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Torvald Von Mansee
03-16-08, 06:26 AM
How do you like to mix it up? Who do you like leading the team?

Platapus
03-16-08, 08:02 AM
That is a good question that I would also like to know about.

I do know that like most things SH4 does things differently from SH3.

Perhaps it is explained in the well written and exaustive SH4 game manual?

Uh no. :nope:

Is it a good idea to have a crew of trained specialists dedicated for DC?

Or is it better to have your trained people manning the station and manually swap them out during damage repair?

Torvald Von Mansee
03-16-08, 08:15 AM
Perhaps it is explained in the well written and exaustive SH4 game manual?
:rotfl::rotfl::rotfl::rotfl::rotfl::rotfl::rotfl:

I'm somewhat confused about what I should be doing. Should I put an officer in command who has, say, innate Mechanical and trained for Command? Or innate Command, trained for Engines? Something else?

I supposed that the innate abilities of the enlisted men making up the rest of the team should be split between Electrical and Mechanical, but I wonder if they should have a mix of ratings as you don't know WHAT they'll repair, but I also wonder if that's at all relevant!!!

Rockin Robbins
03-16-08, 11:40 AM
I've always believed in recruiting a full raw (free) DC crew at the beginning of my career and letting them accumulate experience based on the misfortunes we encounter. I staff every position on the submarine, leaving no blanks. Yes, this means that my gun crew gets injured during depth charge attacks, a bug that I don't know if 1.5 fixed.

Hey, you asked!:rotfl:There must be a better way but I just have no interest in efficient crew management. That's what my exec and chief of the boat are for.

aanker
03-16-08, 01:41 PM
I don't have a clue either but I keep 2 - 3 slots in DC empty for sorting the entire crew later. Once on patrol I sort the entire crew by their abilities at each station keeping the lowest in DC (with the highest of those with 'high' leadership to run the team). Then I just leave them alone.... lol

Happy Hunting!

Art

Torvald Von Mansee
03-16-08, 05:03 PM
Gah!! It just seems to me that the handbook could have added a cumulative total of like FOUR paragraphs that couild have explained the entire game (not just DC) a LOT better!!! I mean, after all the work of writing the code for the game and KNOWING how everything works, why is the handbook such an afterthought? I just feels like the project got a little rushed to market.

CCIP
03-16-08, 05:26 PM
I think with the DC team, what matters isn't so much the individual collection of the crew in there, but the overall efficiency of the team. I'd put an officer with high leadership and mechanical skill in charge of the compartment, and fill up the rest with sailors who have a decent amount of mechanical skill. Usually that ends up with a full efficiency bar - and that's what you need.

Torplexed
03-16-08, 05:32 PM
Gah!! It just seems to me that the handbook could have added a cumulative total of like FOUR paragraphs that couild have explained the entire game (not just DC) a LOT better!!! I mean, after all the work of writing the code for the game and KNOWING how everything works, why is the handbook such an afterthought?
It's the cost of printing that probably drives it. Which is why a lot of games ship nowdays with only a .PDF file instead of a printed manual. Sad. Still, if the .PDF file was comprehensive I'd take it over an inadequate manual.