View Full Version : Crew management questions
hey all I've been playing SH4 1.5 now for a few days.
I just press new career and sail away. Then I noticed I have loads of free space in my ship.
How does crew management work? Do I need ppl in damage control or are they assigned automatically? With the new shift system i don't need to worry about my peeps getting tired (as much). But where do i need to keep track of?
Is there a noob guide for this?
AVGWarhawk
07-08-08, 11:40 AM
Before you leave port you need to load your slots with sailors. Other than that, you do not have to babysit the crew. That is done for you. You can move sailors around if you want.
Arclight
07-08-08, 01:39 PM
Little about battle stations, since it ties in on crew behaviour/management;
When you sound battle stations, all shifts come on duty increasing efficiency in all compartments, and the damage control team is activated automatically (although you still need to assign crew there if you didn't already). Keep track of how long your crew is on battle stations, or you'll have people falling asleep on duty because they're too tired. When you sound battle stations is up to you, but IMO it's a good idea when attacking a convoy or taskforce, since it's likely you're gonna have escorts on your tail. Also, when you come under attack or are detected would be a good time.
Historical note: Ship's complement ranged from 66 to 78 men. Filling all main compartments will get you up to 66, and putting crew in the gun positions will bring it up to 69 or more (depending on number of AA guns).
IMHO it's not historically inacurate to fill each and every slot, but I personally prefer to leave (only) DC empty. When needed, I sound battle stations and move the most rested engine room shift to DC, complemented by the most rested watch crew. But that's just me, it's easier to fill all slots, so all you have to do is press a button and the crew you want will report to their stations.
What are those number mean?
x/100 (5 or so fields) I understand gunnery but what is a good sonar man?
Monica Lewinsky
07-08-08, 05:05 PM
IMHO it's not historically inacurate to fill each and every slot, but I personally prefer to leave (only) DC empty. When needed, I sound battle stations and move the most rested engine room shift to DC, complemented by the most rested watch crew. But that's just me, it's easier to fill all slots, so all you have to do is press a button and the crew you want will report to their stations.
Ditto here. I consider loading up DC [damage control] at home base with extra man power as "cheating". Months ago I stopped doing that and fill the slots [in DC] as needed based on conditions of sub damage from the crew slots that I have while on patrol.
Doing this keeps me on my toes ... as to WHO in the crew is best suited for the job. Also, gives you something to do with the crew and inter-act with the management of said crew.
seaniam81
07-09-08, 06:00 PM
I also dont fill up the deck gun and AA slots, but will find good gun crew and transfer them into my ship replacing lessers. That way when my guns get damaged while underwater my crew assigned to them don't get hurt either
Arclight
07-09-08, 06:45 PM
What are those number mean?
x/100 (5 or so fields) I understand gunnery but what is a good sonar man?
Here's a good source on the different skills:
http://www.subsim.com/radioroom/showthread.php?t=128803&highlight=crew+skills
According to that, high Electric and Watch skill makes good sonarman.
Can't really help you when it comes to that Efficiency bit, doesn't really make sense to me to be honest. Maybe "current / max (bonus)". Bonuses come from the guys in charge of a compartment, and the guy in charge in the control room (officer of the watch?) gives a bonus to all compartments.
Best thing to do would probably be to do advanced search for "crew" in thread titles. If you go searching entire posts, you'll turn up way too much. ;)
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