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-   -   SH5 Crew Morale interface structure (https://www.subsim.com/radioroom/showthread.php?t=157785)

Lord Justice 10-29-09 09:37 PM

SH5 Crew Morale interface structure
 
:damn::damn:The odd flash pop up question, Y or No regarding crew, thus effecting morale. EXAMPLE : "Captain, there seems to be growing concerns with Rudolph Bauer and Fritz Snyder in the foward torpedo room, over a card game" 1 . split them bow to aft?? 2. stop crew playing cards? 3. caution them?? 4. Let them have a 10 sec punch up then shake hands?? EXAMPLE : The cook has accidently badly burned himself , and Dieter Guntz Uboot medic lost the key to the first aid cabinet during last dive!! Y = repremand him, smash open cabinet, No = send officer to assign spare crew to help medic find key. etc etc this would add to the realism i think. of course during the quiet times or perhaps important deciding factors when there is a mulitude of means to a single task!! just another after thought. "hey capt merry xmas shall i give the crew 1 bottle each or more for us officers lol

THE_MASK 10-29-09 09:58 PM

Well , its a brand new game and first person so who knows if something like this will be in . Just the ability to change dialogue by modders for the non interactive speech would be great . Example . The cook asks if you would like some soup . We as modders could have modded a reply like "you know where you can stick that soup " . A drop down box would be good . I very much doubt weather modders will be able to mod animations but who knows , maybe we can .

kptn_kaiserhof 10-30-09 01:43 AM

that would be an awsome feature

Hitman 10-30-09 07:46 AM

Quote:

EXAMPLE : "Captain, there seems to be growing concerns with Rudolph Bauer and Fritz Snyder in the foward torpedo room, over a card game" 1 . split them bow to aft?? 2. stop crew playing cards? 3. caution them?? 4. Let them have a 10 sec punch up then shake hands?? EXAMPLE : The cook has accidently badly burned himself , and Dieter Guntz Uboot medic lost the key to the first aid cabinet during last dive!! Y = repremand him, smash open cabinet, No = send officer to assign spare crew to help medic find key. etc etc this would add to the realism i think. of course during the quiet times or perhaps important deciding factors when there is a mulitude of means to a single task!! just another after thought. "hey capt merry xmas shall i give the crew 1 bottle each or more for us officers lol
My only request if this comes with the game is ... please make it OPTIONAL :damn:

Lord Justice 10-30-09 09:35 AM

Quote:

Originally Posted by Hitman (Post 1196707)
My only request if this comes with the game is ... please make it OPTIONAL :damn:

aye, nae bother each to thier own i say.

Webster 10-30-09 11:45 AM

captains handled "problems" not everyday routine stuff.

if you want over involved interaction with the crew then your no longer the captain because he had a lot more important things to do.

i want realism too but i just want the captain doing his "job" and not playing cards or tasting soup or helping hans work out his girlfriend issues.

i am afraid the devs might actually try and add some of this "crew life" BS and the game will be even more buggy and unfinished because of it.

lets not confuse the way in real life the crew interacted with the other officers below the captain with the incorrect way it was done in sh3 where the captain did everything but tell them when to go to the bathroom.

think about it this way, you and your boss get along one way during work hours and you may get along after hours or not but you have a different interaction after work. that is the way you should look at the captain, when your off duty you can be pals but on duty you follow chain of command and report to those above you and they are the ones you interact with. as far as i am concerned in the game you are always on duty so leave the soap opera interaction out of the game please.

keep in mind the captain was delegating crew suppervision to other officers and they would be the ones to interact with the crew. lets leave the captain to only do what he was actually supposed to have something to do with. yes he interacted with the crew on a personal level at times but only when there was down time and nothing was going on so do we really need game resources devoted to that?

the captain had his underlings to handle all that crew interaction stuff and he was only involved when they werent able to handle the situation. sh3 was wrong to have the level of crew control it did because the captain would never be involved in monitoring crew switching shifts and all that stuff because his officers would do those things. the same goes for damage control, he got reports and assigned priorities but he wasnt directing repairs.

rant over...


as for Crew Morale

the biggest factor in real life and how it should be in the game, is the results we get from sinkings or completed missions is the only thing i want to effect crew moral.

mookiemookie 10-30-09 12:33 PM

Quote:

Originally Posted by 4Para (Post 1196574)
:damn::damn:The odd flash pop up question, Y or No regarding crew, thus effecting morale. EXAMPLE : "Captain, there seems to be growing concerns with Rudolph Bauer and Fritz Snyder in the foward torpedo room, over a card game" 1 . split them bow to aft?? 2. stop crew playing cards? 3. caution them?? 4. Let them have a 10 sec punch up then shake hands?? EXAMPLE : The cook has accidently badly burned himself , and Dieter Guntz Uboot medic lost the key to the first aid cabinet during last dive!! Y = repremand him, smash open cabinet, No = send officer to assign spare crew to help medic find key. etc etc this would add to the realism i think. of course during the quiet times or perhaps important deciding factors when there is a mulitude of means to a single task!! just another after thought. "hey capt merry xmas shall i give the crew 1 bottle each or more for us officers lol

Sounds like a bunch of issues that would have been handled by the petty officers and not the captain.

