Thread: A few new ideas
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Old 05-02-24, 06:48 AM   #191
Fidd
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Join Date: Apr 2005
Location: Blighty!
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150. Fixing damage - personal expertise

Any damage that is fixable, should take x time to do so. This could be modified by the players expertise in the associated systems. So players total time in game - as known from Steam could be one variable, their role on the boat when fixing an associated system another. So, a long-standing player, who is a Dive-Officer, would fix a class 2 damage (see link below) of a depth gauge, faster than a new player who is a radio operator... The captain would have no ability to fix anything. His job being to put the right people attending to the right problem, and prioritising it.

The more players put on a single problem to fix, the quicker that problem is fixed. All fixable problems (classes 2 and 4) would automatically fix themselves, but very slowly, representing the efforts of the remainder of the crew. A crewman attempting to fix a class 1 or 3 problem, would be told (via a mechanism that informs him alone) after 150(?) seconds that the fault or damage is irreparable. He would then communicate that to the captain.

Whilst a player is fixing a problem, he is unable to move or operate any other control, nor is he able to interrupt the process. If he does, then whatever fixing he has achieved is zeroed unless another player is helping, where-after it continues at a slower rate. The point of this is to increase the need for players to run additional stations to their own when damage-control parties are at work.

Each time a player fixes a fault, their general expertise rises - and with it the diminishment of the time taken for future repairs.

https://www.subsim.com/radioroom/sho...&postcount=116

Last edited by Fidd; 05-02-24 at 09:58 AM.
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