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View Full Version : Crew Selection Screen In Base


Zero Niner
01-01-08, 04:52 AM
1. How do I sack a crew member to make way for a new one?


2. What's the difference between skill and specialisation, and how do they relate to each other and to the compartment they are manning?

Thanks.

Gunits
01-01-08, 05:31 AM
1. you have to click on the crewmember and drag it to the colum left on your screen where al the other availeble crew is.When you relaese your left mousebutton the game asks if you wont to dismiss that crewmember.Then just select yes.Now you can replace him.Click on a crewmember you wont and drag him over a free slot of your boat.

2. no idea sorry

Powerthighs
01-01-08, 02:25 PM
2. I believe Skill is just the ability in which the crew member has the highest value. Specialization happens when a crew member is promoted from Seaman to Petty Officer. When you select a specialization, the crew member gains 20 points to each of the abilities that relate to the specialization you chose.

Here's how efficiency is calculated for each compartment:


Forward/Stern torpedo room:
50% Mechanical and 50% Gun

Engine room:
60% Mechanical and 40% Electrical

Control room:
40% Mechanical, 20% Electrical and 40% Watch

Conning tower:
50% Electrical and 50% watch

Guns:
50% Mechanical, 50% Electrical, 20% Guns(ohh surprise) and 50% watch

Repair compartment:
40% Mechanical, 40% Electrical and 20% Gun

DaveCrom01
02-18-08, 12:52 AM
This is the post I have been looking for!

Thanks ship-mate.

Just one question - when you list the %'s for each position, are they %'s that total across the department or are they based on the sum of the individuals?

For Instance,

Torps are 50% gun and 50% mech.

If I have one guy with great mech but poor guns, and another with great guns and poor mech - will I be doing ok as one will be the gun contribution and the other will be the mech contribution? OR, will the average be taken of each of their TWO attributes?

e.g MAN 1 20 MECH 100 GUN
MAN 2 100 MECH 20 GUN.

It could be seen as the total being 100 GUN and 100 MECH (the best of each), or it could be seen as 60 MECH and 60 GUN (the average of each). Any ideas?

Cheers
Dave

SgtWalt65
02-18-08, 01:19 AM
:D 2. I believe Skill is just the ability in which the crew member has the highest value. Specialization happens when a crew member is promoted from Seaman to Petty Officer. When you select a specialization, the crew member gains 20 points to each of the abilities that relate to the specialization you chose.

Here's how efficiency is calculated for each compartment:


Forward/Stern torpedo room:
50% Mechanical and 50% Gun

Engine room:
60% Mechanical and 40% Electrical

Control room:
40% Mechanical, 20% Electrical and 40% Watch

Conning tower:
50% Electrical and 50% watch

Guns:
50% Mechanical, 50% Electrical, 20% Guns(ohh surprise) and 50% watch

Repair compartment:
40% Mechanical, 40% Electrical and 20% Gun


Hehe, :D . How can you have 50%, 50%, 20% & 50% on guns? Must be like 25, 25, 25 & 25.

DaveCrom01
02-18-08, 10:24 AM
Am not sure matey, that wasnt my message, I just quoted it. :-)

I wish there was more info on crew management - I just find it totally hit and miss.

I even saw the thread where someone said:

"just search, and look at all these links I found", then pasted them. funny thing was, he hadnt looked at them himself, as half of them were people asking for help about it! heh heh.

The message I opened this post with, seemed to be the most comprehensive out there and I just hope someone can expand on it.


Dave

DaveCrom01
02-18-08, 11:08 AM
Also, does anyone know if the FIRST slot in each section can only contribute leadership?

I have found that a guy with Leadership 30 and watch 40 can be put in the first slot - instead of the officer who was there, with Leadership 54 and Watch 88 - and the efficiency of that department actually GOES UP!

My only explanation for this, is that the "leader" slot doesnt contribute as much of his skill in the appropriate attribute.

I wish there was something about crew management. I just can't seem to put to sea with my crew until I have got them in some sort of structure - and that is alluding me at the moment.

Dave

Powerthighs
02-19-08, 02:07 AM
Yes, the percentages don't all add up (That quote was copied from another thread), but most are correct. I did some experimentation awhile back and they were correct except for that one, at some point I will check guns to verify.

The percentages are for per crewman. If a torpedo compartment has 4 slots, each crewman can contribute up to .25 efficency for that compartment. Half of that (.125) will come from the mechnical skill and half from the guns skill. Crewmen's skills don't complement the others' weaknesses.

I haven't been able to quantify the effect of the leadership in each compartment, but there is some effect.

DaveCrom01
02-19-08, 08:21 AM
The percentages are for per crewman. If a torpedo compartment has 4 slots, each crewman can contribute up to .25 efficency for that compartment. Half of that (.125) will come from the mechnical skill and half from the guns skill. Crewmen's skills don't complement the others' weaknesses.
--------------------------
Excellent, thanks for the info. That original calc you posted really helped me out.

Did you happen to see what total skill number is required in each section to make it up to "efficiency 1" ? In other words, what is the total number of mechanical and gun skill required to get to maximum efficiency.

If it is 100, then I guess one would need to have 4 crew members with 100 in both mech and guns to reach the figure - excluding leadership contribution. Then I just need to figure out if the leader has to have 100 in mech and 100 in guns as well as some leadership - as it appears the leader slot requires good skills in the primary attributes too.

Cheers, and thanks again.

Dave

The Fishlord
02-19-08, 02:07 PM
Speaking of crew members (I don't want to start a new thread)...

1. When I switch my deck gun from forward to stern, or vice versa, I lose the ability to put a crew in my new deck gun. The slots just aren't there. There are still slots for the old deck gun, but they are worthless since there's no gun there.

Is this a bug or what?

2. When crewmembers die, do I get issued new ones? Do I have to ask for them?

SgtWalt65
02-19-08, 04:51 PM
Speaking of crew members (I don't want to start a new thread)...

1. When I switch my deck gun from forward to stern, or vice versa, I lose the ability to put a crew in my new deck gun. The slots just aren't there. There are still slots for the old deck gun, but they are worthless since there's no gun there.

Is this a bug or what?

2. When crewmembers die, do I get issued new ones? Do I have to ask for them?

I have noticed this as well. Pre-patch 1.4 and pre-mod RSRD I could but not post patch or post RSRD Mod.
I also noticed that any twin mount 40mm AA gun only has 1 crew shown sitting in the seat instead of 2 which is needed for the twin 40mm AA and the 4in. and 5in. main guns only have 1 crewmen shown in external view as well.

However we are getting off the original posters topic here. Lets retask and find a thread talking about this using the forums search engine.

Here is a topic discussing this issue. Seems FUBAR'ed.
http://www.subsim.com/radioroom/showthread.php?t=121472&highlight=crewmen