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Assigning crewmen, help wanted.
Hello ALL,
I was noticing on the Crew screen that there are 5 Stations (6 if you count 2nd Torpedeo area) and 5 skills. I also noticed that the skills don't seem to match up with the Stations. What I was wondering is Which skills work best in which Station? |
I think it should follow pretty logically.
Eg; Machinest belong in the engine room, Watchmen belong... on watch, torpedo trained in the torpedo rooms. I havent really noticed any poorly assigned officers, Hrm maybe I need to look closer. :hmm: |
Thanks SteamWake,
But as you can see by the lists below, it's not really that simple for some positions. Skills: Electrical Guns Leadership Mechanical Watchman Specializations: Command Engines Guns Sensors Torpedoes Watch Stations: After Torpedo Room Engine Room Control Room Conning Tower Forward Torpedo Room Deck Watch Aft Deck Gun AA Gun Damage Control Now for the obvious, ------------------------------Specialization Skill After/Forward Torpedo Room -- Torpedoes ___ ??? Engine Room ----------------- Engines _____ Mechanical Control Room ----------------- Command ___ Leadership Conning Tower ---------------- ??? ________ ??? Deck Watch ------------------ Watch ______ Watchman Aft Deck/AA Gun ------------- Guns ________ Guns Damage Control -------------- So to be more specific with my question, which skill would be best for Conning Tower and for Damage Control? And I guess I'll also ask: Which Specification would be best for Conning Tower, Torpedo Rooms and for Damage Control? |
I'm not sure how accurate it is, but according to Kolmar over at the UBI forum the following is how the compartments are set up skill wise:
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Torpedoes ___After/Forward Torpedo Room (I'm guessing :roll: ) Command & Leadership___In the Control Room & Conning Tower ? :hmm: Watch & Watchman___Deck Watch ? :hmm: Guns have 3 crewmen yet you show 170% with 4 skills :doh: |
Torpedo rooms = torpedoes, engine room = engines, command room = command, watch = watch, guns = guns, and conning tower = sensors. I don't think gun specialization helps out any extra in the torpedo rooms but I have no quick way of finding out. I also have no idea what specialization the damage control section would be, if any.
The guns thing does seem a little odd, especially the part about electrical, but I haven't had the attention span to sit down and actively test it. |
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Thanks Strikor,
That helps with assigning stations based on Specializations. But, I'm still wondering about how the Skills plays a part in assigning to stations. Do the Crewmen Skills mean anything? |
I don't know if skill: watch helps any more than a guy with the same watch level with another skill assignment. It could simply mean they start higher in that area.
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The most curious one is "electrical"... Im assuming he belongs on the radar ?
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It depends on his other skills. High mechanical would be best suited for the engine room or damage control, while a high watch skill would make him better suited for the conning tower which controls the sensors.
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I would imagine that electrical is useful all accross the boat, especially in damage control, water and electric=bad:lol:
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Personally i've actually noticed crewmen with high Watch (100+) get a bigger green bar when I put them in the AA gun than crewmen with a high gun
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I guess my totally naive question is does any of this crew stuff make any difference?
I can see where a skilled gunner may hit more often, but does a better watch keeper see stuff quicker, or a torpedo specialist load faster? In fact when I tried to mix up the crew locations, it didn't make a noticeable difference. Suplementary question: When I start a new career, should I fill the empty slots on my boat, including Damage Control? |
This is really a big question for me too. But there is some good info in this thread I haven't seen before.
Another section for a future FAQ How Do I Use My Crew (And Does It Matter?). The only big difference I've seen is gunnery. But that's pretty obvious that people with better gun skills will hit things more often. Watch makes sense for the AA gun because your ability to see things accurately at longer ranges/higher speeds is a much bigger factor when shooting at specks overhead. But it sure as heck isn't the intuitive skill. I'd be thinking guns for AA as well. I've also been reading about special skills that the crew can develop in other threads. I haven't seen it happen yet but I'm really curious how that works too. |
Hello OddjobXL,
I think those "Special" Skills are those little Pics you see at the top of the Crewman sheet. The more Skilled someone seems to be, the more pics they get. When you point at them, they will tell you what they are for. They seem to start out Light Yellow and end and Red. I think 4 is the max. Not so sure as to how these work either as far as assigning. I would like to cross train 1 Crewman in many fields but I don't think you can as far as "Special" Skills go. |
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Thanks, Gspector. I didn't notice the color coding before. I'll have to look into that. What I was actually refering to were the special skills cited in this thread:
http://www.subsim.com/radioroom/show...ading+speed%22 Things like "Fanatical Commander" or whathaveyou. How do you get them? What do they do? But without even having a strong grasp on how basic affinities and skills work, what do the numbers actually mean in terms of performance for example, I'm not sure how to take best advantage of these unique traits. Hey, Ubi guys - love ya - but help us out here! :D |
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