Thread: Let's talk RSR
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Old 01-01-13, 09:00 AM   #18
Hawk66
Samurai Navy
 
Join Date: Sep 2006
Location: Germany
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Quote:
Originally Posted by kgsuarez View Post
Admittedly, even in Ultimate mode it is very difficult for my boat to be sunk. I'm really not sure how well an SSN would take a torpedo hit in real life, but in the game it takes at least two hits for 688i to be sunk, whereas its Soviet counterparts are sunk after only one hit. But I guess that is okay since it is usually one American vs. several Soviets. It's also a lot of fun to limp back to base with extreme damage after a grueling battle.

As a personal rule, I always end my career after having been sunk. The game always lets you survive the sinking and then gives you a new boat. This seems kind of ridiculous to me, so I just ignore it and start over.

Going back to your original question: Reading the manual last night I came across a section (I think it was in the Captain's Manual chapter) that mentioned target solution accuracy being correlated to the time tracked. I'm starting to think that running legs will have almost no affect on solution accuracy. Either way, I am sure that you will come across the section yourself soon enough. But I will update this post later with the excerpt.
I also play RSR occasionally. It's really an awesome sim - with procedural content generation, which seems to be forgotten by all AAA games

You can make it also harder/more realistic (ok this is a personal taste) if
you play it that way that you may launch only one noisemaker (decoys are completely 'forbidden') at one time. The reason for that is that the noisemaker works too well in the game and the AI vessels seem to be 'allowed' also to use only one active noisemaker to compensate for the overrated effectiveness.

Further roll a dice - every time you get a hit by a major ASW weapon. If you roll 1-4 consider you are being dead and end the campaign...since as you already mentioned a SSN will probably not survive a major weapon impact in most of the cases...
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