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View Full Version : Possible to make the crew management better?


Wolfstriked
03-30-12, 04:40 PM
I removed the fatigue factor and its slightly more immersive playing like this since the wee little icons of the sailors actually seem like they have brains now when I look at them.Moving crew to take care of mechanical problems or to stop flooding in compartments is very immersive no doubt but being on patrol and the engines cut out because your crew is so exhausted in the diesel room that they collapse when its actually a shift system is not.

I was thinking that maybe a more realistic effect could be done by having every compartment aboard(including crew quarters)have the same fatigue draining speed but its slowed down by very large amount.This way very long patrols and the green compartment lines start to move down thruout the whole sub.I am talking like 1/4 reduction per month at sea so that two months and the whole crew is down 1/2 efficiency.This way you get worse at sea the longer your out there BUT if you get a certain amount of tonnage the fatigue reverts by 1/4.:arrgh!:

That aside it still needs something and I think that has to do with the promotion aspect of SH3.Leaving port on first patrol with a crew of sea scabs should not have full green on the watch deck.You can promote and improve 4 aspects....watch,torpedo loading speeds,sonar reading ability and damage crew speeds.The engine rooms should be changed so that no matter what,one person with machinist trade suffices(easily done)and same with command room.

The officers should each take care of 1/2 of efficiency depending on the qualifications they have.The petty officers now are where you start building a well run ship and get 1/8 efficiency per promotion in their chosen qualification.So 4 promotions of petty officers and you now have an excellent watch crew....always(unless you have a death).On typeIIa you only have 9 petty officers but it takes 14 qualifications to max out the boat....4watch,4torpedo room,2sonar room,4damage control.For larger subs you have plenty to max out with but it will take quite awhile.

Not pure realism and probably has plenty of holes so I ask what are they?

Sailor Steve
03-30-12, 08:05 PM
People have been experimenting with Crew Fatigue in SH3 since it came out seven years ago, with limited luck. The best thing so far is using SH3 Commander to turn it off altogether.

SH4 fixed the crew management problem, with three watch bills rotating themselves, as happens in real life.

rudewarrior
03-30-12, 08:10 PM
The best thing so far is using SH3 Commander to turn it off altogether.

+1

The whole model is just about useless. Neither it nor any of the attempted mods are in any way reflective of what actually happens. Just ditch it altogether.

Wolfstriked
03-30-12, 10:06 PM
Not talking realism but more human spirit.If you remove the crew alltogether you remove the spirit of sub warfare.Spirit is big in gameplay as far as reviews say.....just saying.Everytime I get to the end of a patrol and upgrade my crew I have no "feeling" at all.Just click and fill.I guess my question is could it be more?If every successful patrol felt like a chance to advance then it would inspire.

reaper7
03-31-12, 02:06 AM
I'll have a look into implementing a crew rotation as in SH4 once I get some time :up:. No promises though :03:.

Wolfstriked
03-31-12, 09:22 AM
:yep:That would work:rotfl2: