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-   -   About moral (https://www.subsim.com/radioroom/showthread.php?t=94897)

Rosencrantz 06-23-06 05:53 PM

About moral
 
I don't know if this has allready been discussed, and this is also just minor thing, but:

If crews moral is modelled, I think the value of moral for each crew member should be saved when you have completed your patrol. Then, while in the base, there should be just minor raise in moral, not that is perfect again. So, if a single member has his moral just 50 %, then maybe 55 or 60 % when leaving the base again. Not 80 or 100 % again. This would give some more depth for the crew managament.

-RC-

Rosencrantz 06-23-06 05:56 PM

And: No wild nights in Pearl for the moral boost. Because, if you are a lousy skipper at sea, there is not enough girls or drinks to get things better with the crew...


-RC-

Safe-Keeper 06-23-06 07:12 PM

Implement a random chance they'll have to be taken out of the service for severe traumas or physical wounds (particularly if they've gotten wounded, watched a lot of crewmen die, etc. in the trauma case). Would be an interesting feature. In addition, borrow that "random things happening to crew members" thing from SH3 Commander.

Patrol 1:
"Julius Steiner has been arrested for drunkness."

Patrol 6:
"Joe Andrew has been transferred to the HMS Whooper."

Patrol 9:
"Magnus Andersen has been dismissed from active duty due to inflicted wounds."

Patrol 15:
"Archibald Thompson has applied for a transfer to another part of the Armed Forces."

Patrol 18:
"Archibald Thompson has been transferred to the Marine Corps."

Et Cetera.

As for morale at mission start being affected by the morale of the previous mission, I'm not sure of that.

Grey Legion 06-23-06 07:16 PM

I like your thinking on this topic, I hope the "crew" aspect of the game gets a little deeper, I feel the crew is probably the single most overlooked feature in SH3. So much depth can be added to make the game a complete package. I hope SH4 take a better look at this and adds some features we would all like to see. Non-warfare injuries, illness, man-over-board ( in rough seas ) test-dives and other aspects that a "real" crew would have to deal with alot of things can be simple random acts but othere could be a option, I would even like to see food play a factor, 2 days out and all is good, 22 days out and things are much different, as food decreases so should morale, who wants to eat canned dog food every day !?! no fresh fruit makes for a cranky crew.

I hope this at least gets a thought or two..

Safe-Keeper 06-23-06 08:42 PM

I actually wanted illness, too, but didn't dare bring it up as I was sure it would be disagreed with. Turns out I was wrong.

Yes, aborting your patrol from your whole crew coming down with the flu would be a story to tell.

Test dives and other drills I'm less sure of. I think they'd get monotone relatively fast, to order a crash dive every now and then just to raise experience. But I really don't know. Hitting "C" and then surfacing a few moments later isn't such a nasty chore. Having relatively frequent drills build experience, having too many reduces crew efficiency ("just another drill") and makes them tired and stressed. Make it like one every second patrol or something (and you should crash dive more frequently than that anyhow, reducing the need:p).

It should all be realism options anyway. And with realism options I don't mean check-boxes in all cases, but sliders or percentage boxes.

Food and spare parts are wanted by a lot of people, including yours truly:).

Sailor Steve 06-24-06 11:21 AM

Safe-Keeper strikes again! 9 crew-members are showing signs of Tojo's revenge (from eating at the same restaurant in Fremantle). Is that enough for me to order a return to base? Will I look like a coward? Will they get better in a few days? Will more of them come down with it?

I love it!

As to drills, what about a weekly gun-drill? "Now hear this! This is a drill! This is a drill! All hands man your battle stations!". I heard that one enough during my time at sea. Also, that's why the saying is now famous from December 7: "This is no drill!"

Threadfin 06-24-06 12:21 PM

Can anyone cite any examples of a US fleet boat running out of food on war patrol?

Grey Legion 06-24-06 12:38 PM

Quote:

Originally Posted by Sailor Steve
Safe-Keeper strikes again! 9 crew-members are showing signs of Tojo's revenge (from eating at the same restaurant in Fremantle). Is that enough for me to order a return to base? Will I look like a coward? Will they get better in a few days? Will more of them come down with it?

I love it!

As to drills, what about a weekly gun-drill? "Now hear this! This is a drill! This is a drill! All hands man your battle stations!". I heard that one enough during my time at sea. Also, that's why the saying is now famous from December 7: "This is no drill!"

For Drills watch K-19 and see how the crew reacted to all the drills they were doing, morale was at a all time low and that is how accidents happen, also look how the drills helps to keep the crew togehter when the going got tought.

Also food came into factor, I love the part when the cook actually has to tell the captain that the men are hungry !?! yet 90% of the food is now no good.

Spare parts !!! - I love it would it not be amazing to only have so many patches nuts and bolts..amazing simply amazing...

That is the one thing that always holds me back in SH3 I keep starting a new carrer just so I can better manage my crew and such.

the game should come with dice !!

:up:

DeepSix 06-24-06 12:55 PM

Quote:

Originally Posted by Threadfin
Can anyone cite any examples of a US fleet boat running out of food on war patrol?

Only a few I can think of - maybe four or five - and all of them were special missions (or patrols that got truncated to special missions) to Corregidor to evacuate people. Coming back, the boats were way overcrowded, and food ran short. But after Corregidor fell (and that was pretty early), I can't think of any.

As for sickness, there were a few times (again, four or five) early on where some skippers had serious problems with their entire crews getting sick and seriously harming the boat's overall ability to function (let alone function efficiently) - IIRC all the skippers attributed their problems to potable water. I think the problems were solved by the time the Kleinschmidt distillers were installed (if not sooner).

Threadfin 06-24-06 01:21 PM

Yep, a 'double crew' is a special case of course. There were several examples of this when a boat ran aground. Darter, Sail-36 and a few others I believe.

Those water cases were believed by some to be the result of chlorine accumulation. When depth charged the tanks would be shaken up and the water would make the crew sick, though evidently that was specualtion and no official cause was determined.

In the general sense I do not think food should play a part in SH4, unless we can have victory cakes made for each sinking :) Maybe on S boats, but running out of food was simply not an issue on US fleet boats in my opinion (with a normal compliment that is) except perhaps in a few isolated cases.

In my opinion morale should be a function mostly of how successful the boat is (a combat insignia pin is a big morale booster) modified by how often or intensely the boat comes under counterattack. Mechanical breakdowns could play a part. A smooth running ship is better than a bucket of bolts for morale. Another morale factor is the base chosen for refit. Submariners were much more happy to go to Pearl or Brisbane than Midway, Saipan or Guam for example.

Safe-Keeper 06-24-06 01:26 PM

I'd like it if more people consumed foods faster. And took up space.

Like, when you picked up a sailor, refugee, commando, or aviator he actually was represented on the F7 crew management screen (which will hopefully be improved with at least the ability to designate shifts, and preferably the ability to designate preset configurations for myself (saving crew positions)). Maybe wounded (in the case of sailors), most likely unable to do something (in the case of.. Well, everyone, even sailors of surface ships. Medics would be useful, though!), but taking up space, oxygen and food nonetheless. Useless, but otherwise exactly like the others (they had icons, they had stats, etc.). Then, when docking to a ship or dock or whatever, you drag-and-dropped them to it. Plain and simple.

DeepSix 06-24-06 01:36 PM

Quote:

Originally Posted by Threadfin
...In my opinion morale should be a function mostly of how successful the boat is (a combat insignia pin is a big morale booster) modified by how often or intensely the boat comes under counterattack. Mechanical breakdowns could play a part. A smooth running ship is better than a bucket of bolts for morale. Another morale factor is the base chosen for refit. Submariners were much more happy to go to Pearl or Brisbane than Midway, Saipan or Guam for example.

Yep. Especially if you wind up with a "HOR" boat.:D As a player, even my own morale would go up considerably if I had one and got to the point they were finally hauled out and turned into razor blades.

Fremantle was also good for morale. Lots of girls.:D

Threadfin 06-24-06 01:40 PM

Yeah, those dreaded H.O.R.s!! Damned Jerries :)

DeepSix 06-24-06 01:42 PM

Quote:

Originally Posted by Safe-Keeper
...Then, when docking to a ship or dock or whatever, you drag-and-dropped them to it. Plain and simple.

Weelll...

Point taken - I mean, yeah, adequate stores had to be planned in advance so the boat wouldn't run out - but I think that option runs the risk of becoming the "crew management" feature of SH4 - more clicking and dragging. And it wasn't really one of the captain's responsibilities. Can't remember if it was even one of the duties of the XO; IIRC it was handled by the relief crew. But at any rate, I'd prefer to leave on patrol with enough provisions for the patrol and let other things affect morale.

Just my two cents.

DeepSix 06-24-06 01:43 PM

Quote:

Originally Posted by Threadfin
Yeah, those dreaded H.O.R.s!! Damned Jerries :)

It was a conspiracy, I tell ya!:D


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