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Old 07-27-11, 01:33 PM   #43
Ducimus
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Quote:
Originally Posted by Armistead View Post
I asked Duci once and he said two is the limit per compartment, that both will work. I often take two engine specialist, once activated you can get 3 extra knots if you use both. Most work in more than one compartment.
I'm not entirely sure what was said right now, but i vaguely remember how i designed crew skills in TMO. Where the engine spaces are concerned, yes there are limited number of slots that allow skills. Three if i remember corectly. The way i intended was to have the player make a choice. Remember there are other skills then the speed boost.

From the PDF file in TMO, your options are:

MASTER ENGINEER
Required compartment: ENGINES ROOM, CONTROL ROOM
Description: When it comes to repairs, this barnacle encrusted Chief has rung more salt water from his socks then most sailors have sailed over. He can effect repairs faster, pump water out sooner, and make operational unserviceable equipment.
Effect: Repair and pump speed increased 38%, can repair destroyed items.

ENGINES EXPERT
Required compartment: ENGINES ROOM
Description: This Chief knows his job well enough to take a few unorthodoxed shortcuts on diving procedures, decreasing the time it takes to dive the boat.
Effect: Increases dive speed by 65.
Special note: I have tuned this so that with 3 of them, your fastest dive will be 35 seconds, which was obtainable by experienced crews. This skill is subject to diminishing returns.

MASTER ELECTRICIAN
Required compartment: ENGINES ROOM
Description: This Chief knows how best to maintain the batteries and draw the most amps, reducing battery consumption as a result.
Effect: Reduces battery consumption by 25%.


If you look carefully, im sure you'll find those skills are within reason.

Even this one:

AHEAD EMERGENCY
Required compartment: CONTROL ROOM
Description: Your officer orders the denizens of the engineering spaces to ignore safety protocols and push all four main engines to the absolute maximum power. Increases your maximum surface speed by 1 and 1/2 knots.|Duration: 6 hour|Available: 1 day
Effect: Maximum speed increased by 35%, which comes out to be 1.5 kts.


Quote:
Originally Posted by EricW View Post
Suh-WEET- 1.5 knots isn't enuff to really bother, but a 3kt boost is a different story!!!


And herein is the problem. I can't stop people from doing unreasonable things. The crew system is open ended enough to you can stack up on all of one type of crewman skill at the expense of all others.


Quote:
Originally Posted by Sailor Steve View Post
And completely unrealistic.
I agree. In the end there is what you intended in design, and then there's what people will actually do with the options you give them.



As an aside, the skill Fuel Ballast, shouldn't be showing up. I thoguht i had removed that skill. At the least i disabled the bonus. The reason that was removed from play is i decided to make fuel ballast adjustments intrinsic to the submarine's internal specifications within the sub files themselves.
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