witpqs
Posts: 26087
Joined: 10/4/2004 From: Argleton Status: offline
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quote:
ORIGINAL: spence Pretty sure this is handed by the accumulation of systems/flotation/engine damage as you use your ships. It's very abstract. Individual ship/class evaluation would involve a pretty serious evaluation of the particular engineering/electronics/etc for each class of ship...way too much work for little return. I'm not sure but I think the game engine was originally designed by a "wingnut". Pilots are evaluated on everything under the sun. Yet the 2500 man crew of a carrier gets one rating for "experience" at night and during the day: like firing AA guns, fog navigation and keeping a steam plant running require exactly the same skills (and vary every 12 hours). Frankly I think the pilot thing is a bit overdone but there's more than enough micro-management as it is currently. Adding maintenance rating to ships would necessarily subjective and add next to nothing to the overall game besides extra clicks. Clicks we have enough of I think. The menus of the WITP release in 2004 looked just like (style/technology-wise) the menus of Grigsby games from more than a decade before. The real internals, I don't know. They might have started over, or had some things from Uncommon Valor, or even from Pacific Way (the ~1990 version, I might have the name somewhat wrong); I just don't know. Certainly they had far, far less to work with technologically speaking no matter which of those periods the engine internals came from. But the pilot stuff was, AFAIK, by popular demand. I never had Uncommon Valor, but I thought it was mentioned that it did not have individual pilot stats. Customers/fans wanted them. The additional pilot stats were introduced in 2008 with WITP-AE, again by popular demand. Not everybody wanted more to micromanage (including me), but the point is that the developers expanded the pilot thingies to satisfy players' requests.
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