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View Full Version : Do my direct actions add to crew's skills?


Thaum
04-21-07, 06:54 AM
Just wondering, has anyone noticed whether taking over the role of one of the crew stations affects the skill attributes of the crew member in that role?

For example, I might have two crew manning the deck gun, but I might choose to fire the gun myself. If I score lots of hits, do the gunnery skills of the two crew improve because of my gunnery skills? If I miss lots, do the crew's gunnery skills deteriorate?

I see the skills change at the end of each patrol, but can't tell if they change due to the overall tonnage results of my efforts, or because of individual actions (such as manning guns).

I understand that a typical career in charge of a sub would last only a few patrols in WWII, and this is modelled in the sim - It would be nice to continue throughout the war for 'gameplay' reasons like in SH3.

Anybody know of a mod to do this?

This is my first post - I've been lurking for ages - what a great forum!!! :know:

Spruence M
04-21-07, 01:12 PM
Why do they only last for a few patrols? USN only lost 66 boats during the war, I'm sure a few made it from 41 all the way through..

Spruence M
04-21-07, 01:22 PM
MENT TO POST THIS UNDER 1.2 DISCUSSION


I am still having a problem with the AI. Yesterday off Honshu Island, 2 Bettys came out of the clouds at crew rotation, couldn't dive in time, but as they dove on me, they must have forgotten to use their air brakes, the flew stright into the water... 1 sank at impact, but the 2nd skipped across the water for about a mile before going under. This happened on 2 other occasions.

Later on during that patrol, I came across a convoy of 6 merchants and 4 escorts. I procedeed to get into the convoy's path, sank all the merchants without the escorts as much as change course... Sank 2 of those as well. I can count on destroyers doing nothing during my attacks, why even play? I cannot believe that I am that good of a skipper, they aught to at least look for me! Change course, zig zag, somthing...

On the last note, I spent from 10 Dec 41 through 11 Jan 42 on patrol, when I returned to base I got the, "Welcome back, while we still have a base here that is..." I never got credit for arriving at my patrol zone. I'm based at Pearl.

I shot down a betty with the 5". Was pretty hyped about that.

Anti-Air still doesn't work while pointing it up. Bathtub Bay still obstructs view.

They keyboard mod the guy made is great, the torpedo doors open/close, you think someone at UBI would have done that in the patch... no dice, great work compensating.

I did notice that my wounded gradually returned to full health after a while, they go hit on the deck by a land mounted gun, the only thing in the game besides aircraft that shoot at me.

Would the escorts MOD fix this?

MikeJW
04-21-07, 01:40 PM
Why do they only last for a few patrols? USN only lost 66 boats during the war, I'm sure a few made it from 41 all the way through..


Skippers made 5-9 patrols, average patrol was around 3 months. They would be taken off line and spend a year or so in a safer enviroment as instructors or shaking down a new sub. A lot made it back for a second tour but the USN didnt expect and didnt need their skippers to serve all war in command. The Germans had no choice.

joea
04-21-07, 01:55 PM
Why do they only last for a few patrols? USN only lost 66 boats during the war, I'm sure a few made it from 41 all the way through..

Skippers made 5-9 patrols, average patrol was around 3 months. They would be taken off line and spend a year or so in a safer enviroment as instructors or shaking down a new sub. A lot made it back for a second tour but the USN didnt expect and didnt need their skippers to serve all war in command. The Germans had no choice.

Wrong German skippers didn't stay out the whole war either.