Nikademus
Posts: 25684
Joined: 5/27/2000 From: Alien spacecraft Status: offline
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[QUOTE]Originally posted by JohnK [B]Before seeing this thread. What strikes me as odd is how long fires burn in the game. It seems to me either you get the fire out in the context of one UV turn (one day) or you've lost the ship. So really should the damage be showing fires? Either a fire goes out of control and the ship has to be abandoned, or it simply causes system damage and you never see it displayed the next day. [/B][/QUOTE] This is a necessary "fudge" due to the game turn lengths, which run in 24 hour increments. The same situation applies for progressive flooding as well. Most progressive flooding situations (but not all) dont usually extend much past 24 hours if at all, but in order for the game to "simulate" this deadly peril the "battle against progressive flooding" by damage control teams has to be fought out on a turn by turn basis, hence due to the 24 hour nature of said turns, it gets stretched out a bit. The overall "effect" though is still quite historical and UV is the first operational level wargame that really educates (and yeah, frustrates at times) the player on how vital and potentially dangerous this was once a hull gets breached to the ocean. In past games you'd just be left with a static "flood %" based on weapons hit, which forced players to overkill warships to ensure that the damage level reached 100%. Fire damage can be (and should be IMO) worked in the same vein as fire at sea was almost if not as dangerous a threat as progressive flooding.....particularily for carriers. Wasp, Lexington, Akagi, Kaga, Hiryu and Soryu were all sunk or scuttled due to uncontrollable fires which caused damage and explosions over an extended period of time. Other warships have also experienced fires that for one reason or another could not be contained and eventually led to abandonment and scuttling. However with the current code, this aspect is not represented. Fire levels, no matter how high an intensity (standard scale of 1-99, same as Floatation damage) always increment downward and may cause some add'l SYS and FLT damage along the way, but no weapons destruction, explosion or chance for increase nor is there a threshold level where fire levels may pass beyond the ability of DC teams to fight.
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