SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   RUb/SH3 Commander fatigue system questions (https://www.subsim.com/radioroom/showthread.php?t=83542)

Beery 08-24-05 11:22 AM

For those who have not seen RUb's readme file, here's the bit about fatigue:

Fatigue: the new fatigue is based on a combat stress model. It is no longer fatigue. The feature is meant to reward careful crew assignments while removing the burden of micromanagement that the original game placed on the player. In this mod the torpedo compartments and the repair area are the most stress-inducing areas of the boat, so try to keep crewmen out of these areas until they are required to work there. Also, try to limit placing watch crews on duty during bad weather. It's best to submerge when the weather is bad. Always make sure not to spend too much time at under 32x time compression.

Combat stress and crew management: When crewmen become fully stressed they will work at lower capacity. In the first couple of missions (until you train specialists) this can make it difficult to run the boat. In the short-term, place NCOs and officers in compartments which are having trouble. Between patrols, give the necessary specialist badges to NCOs and officers so that they can work the worst-affected compartments more efficiently.

Sleeping areas and fatigue: Fatigue (now combat stress) will no longer heal during time spent in the sleeping areas, but these areas will prevent crewmen from becoming more stressed. Fill these compartments with all non-essential personnel in order to keep them rested for duty.

Fatigue Marker: the fatigue marker's shape and colour has been changed. This is to remind players that high fatigue is not a 'red alert' situation. Crewmen can and will do their job even when highly stressed, but their efficiency will drop considerably. A stressed torpedo crew often takes 24 minutes to load a tube, while a fresh crew takes only 12 minutes.

jaxa 08-24-05 11:24 AM

OK, thanks for reply. Don't be frustrated that people ask you about your fatigue system. It differs from standard fatigue system and many people don't understand it at first time, after playing stock SH3.
I've another question for you - is it possible to include in RUB install randomizer? It will be fantastic to choose what to install from RUb pack.

Beery 08-24-05 11:36 AM

Quote:

Originally Posted by Kresge
I think what is frustrating people is that the level of combat stress seems to have too much of an effect on the crew at times. After a simple case of sneaking up on a merchant, launching two torpedoes, sinking the merchant, and then reloading those two tubes your crew may be at a high level of combat stress already and you might not even be two days out of port.

This is realistic. Combat has a very pronounced effect on new recruits. However, if you spend even a few DAYS sneaking up on a merchant and you reload two torpedoes (as in your example) your torpedo crew should not have acquired more than 20 minutes of battle stress (which is a very small proportion of the maximum). You don't need your torpedo team until you start reloading the torpedoes, so anyone who has a spent crew after a single attack is doing something VERY wrong in terms of crew management. The fact that rest areas have been denied their recuperative properties does not mean you shouldn't use them as best you can. They still prevent fatigue from accumulating. If players use them effectively they should be able to patrol for at least a month (even with a green crew) and reload all the boat's torpedoes before fatigue becomes a serious issue. On later patrols fatigue should not matter at all.

Quote:

To me this action may have heightened the level of stress but should not kill the effectivness of the crew.
Why is it that players seem to think it 'kills the effectiveness of the crew'? It does no such thing! The crew can still run the boat and load torpedoes, even when they are fully fatigued. As far as I'm aware there is absolutely no situation where players are presented with a boat whose weapons can't be reloaded and where the boat cannot function. I've tested it over and over again, because this accusation keeps coming up, and it sometimes seems that nothing can persuade players that this idea of a 'fully fatigued and therefore helpless' crew is all in their head. Sure, a green crew will need more attention in order to function properly, but there's nothing unrealistic about that.

If you FULLY fatigue every single member of the crew, even on the first patrol, you can still cruise around and launch torpedo attacks. The crew are far from helpless, and while their effectiveness is lessened they are not ineffective. On later patrols, given the right choices made in terms of qualifications, fatigue is a non-issue. A fully fatigued crew on patrol #8 will perform better than a fully rested green crew on patrol #1. That's the way it should be: green crews should be strongly affected by combat, and should be relatively... well 'green'; veteran crews, even battle fatigued ones, should perform better than raw recruits. RUb's combat fatigue system achieves both of these things.

LukeFF 08-24-05 07:56 PM

Thanks for that explanation on crew qualifications, Beery. I was thinking along the same lines as your response, but it was good to see that I wasn't on the wrong track the whole time. ;) :D


All times are GMT -5. The time now is 06:21 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.