doesn't model AP/HE shells. Y'know, fire a 305mm AP shell at a destroyer, and you'll create a 305mm hole going straight through it an out the other side. They've done a really nice job on fleet maneuvers though.As to this I see no reasons for thinking in alternatives - either fleet or ship command. Remember good old GNBNA with all those various dimensions from the admirality campaign level down to damage or gunnery controls of single ships and the simpel option to switch between levels and stations - manually or automatically controlled, it all was completely up to you. I loved that kind of flexibility and I'm proud to admitt that I still play GNBNA from time to time after all these years. If a game developer says "Can't to that" for cost or manpower aspects -ok, got to accept that, that's another aspect. But apart from that I would love to see a new GNBNA stylish game appear on the market.
agree. might save ammo. there's already a "cease fire" button so why not a "fire: button? then the "target" buttons would do just (and only) that.While we're at it: it might be nice to have your people aim the guns, but fire only when you order them to open fire.