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-   -   SimHQ SHIII Tonnage War Mod - Updated 19-12-05 (https://www.subsim.com/radioroom/showthread.php?t=87519)

Der Teddy Bar 12-20-05 07:56 PM

Quote:

Originally Posted by Nedlam
Quote:

Originally Posted by Observer
In the “Not you grandmothers crew management mod” four to five crew deaths or eight to ten crew injuries will result in the crew reaching minimum morale... When crews are at minimum efficiency, most compartments will stop working after about 12 hours, though it does vary by compartment.

I love this idea and have been waiting for this thing to come out for awhile now but I have a question.

Worst case scenerio: You attack a convoy and get hammered in the process by a DC attack which has killed four men and wounded a few more. If I'm reading this right two very unrealistic things can happen:

1) Due to the low moral of the deaths the efficiency will be "E." Now the ship is probably really, really banged up your crew will just sit around feeling sorry for themselves as the uboat sinks deeper and deeper...

2) They manage to save the boat. But after 12 hours no matter how nice you ask them (their psyche is shattered you don't what to yell :)) they wont work the diesel engines to get you home so you have to call for a tow.

Am I close or am I way off? Again, I'm talking worst case but it could happen.

Nedlam,
Good question...

I feel as players we need to adjust expectations on what is possible. We have for so long had 'supermen' as crew, that we have 24/7x365@110% mindset.

We need to consider, how many men, and of what qualification would be needed to bring home a damaged u-boat?

We also need to adjust our expectations on what is physically and mentally possible for a man to do.

Anyway, that is enough thinking from me, my head hurts :rotfl:


Answer to Q1. The men will continue to work but at a reduced amount. At minimum morale you are only loosing 1/3 capacity.

Answer to Q2. At minimum morale, a fully rested crew will run the engines for a period of 12 hours as apposed to 18. So if you are short on me, all that is required is that you stop, rest the men and then continue your trip home. It will take longer, but again I refer back to my opening statements.

I must stress, that at minimum morale you are only loosing 1/3 capacity i.e. 12 hrs as appossed to 18 hrs. While it is unrealistic for your men to be instantly 'depressed' and not perform at 100% for that critical time due to the loss of another crew member, there is little we can do about this as it is the game engine. We have allowed I feel a lot of casualties before reaching minimum morale, and again, I must stress, you are only loosing 1/3 capacity i.e. 12 hrs as appossed to 18 hrs.

Also, if you manage to sink a ship afterwards the mens morale will rise. As a result they will perform better.

I feel that we have a very good balance. There will be times, and I must say, they will be rare, or at least for me they have been I am dead anyway, that a player will find himself in a position of Question 1 and survive. Unless of course he is being hero with his crew in a deck gun engagement, and in that scenario, tuff luck!

Nedlam 12-20-05 07:57 PM

Thanks for the info. I think I understand now. I was looking at it as a RuB type of fatigue where they would not rest up no matter what you do because their moral was so low and because they wouldn't rest up you might not be able to sink anything to get their moral to come up. A vicious cycle. :)

It will be a learning process but it will be fun.

I already drag and drop every single crewman to their proper place on the boat. I was doing it on 8 hour shifts but now I make'em work for 12. Their Union rep is currently negotiating a deal where they get a 10 hour work day with two schapps breaks and a new dirty magazine every other week. But management wont budge...on the schapps. :)

Der Teddy Bar 12-20-05 07:58 PM

I was replying as Observer was, so yer, as he said.....

Stary Wuj 12-21-05 07:36 PM

Looks great !

BTW:

----------------------------------------------------------------------------------
As weeks go by Morale will slowly be removed impacting upon the performance of your men. By sinking ships you will raise or keep your men's morale high resulting in keeping your men’s performance at it peak.

Reckless actions and/or bad luck, where your men are injured or die will cause the crew's morale to plummet which in turn effects their performance.
----------------------------------------------------------------------------------

As I remember it was promised by DevTeam before SH3 was released.

:yep:


Stary Wuj

glenno 12-21-05 07:46 PM

Keep up the good work .
Be more aggresive.

12-23-05 06:22 AM

Why I can't wait for the mod:
http://img301.imageshack.us/img301/2...30535pe1js.jpg

That **** ship was in a 50 degree angle in the water and kept floating for hours. This is my coolest death message ever!

Letum 01-01-06 02:08 AM

Any update?

Der Teddy Bar 01-01-06 07:11 AM

Quote:

Originally Posted by Letum
Any update?

Both Mods are still being beta tested. I will have a better understanding of where the NYGM Ship Damage Mod is in a week or so as more feedback comes in. Testing is always done in campaign.

I will have to await Observer to let you know the status of The NYGM Crew Management Mod.

Observer 01-01-06 10:03 AM

Quote:

Originally Posted by Der Teddy Bar
Quote:

Originally Posted by Letum
Any update?

Both Mods are still being beta tested. I will have a better understanding of where the NYGM Ship Damage Mod is in a week or so as more feedback comes in. Testing is always done in campaign.

I will have to await Observer to let you know the status of The NYGM Crew Management Mod.

Same for the crew management mod.

Jungman 01-05-06 11:56 AM

This will be a great addition! Thanks for the update. :cool:

wetwarev7 01-05-06 12:53 PM

A suggestion:

Is there any way to simulate fights when crew morale is low? Like maybe having a random crew member get injured at some point when morale is at a minimum? Although this would have to be done in such a way as to not bring morale down even further.

Anyways, looking forward to the mod!

Salvadoreno 01-05-06 07:33 PM

sounds greeeat!!! The sinking ship mod sounds the best, im tired of these C3s pressing on like nothing happened after i hit them with 2 torps. I always said "shouldnt there be flooding or something?"

Observer 01-05-06 07:40 PM

Quote:

Originally Posted by wetwarev7
A suggestion:

Is there any way to simulate fights when crew morale is low? Like maybe having a random crew member get injured at some point when morale is at a minimum? Although this would have to be done in such a way as to not bring morale down even further.

Anyways, looking forward to the mod!

No. Not that I know of.

Jungman 01-13-06 07:47 PM

Is the Damage Mod moved to Feburary/March? Is it meet with success?

GT182 01-14-06 11:27 AM

Question on Fatigue and Moral of the mod. Will it be able to be set not to use in SHIII Commander as it is now with "No Fatigue"? Some might like the mod but still don't want to have to use and put up with mangaing crewmen.


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