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Department Efficiency
:hmm: When adding crew members it seem certain skills & specialities and "attribute" scores will increase dept. efficiency. The personal scores seem to have more effect than skill or speciality. Somtimes the scores match their S/S sometimes it does not. It seems to me that the personal score counts most. It also seems that each dept/room of the sub has 2 relevent scores one being more important than the other. Can someone explain witch score/skill/speciality combo has the most effect on each dept. rating & if rank has any effect ? P.S. As a side note I also noted that 10 (W/ sensor spec.) of the 12 available lvl 10 recruits (ensign ?) cost 0 to recruit while the other 2 (W/ mec. spec.) only cost 200. Their scores are also always the same. Is this a bug or what ? Thank You.. :88)
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Well I dont know if I can make any sense here but I will do my best.
first off Im only looking at the files in detail now so bear with me most of its from a brief look I took a few weeks ago. I will try to confirm stuff as I go. first off there are personal skills there are ranks there are qualifications. these three factore all influence deptartmental efficiencies you can take a qualified gunner with med skill and get a flak gun to go to say 50% efficiency or you can take a torpedoman that has a High skill level with guns and he will make the flak gun 80 or 100% efficient, so as you see qualification isnt everything. now each of the attributes Rank Qualifcation or Skill carries with it certain abilities that effect the situation. these are either Local abilities or global abilities. Local Abilities are used most I am uncertain if the global abilities listed actually are used in game or not I havent had a crew go fanatical or an officer go unbreakable but it may happen, Local abilities do stuff like increase speed or decrease torpedo loading times. I guess I could go more into skill qualification and rank. [Qualification 5] ID=QualEngine2 NameDisplayable=Machinist's Mate QualTreeName=QT_Engines QualTreeRank=2 Image=1 SkillRequiredLeadership= 0 SkillRequiredMechanical= 0 SkillRequiredElectrics= 0 SkillRequiredGuns= 0 SkillRequiredWatchman= 0 SkillBonusLeadership= 0 SkillBonusMechanical= 0.4 <-------------------- Here SkillBonusElectrics= 0.4 <-------------------- & Here SkillBonusGuns= 0 SkillBonusWatchman= 0 this improves the crewmembers effect on the situation once he achieves the rank skill I believe is also progressive with experience [SpecialLocalAbility 2] ID=LAbilTorpSpec2 NameDisplayable= Torpedo Detonators Specialist AbilityType= SLA_ReduceTorpedoMalfunctions AbilityValue= -50 ;% AbylityActsIn= SternTorpedoRoom, BowTorpedoRoom Image=1 SkillRequiredLeadership= 0 SkillRequiredMechanical= 0.6 SkillRequiredElectrics= 0.2 SkillRequiredGuns= 0.6 SkillRequiredWatchman= 0 Hope this helps its a start anyway. MM [edit] There are prestige price settings for crew that you will be able to defeat as we move on through the tutorial. |
Thank You MM for your quick reply. Is there a file or place with a list of skill scores that best suits each dept/room of the boat including damage control ? I suppose I could start a new game to test. By starting with an empty compartment & asigning crew members with various scores and noting the change. The "green bar" is not very precise however. I wish the rate was and/or digital. I was just hoping it had already been done or was available in file or game. I am getting lazy in my old age... LOL :yep: After diner, maybe.. :rotfl: Thanks
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See this thread: http://www.subsim.com/radioroom/show...086#post747086
If you hover the mouse over the green bar, it will display the efficieny as a decimal number with two digits of precision. |
:up: Thank You Powerthighs for your reply. Some of the combo's dont make since to me ie only 20% gun for the gun.?.? I am NOT doughting your work, only the game mechanics. I did not think of "the hover". DUH :damn: Do YOU know why the level 10 officers in port cost 0 renown ? Makes for cheap officers. But NOT enough variety. Thank You..
as Commander Sinkum Awl would say... Do me. :rotfl: |
"Why" questions need to be sent to the devs. All we can to is guess, observe, and play the game the best we can based on our experience with it. It's a little like real world battles and war. Those who fought it best did so by trial by fire and listening to those others who survived.
The status bars actually work better than it would seem (although you get the nice mouseover.) Very small differences between similar crew (10% or less) don't produce strongly observable and reliable benefit when in the heat of battle. Did the gunner on the AA gun shoot down that last Betty because he had 80% instead of 70% skill, or did he get lucky, or did the Betty pilot get sloppy? Do the best with the crew you can and it'll pay off in the long run. The system is complex enough that a fool proof system is hardly worth the trouble. -Pv- |
Touche'.. Curiosity only.. Can not others learn from ones questions .? :gulp:
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