Jay Carlson
01-16-07, 10:35 PM
To create some variety and force some random backstory into the crew, I was playing around with ideas for using a deck of cards to make crew and boat history between patrols. Dock the boat, close game, pull a card and check the result on spreadsheet - use Commander to implement crew changes then go back into game to see the result and finish up the transfers as needed.
Here for instance are the heart results Ace to 2. Seems to work well enough. For your conideration - what might you readers think. Do you have ideas to flesh this out some or perhaps automate it somehow. If interested, I can post all 52 ideas.
A Make room for a press correspondent on your boat - unrated warrant K You are transferred to a new fleet - pick one Q You are sent to do fleet trials on a brand new boat, change fleet and boat J Spy run, remove 2 warrant and do not replace until next patrol - simulate taking spies on board and then dropping them somewhere 10 Make room for a medical corpsman on board 9 Make room for a repair specialist on board 8 Your Yoeman is transferred for further training 7 Your Gunnery mate is transferred for further training 6 Bdu says your special skills are needed elsewhere, transfer your boat to your exec 5 Lose 4 seamen from boat 4 Lose 3 seamen from boat 3 Lose 2 seamen from boat 2 Lose 1 seaman from boat
Here for instance are the heart results Ace to 2. Seems to work well enough. For your conideration - what might you readers think. Do you have ideas to flesh this out some or perhaps automate it somehow. If interested, I can post all 52 ideas.
A Make room for a press correspondent on your boat - unrated warrant K You are transferred to a new fleet - pick one Q You are sent to do fleet trials on a brand new boat, change fleet and boat J Spy run, remove 2 warrant and do not replace until next patrol - simulate taking spies on board and then dropping them somewhere 10 Make room for a medical corpsman on board 9 Make room for a repair specialist on board 8 Your Yoeman is transferred for further training 7 Your Gunnery mate is transferred for further training 6 Bdu says your special skills are needed elsewhere, transfer your boat to your exec 5 Lose 4 seamen from boat 4 Lose 3 seamen from boat 3 Lose 2 seamen from boat 2 Lose 1 seaman from boat