Hitman 10-30-09 03:33 PM

Quote:

aye, nae bother each to thier own i say.
LOL thanks for your tolerance :haha: but don't get me wrong, any idea that brings the game further and closer to the reality -including the complicated human relations, which are already more complicated in a uboat, and even more in wartime- is of course wellcomed. But since I'm in real life chief of 8 persons with their own emotional problems and part of my dailiy duty is to ensure they keep working together as a team and doing their job, I got really frightened of the idea of leaving the office and my daily responsabilities to start up the computer and .... need to keep doing the same with the 48 virtual guys in my virtual uboat just to be able to shoot a humble torpedo :damn:

As you said, to each their own, and for us who have some aspects of an uboat captain job in our daily job, trust me it is a hair-raising idea to have the need to go through the same just to keep playing a game supposed to be a our leisure time :arrgh!:

JScones 10-30-09 09:26 PM

Quote:

Originally Posted by 4Para (Post 1196574)
:damn::damn:The odd flash pop up question, Y or No regarding crew, thus effecting morale. EXAMPLE : "Captain, there seems to be growing concerns with Rudolph Bauer and Fritz Snyder in the foward torpedo room, over a card game" 1 . split them bow to aft?? 2. stop crew playing cards? 3. caution them?? 4. Let them have a 10 sec punch up then shake hands?? EXAMPLE : The cook has accidently badly burned himself , and Dieter Guntz Uboot medic lost the key to the first aid cabinet during last dive!! Y = repremand him, smash open cabinet, No = send officer to assign spare crew to help medic find key. etc etc this would add to the realism i think. of course during the quiet times or perhaps important deciding factors when there is a mulitude of means to a single task!! just another after thought. "hey capt merry xmas shall i give the crew 1 bottle each or more for us officers lol

Or, my preferable option: "Leave such matters to the discipline WO to deal with. That's why your U-boat has one".

Lord Justice 10-31-09 08:30 AM

mmm... a few backs up here i see, of course some wont be intrested in perhaps mundane tasks or more to be concerned with what officers could take care of. indeed i did presume to think these sites were the basis of understanding in the needs to create ideas, solutions, and the resolve to unite, work together to enjoy what we play. it was merely a suggestion albeit bad or good, personally would it work that i dont know!! So as for the big cheeses that clearly keep the white hat glued to thier head, turn thier noses on the lower ranks, and play by the book on those long patrols, sail as you may but dont try to fire from indirect angles, take a frau and chill pill on your next shore leave!! or is that to out of the ordinary to try???:stare: as for the lecture Bravo old chap, i feel so much more enlightened by learning about the concept of command, considering i served in the airborne for 6 years, but i suppose we must know our place lol bring out the MP'S i dont care what rank they are!!!

Webster 10-31-09 02:38 PM

Quote:

Originally Posted by 4Para (Post 1197221)
mmm... a few backs up here i see, of course some wont be intrested in perhaps mundane tasks or more to be concerned with what officers could take care of. indeed i did presume to think these sites were the basis of understanding in the needs to create ideas, solutions, and the resolve to unite, work together to enjoy what we play.

i think people get nervous (me included) that if these ideas are taken literally by ubi then sh5 could become a sailor sim and lose focus on being a sub sim.

i can see what you propose as having possabilities but if sh5 went that direction it would be leaving the purety of the sub sim and be focusing too much on the crew.

to me, that what has made sh3 and sh4 so great is it is about how you captain your sub and manage to survive. if it were instead centered around you and your crew interaction it would have a different feel to the game altogether.

Sevrin 10-31-09 02:51 PM

Quote:

Originally Posted by WEBSTER (Post 1197330)
if it were instead centered around you and your crew interaction it would have a different feel to the game altogether.

That may be the intent. To push this to a wider audience. I hope I'm wrong but I imagine these games becoming LESS hardcore.

Let's face it, the same people buy these over and over and have for years. They can't market Silent Hunter to the regular gaming market because most don't care about realism or sub technology, they just want to 'blow stuff up'.

That might be the basis for this movement into FPS/RPG/ crew management model. Hope not...

Sailor Steve 10-31-09 04:57 PM

Quote:

Originally Posted by WEBSTER (Post 1196818)
captains handled "problems" not everyday routine stuff.

Quote:

Originally Posted by mookiemookie
Sounds like a bunch of issues that would have been handled by the petty officers and not the captain.

Quote:

Originally Posted by JScones
Or, my preferable option: "Leave such matters to the discipline WO to deal with. That's why your U-boat has one".

Just throwing in my agreement here. Naval works are full of references to "the terrible isolation" of the captain. I thought SH4 was pretty good in that respect, fixing the micromanagement problems of SH3. I don't mind if the crew talks to me, as long as I don't have to perform every task on the boat, and as long as it doesn't get boring.

As for crew problems coming to the captain's attention, the Chief Petty Officers are in charge of their divisions, the junior Division Officers are in charge of them, and the XO/1WO is in charge of crew relations over all, and their main function in that regard is to make sure the captain never hears about it. If a division officer has to deal with it, the division CPO will get a good reaming. If the 1WO hears about it, the junior officer in charge will wish he had stayed in bed sick that day. If the captain hears about it, he usually won't say anything, but you can bet he'll be asking for new officers next cruise. And everybody junior to him knows it.

Lord Justice 10-31-09 05:24 PM

Quote:

Originally Posted by WEBSTER (Post 1197330)
i think people get nervous (me included) that if these ideas are taken literally by ubi then sh5 could become a sailor sim and lose focus on being a sub sim.

i can see what you propose as having possabilities but if sh5 went that direction it would be leaving the purety of the sub sim and be focusing too much on the crew.

to me, that what has made sh3 and sh4 so great is it is about how you captain your sub and manage to survive. if it were instead centered around you and your crew interaction it would have a different feel to the game altogether.

Centered around me and my crew??? lol read the 1st an idea only and the odd, did i type that or consistent, odd odd flash pop up q!!! not the game play, yeah some do take to deeper levels, yah yah yah. this is for opinion not really debate, so fair doos, right now iam above dont pull me down just as yet i will dive when ready. :DL

THE_MASK 10-31-09 06:00 PM

You are all forgetting one thing . The devs said you can play as the other officers if you want .


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