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Matador.es
11-25-10, 10:32 AM
What is the in game effect on having a medic amongst one of your petty officers? Is it just good to have one in RL, or does it have any positive influence in the game?

its a kind of waste to have a madic on board while it does not have an effect, i might consider an extra torpedo officer instead.

Sailor Steve
11-25-10, 10:40 AM
If you have a wounded man the medic will heal him if placed in the same compartment. Many of us here have never seen a wounded crewman, so whether he is necessary is questionable.

Yoriyn
11-25-10, 10:44 AM
I was thinking they are used to let a crew rest quicker.

Sailor Steve
11-25-10, 10:50 AM
That was discussed in another thread not too long ago, and someone stated that the medic didn't help with crew resting. I don't know, and I don't remember what thread it was, so I can't say for sure. That said, I do have a medic in my enlisted crew's compartment just in case, and the PO's and enlisted seem to rest at about the same rate.

Herr-Berbunch
11-25-10, 10:52 AM
Like Steve said, place him in the same compartment as wounded men and they'll heal quicker - I usually leave him in the forward quarters and transfer the men there. Those that haven't seen a wounded crewman are lucky - although nowadays me seeing them are few and far between - it's either live or die, no time for fannying around with injuries :DL

Jimbuna
11-25-10, 01:05 PM
The added value of a medic qualification is not that great because there is an equal chance a crew member will be killed instead of being wounded....this is the last qualification I go for.

Yoriyn
11-25-10, 01:33 PM
Quotation from SH3 manual page 22:

The basic stats of each crew member are:
• Morale (blue bar).
• Fatigue (yellow/red bar).
• Health (visible only when crewmember is wounded).
Warrant Officers and Officers can be qualified in the following areas:
• Torpedoes.
• Gunner.
• Flak.
• Watch.
• Command.
• Communication and Sensors.
• Engines.
• Damage Control.
• Medic.
Using specialized crew in specific compartments will increase crew efficiency in
those compartments.
While Warrant Officers are allowed only one qualification, Officers are allowed up
to three qualifications depending on their rank.

So medic should help increase fatigue.

Matador.es
11-25-10, 02:33 PM
I think thats a solid answer. I will leave it for the last qual to give.

Thanks!

Herr-Berbunch
11-25-10, 02:43 PM
There's an SH3 manual? :doh:

Yoriyn
11-25-10, 02:52 PM
You can find manual in documentation folder in your Silent Hunter installation.

Gargamel
11-25-10, 10:46 PM
I Many of us here have never seen a wounded crewman, so whether he is necessary is questionable.

I had one few days ago during my DC'ing when I tried to return through Gibraltar. But he really didn't last long, neither did everybody else. It was obvious he was injured and not dead, something to do with the bandaid on him, but he died so shortly after from the next wasserbomben (boom boom), that I don't remember what I saw but it was different from dead.

DanWilkie
11-26-10, 07:23 AM
My medic saved the lives of four of my crewmen yesterday when I was a tad too slow to dive in the channel and opened up, wounding four of my deck crew.

They all survived, not that it did them much good as it wasn't long after that I got completely trapped, I'd been trying to sneak into Portsmouth in 1941 :\

irish1958
11-26-10, 09:29 AM
The Medic is an unfinished portion of the game. He does have a slight effect on recovery time of the wounded crew in the same compartment, but it is minuscule.

Matador.es
11-26-10, 10:09 AM
The Medic is an unfinished portion of the game. He does have a slight effect on recovery time of the wounded crew in the same compartment, but it is minuscule.

Ahh, and this is an assumption or a sollid fact since it must be written "in de code" somewere?

Jimbuna
11-26-10, 02:01 PM
Ahh, and this is an assumption or a sollid fact since it must be written "in de code" somewere?

Put it down to experience brought about by being involved in modding, coupled with hundreds if not thousands of hours testing.

If you want to interrogate the code simply ask Ubisoft for a copy of the SDK.

K-61
11-26-10, 02:17 PM
I still employ one, simply as an act of faith that some day he'll earn his keep. I just never to seem to have the sort of luck where he is needed; it's either KIA outright or not injured at all.

desirableroasted
11-26-10, 06:00 PM
.I'd been trying to sneak into Portsmouth in 1941 :\

:har:

Yoriyn
11-27-10, 06:23 AM
:har::har::yeah:

Matador.es
11-27-10, 04:03 PM
No offense jimbuna....

Jimbuna
11-28-10, 01:06 PM
No offense jimbuna....

Absolutely none taken http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Tessa
12-03-10, 07:00 PM
Usually when you get slammed hard you hear "man down on the deck", its almost relieving when you hear "medic!!!" instead. Have seen putting a medic or officer with medic qualification helps things go a little faster, though its not fast enough that he'll likely be able to be on his feet during the remainder of the engagement. Only scenario that I can remember actually needing a CPO Medic was when an officer was wounded, without the medic in the compartment he didn't seem to recover at all, or might have been 1 hp a day; after several hours w/o the medic he'd gone nowhere.

Normally I'll make either/both the sonar and radioman medics, since having the radioist skill is completely useless. Though ironically that compartment seems to be the one that either gets hit first or takes the most damage and casualties.

desirableroasted
12-03-10, 08:10 PM
Normally I'll make either/both the sonar and radioman medics, since having the radioist skill is completely useless. Though ironically that compartment seems to be the one that either gets hit first or takes the most damage and casualties.

But that's useless. Your Petty Officers can only have one qualification that actually works in the game. Yes, you can give them "eye candy" qualifications, but only the top one "works."

And the "sparky" skill does work... and (while it makes no sense) having a second sparks in the radio room does, as far as I can see, increase hydrophone efficiency.

If I give the medic qualification, it is only for "realism" purposes. And then only to a very junior petty officer. Never an officer.

Tessa
12-04-10, 05:21 AM
But that's useless. Your Petty Officers can only have one qualification that actually works in the game. Yes, you can give them "eye candy" qualifications, but only the top one "works."

And the "sparky" skill does work... and (while it makes no sense) having a second sparks in the radio room does, as far as I can see, increase hydrophone efficiency.

If I give the medic qualification, it is only for "realism" purposes. And then only to a very junior petty officer. Never an officer.

My medic is usually either the radioman or the sonarman himself, I don't bother giving either the radio skill in the first place. I never count on the sonarman to do his job when the stakes are high, operating it yourself you can get right down to business and monitor the warships above; instead of getting intermittent reports of merchant contacts which are irrelevant when you've got 3 DD's overhead trying to pin you down. It's no more difficult to operate the ships propulsion or steering from the sonar room than the command room.

desirableroasted
12-04-10, 05:36 AM
My medic is usually either the radioman or the sonarman himself, I don't bother giving either the radio skill in the first place. I never count on the sonarman to do his job when the stakes are high,

One way to play it... you could also, for the same reason, do away with watchmen, since you will always see further than they do.