Littlealx
01-11-08, 08:53 PM
Hello again all,
the answers i seek seem to be few and far between in the training guide, i did have a look, but the damage control section there teaches how to prioritise repairs, not how to set your crew up.
Somehow this topic seems to have escaped the manual also :down:
Anyway, the Crew and their skills have changed dramatically from SH3.
the basics i understand. If a crewmember has a "natural talent" for Guns, you train him in Guns, and you stick him on the gun deck ;)
If a crewmember has a 'natural talent' for Command... you train him in command and stick him in the command room.
Sensors -----> Conning tower
Here's the parts that confuse me.
*Some blokes have a talent for "mechanical" What does that refer to? Engine's or repair?
*Some blokes have a talent for "electrical" Does that refer to Engines or repair?
*There Seems to be no "natural talent" for torpedoes, but there is one for guns. Does a natural talent of guns mean they're also good with torpedoes as well as the deck gun and AA? :hmm:
*Does a mechanical skill help in torpedo rooms?
*THEN these strange bonuses seem to come in after a while!? I can't find a list or any definition of what they actually do? One of my Engine room greasemonkeys has a trait that says " Increase Fanatical chance " ??!!
*About another bonus. One of my Chief Petty officers in the command room has a bonus called "reducde torpedo load time." The bonus's symbol is the command room wheel symbol. But one would think to help load torpedoes he may need to be in the torpedo room?! For this bonus to come into play, does he need to be in the command room or the torpedo room? (bearing in mind the symbol for the bonus is the command room wheel)
*And finally there's the damage control. I can fill that up with sailors trained in all things, yet the efficiency is never as good as it could be. What kind of skills do you need on the damage control team to make them effective?
Phew. I do appreciate that these are a lot of questions, if you know how to simply answer one or two that would be fantastic. I can't believe this is not covered in the manual, and although you could prove me wrong, i do not believe these things were covered in the sticky guide. If it's not, maybe we should include this in the sticky?
Anyway, thank you as always for the help fellow captains. We may cross paths on the sea. (But you won't see me :ping: )
the answers i seek seem to be few and far between in the training guide, i did have a look, but the damage control section there teaches how to prioritise repairs, not how to set your crew up.
Somehow this topic seems to have escaped the manual also :down:
Anyway, the Crew and their skills have changed dramatically from SH3.
the basics i understand. If a crewmember has a "natural talent" for Guns, you train him in Guns, and you stick him on the gun deck ;)
If a crewmember has a 'natural talent' for Command... you train him in command and stick him in the command room.
Sensors -----> Conning tower
Here's the parts that confuse me.
*Some blokes have a talent for "mechanical" What does that refer to? Engine's or repair?
*Some blokes have a talent for "electrical" Does that refer to Engines or repair?
*There Seems to be no "natural talent" for torpedoes, but there is one for guns. Does a natural talent of guns mean they're also good with torpedoes as well as the deck gun and AA? :hmm:
*Does a mechanical skill help in torpedo rooms?
*THEN these strange bonuses seem to come in after a while!? I can't find a list or any definition of what they actually do? One of my Engine room greasemonkeys has a trait that says " Increase Fanatical chance " ??!!
*About another bonus. One of my Chief Petty officers in the command room has a bonus called "reducde torpedo load time." The bonus's symbol is the command room wheel symbol. But one would think to help load torpedoes he may need to be in the torpedo room?! For this bonus to come into play, does he need to be in the command room or the torpedo room? (bearing in mind the symbol for the bonus is the command room wheel)
*And finally there's the damage control. I can fill that up with sailors trained in all things, yet the efficiency is never as good as it could be. What kind of skills do you need on the damage control team to make them effective?
Phew. I do appreciate that these are a lot of questions, if you know how to simply answer one or two that would be fantastic. I can't believe this is not covered in the manual, and although you could prove me wrong, i do not believe these things were covered in the sticky guide. If it's not, maybe we should include this in the sticky?
Anyway, thank you as always for the help fellow captains. We may cross paths on the sea. (But you won't see me :ping: )