What about having a random efficiency / equipment?
What about having a sub start with an unknown efficiency number (mid to high) for various equipment. During the mission, getting full use could be improved by having good crew in the compartment. A captain will learn the efficiency of his boat and crew during a patrol.
My earlier suggestion about crew qualifying training and drills during a mission could improve over time the efficiency. Losing a good crewmember in port would impact the boat.
While sailing to your patrol area you can run drills, i.e. guns, torpedo loading, that would improve accuracy and reload times. Tracking neutral or friendly ships to the point of a firing solution could improve torpedo accuracy. Crew could qualify to rank up by courses. Things like that.
It adds another layer of complexity but it is very real. A captain doesn't just go fast forward to cntact. That would reduce his abilities.
As for saboutage, these are things out of the player's control. I don't think it should be part of the game.
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