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Capt Blood - crew casualties in SH3

 
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weissman



Joined: 02 Feb 2004
Posts: 4

PostPosted: Tue May 11, 2004 6:21 am    Post subject: Capt Blood - crew casualties in SH3 Reply with quote

Dear Capt Blood,
please see if you can find out if the ridiculous damage model used in SH2 has been dropped. I don't think any U Boats had a % dial for damage, and certanly the ONLY crew casualties would have been either 100% or maybe a few killed by strafing planes. Having the little "crew body" counter was silly, and I am alarmed by such comments that players of SH3 will beable to mage crew casualties. I repeat, it would be more realistic to have either none dead, or ALL dead. Fatigue is different, I would have no problems seeing a crew fatigue meter with fatigued crews taking longer to do something OR even doing things like dropping heavy tools and making noises.
cheers
Kim, aka Weissman
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Guest






PostPosted: Tue May 11, 2004 5:57 pm    Post subject: Reply with quote

Subs' crews often suffer casualties for reasons other than the sub being destroyed - a casualty is a person or equipment that is not 100% operational due to accident, malfunction, or battle damage.

For instance, a crewman could slip on the deck & break his arm... or get a cuncussion or something. He might be out of action for a while.

I'd like to see the type of crew management that's available in B-17 or Panzer Elite. Very Happy
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Heibges



Joined: 26 Feb 2004
Posts: 681
Location: San Francisco, California

PostPosted: Wed May 12, 2004 12:54 am    Post subject: Reply with quote

in Iron Coffins one of the mechanics is killed being thrown around in the engine room.
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mystery meat



Joined: 22 Nov 2002
Posts: 268
Location: Little Rhody

PostPosted: Wed May 12, 2004 5:50 pm    Post subject: Reply with quote

I remember that. That was sad.
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Neal Stevens



Joined: 25 Jan 1997
Posts: 3517
Location: Houston, Texas

PostPosted: Wed May 12, 2004 7:30 pm    Post subject: Reply with quote

the damage system is very different than previous subsims. In SH3, you have the comparments and gear that can take damage, as before, but now you hand pick which members of the crew you want to assign to which problem. And each crewman has a different morale or efficiency level, so repair speed will vary.

I didn't see a damage dial but the Chief does give the player a hull integrity estimate in percentages. Also, Florin pointed out, if you ever suffer hull damage in excess of ~20% (trusting memory here), then the U-boat will not be able to get all the way back to 100%... and if you have hul damage, your boat will be randomly more likely to suffer an implosion at less than normal crush depth.
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