ORIGINAL: Don Bowen
The decision to break off combat and submerge can be initiated by three possible events:
1. Float Damage of 20 or more, or
2. Sys Damage of 30 or more, or
3. a random value based on total damage (sys, float, engine) is greater than a similar random value based on the aggression value of the subs skipper
Number 3 is the probable cause as it includes random and can "fire" for a small amount of damage. This was put in intentionally to represent both "cautious" skippers and inaccurate damage estimates.
Also remember that damage can be repaired during the turn and the damage levels that you see after the turn are probably less than the levels at the time of the submerge decision.
As to random, this is done all over the game. It gives a wide set of possible results and (in this case) nicely emulates inaccurate and "fog of war" reports. "Control room, forward torpedo room, we are taking water from somewhere on the engaged side!" - but a careful examination finds only leakage from damp skivvies after a near miss.
thanks for this info Don and I'am absolutely fine with this. In my case it seems the random value based on the agression value kicks in all the time, but don't you think it exagerates it a little, as my subs really aren't damaged at all. And it only keeps my subs from attacking on the surface, they just break off, is there an escort, they do attack, which makes it a bit strange IMO. No matter how agressive a skipper is, seeing the sub break off due to 2 sys points, well, what can one say if that happens halve a dozen times a month, pretty much depending on how many times you encouter unescorted freighters.
I know that damage can be repaired at Sea but in my case I don't think that this was the reason. When I look at my subs on day x and they show 2 sys dam and look at them at day x+1 and they have 2, 3 or 4 sys dam then I doubt that during the replay when they break off they took 10 damage points and repaired 8 of it until I get to look at them again. Other than fire or minor flt damage, you hardly ever see something repaired at Sea.
As it is now, you can choose, take a skipper being an agressive dork, to fail in his attack most often (I would assume that, haven't tried it, perhaps nav rating doesn't matter at all?) and have the sub sunk when a good skipper may save it or a potent skipper with no agressiveness that decides not to attack due to 2 sys points - only valid when he attacks surfaced, not valid when he attacks submerged due to enemy escorts around.
It just makes me a bit sceptic that a skipper with a good naval rating would break off an attack with a brand new, undamaged sub against an unescorted freighter, no matter how low the agressiveness rating is.
< Message edited by castor troy -- 3/1/2012 7:59:34 AM >