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Special abilities
Is there a list what all the special abilities are? And what to do with a expert diver (faster dive times) when he is a torpedo guy :hmmm:
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Here's from the TMO 1.9 read me.
8.) Crew Special abilities - All special abilities have been reworked, rebalanced, or dropped entirely to be more inline to represent the improvements brought about by an experienced crew. - increased likelyhood of special abilities being aquired. Descriptions are as follows: MASTER ENGINEER Required compartment: ENGINES ROOM, CONTROL ROOM Description: When it comes to repairs, this barnacle encrusted Chief has rung more salt water from his socks then most sailors have sailed over. He can effect repairs faster, pump water out sooner, and make operational unserviceable equipment. Effect: Repair and pump speed increased 38%, can repair destroyed items. TIN CAN CROSSOVER Required compartment: DECK GUN Description: This man spent some time on destroyers as a Gunnery officer. His skill in naval gunnery will increase the accuracy of your deck gun. Effect: Increases accuracy of deck gun by 50% MASTER TORPEDOMAN Required compartment: BOW TORPEDO ROOM, STERN TORPEDO ROOM Description: This Chief knows how to run a torpedo room like a well oiled machine. His expertise makes for faster reloading of torpedos. Effect: Time it takes to reload torpedos reduced by 40%. TORPEDO EXPERT Required compartment: BOW TORPEDO ROOM, STERN TORPEDO ROOM Description: Defying orders from BuOrd not to touch anything, this Chief is constantly disassembeling and maintaining the torpedos. Torpedo malfunction's occur slightly less frequently as a result. Effect: Torpedo malfunctions reduced by 25%. PHARMACIST'S MATE Required compartment: ANY| Description: Submarines were not large enough to merit physicians, so they had corpsman instead. Often called quack, voo doo man, pill pusher, or witch doctor by the crew. From lancing butt boils, killing crabs, or the rare appendectomy with kitchen implements, he is able to reduce the resting time and remove all the wounds of the crew. Effect: Heal speed increased by 50%, fatigue reduced by 50%. ENGINES EXPERT Required compartment: ENGINES ROOM Description: This Chief knows his job well enough to take a few unorthodoxed shotcuts on diving proceedures, decreasing the time it takes to dive the boat. Effect: Increases dive speed by 65. Speical note: I have tuned this so that with 3 of them, your fastest dive will be 35 seconds, which was obtainable by experienced crews. This skill is subject to diminishing returns. MASTER ELECTRICIAN Required compartment: ENGINES ROOM Description: This Chief knows how best to maintain the batteries and draw the most amps, reducing battery consumption as a result. Effect: Reduces battery consumption by 25%. COMMAND PRESENCE Required compartment: CONTROL ROOM Description: This Officer has great courage and charisma. He inspires all around him, and seems destined for great things. While on board, the entire crew will receive a strong boost to experience gained. You as captain will benefit from his work by getting a major bonus to renown. Effect: 15% bonus in renown. FUEL BALLAST Required compartment: CONTROL ROOM Description: This innovative officer has reworked No. 6 and 7 ballast tanks to carry fuel. As the fuel in the tanks is consumed, they are converted back to normal ballast tanks. The surface endurance of your boat is increased as a result. Effect: Reduces fuel consumption by 20%. Special note: Your navigator (aka OOD), will incorrectly report the same maximum range at current speed regardless if you have this ability or not. AHEAD EMERGENCY Required compartment: CONTROL ROOM Description: Your officer orders the denizens of the engineering spaces to ignore saftey protocols and push all four main engines to the absolute maximum power. Increases your maximum surface speed by 1 and 1/2 knots.|Duration: 6 hour|Available: 1 day Effect: Maximum speed increased by 35%, which comes out to be 1.5 kts. |
The special guys change depending on what mods you use. They were different in 1.7 than they are in 1.9. I honestly don't remember how they were in stock if at all..guess they were there.
With TMO sort of a bug to me, guess it can't be helped, but you may have a command officer that gets a skill that requires putting him in a different department than he should be in. For instance you may get someone that is a mechanic, but to use his skill you have to place him in the command room. They work in different ways. Some abilities are always available if you place them in the right compartment you should see their icon light up. Others have time limits and only work when you activate them. To activate them you must click the special ability tab icon which will bring up all your special guys. Then you must click the icon to make those with time limits function. When the time runs out....you can no longer use that ability. Kind of stinks when you get several with the same ability that work in the same room. Guess you can change them out when you can. |
I play OM but I asked here cause it's a vanilla thingy.. Personally I hate it.
then again i don't like the crew management at all. Should be more like RL... (for germans) 1 kaleun (player) 1WO 2WO LI etc etc... wich I can choose (get from port) |
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