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View Full Version : tips about micromanage and officers leaving their station


xXNightEagleXx
05-05-19, 06:42 AM
I don't know if this has been already covered here but here we go.

Two important aspect to keep in mind, first is that officers execute task either autonomously due to their role or because you told them to.


Task automatically executed by them will be interrupted by bed time. However task directly instructed won't be interrupted even when their energy bar reach 0. This is important to avoid officers leaving station in critical moments all you need to do is to issue them a task, even if it is already something related to their role.


Second aspect is in fact the role. Tutorial didn't make this clear enough, not only you can assign a role to an office but also there are others roles rather than the initial ones. If you properly use them you can cut micromanage by a lot. Of course there are still things that need to be directly issued (eg. lights) but a good use of roles alone can greatly improve the experience.


For example i had to constantly move the radio office between sonar and radio. Once i figured out that i could just assign the role specific to either radio or sonar all i had to do is change the role quickly and right click on the current task to cancel it thus trig him to move it the other station by itself. The more i play this game the more i like it. Sure it is a different beast from SH but surprisingly it is giving a lot of entertainment, more than cold wars for example. Seeing how active, and most important open mind, the devs are i believe that this product can only improve. I don't want it to follow SH because i prefer this concept, or at least something different, but definitely combat challenges can improve to an experience more closer to SH.

GoldenRivet
05-05-19, 11:15 AM
ah ha!

I changed my "radioman" to "medic"... this is why nobody aboard automatically mans the radio or hydrophone stations!

this was super annoying and i couldnt figure out why that was happening.

so if i am reading you right... their specialty selected from the pulldown in the customization screen has to do with their default activity

thanks

very helpful, going to have to switch him back

raymond6751
05-05-19, 01:02 PM
We need an action stations, not alarm/Achtung. Action stations would be AI being sure nobody is in bed, key officer roles are filled, stations are manned, idle crew lie or sit down to get out of the way, and then ready for anything.

Also, need damage control by AI to fix things, especially key equipment.

xXNightEagleXx
05-05-19, 01:58 PM
ah ha!

I changed my "radioman" to "medic"... this is why nobody aboard automatically mans the radio or hydrophone stations!

this was super annoying and i couldnt figure out why that was happening.

so if i am reading you right... their specialty selected from the pulldown in the customization screen has to do with their default activity

thanks

very helpful, going to have to switch him back


As matter of fact if you set the radioman as 'radio officer' he will automatically man up the radio and if you set him as 'technician officer' he will automatically man up the 'hydrophone, sonar or radio'. If you have two radioman both set as 'technician officer', one of them will man up the 'hydrophone' and the other will man up the radio until the hydrophone station gets free which will trig him to automatically switch to hydrophone station.

xXNightEagleXx
05-05-19, 02:21 PM
I would go even further i believe that if you set an officer as gunner he will stay available but inside until there is an alarm and which will trig him automatically run outside and man up the gun.

Pisces
05-05-19, 03:48 PM
We need an action stations, not alarm/Achtung. Action stations would be AI being sure nobody is in bed, key officer roles are filled, stations are manned, idle crew lie or sit down to get out of the way, and then ready for anything.Seems like a difference in semantics to me. But now there is a lack of a means to stand down from Alarm mode. Even if the situation is relatively secure no active escorts in sight, just wreckage and pontoons, and then crew are all in panic mode over there being some cases of cheese and potatoes floating about. And you can only release from that by leaving the area.

Also, need damage control by AI to fix things, especially key equipment.The Chief engineer and Mechanic did automatically when I played yesterday. First sandbox mission that has barely begun. Maybe priorities (of which damage is most urgent) are an issue. But they do get on it as far as time compression allowed them.

JU_88
05-05-19, 06:09 PM
Probably one of biggest bug bears right now, is some of the crew actions during an alarm, why are half of them still in bed? why do officers go to bed mid way though a torpedo calculation or and air attack? 'Yes sir we will man the flak, and get that firing solution done..... right after our nap.' (often an eternal nap as a consequence)

So yes that part badly needs addressing!

junkets
05-06-19, 05:37 AM
Probably one of biggest bug bears right now, is some of the crew actions during an alarm, why are half of them still in bed? why do officers go to bed mid way though a torpedo calculation or and air attack? 'Yes sir we will man the flak, and get that firing solution done..... right after our nap.' (often an eternal nap as a consequence)

So yes that part badly needs addressing!

If you manually tell an officer to do something (e.g. use the nav table or use the UZO, via the TAB menu) they should stay at that position no matter how exhausted they are. As noted in the first post of this thread.