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Old 08-22-05, 11:00 PM   #32
gonzman
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Join Date: Apr 2005
Location: Melbourne, Australia
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I'd have perfered a system where unqualified personell can't do jobs they're not qualified for, or can do it at about 1/5th of the efficiancy (Say your watchman with the FLAK skill dies, you can get someone else to do it but they're far less useful).



I also think fatigue should not only impact the speed of the operations they perform (say a sloppy tired crew , trained or not, in the engine room would be slower to respond to speed change commands etc) but increase the chances of making mistakes. I'm daydreaming about having a very worn out tired but trained crew in the torpedo room load one incorrectly, or a engeering crew accidently make turns for 1 knot faster than ordered, or perhaps diving just a tiny bit too deep.

I'd day dreamed about having to manage food , illnesses (overworking , bad ration quantity, poor food, bad weather etc could lead to crew members becoming ill and therefore far less efficient) and unrest on the ship (part of overworking or stressful situations in abundance), but i guess thats beyond the scope of the game, maybe if it had more development time?


That is the kind of crew management system i'd love to play a game with, but i guess what we have now is too far from what i'd expect from a sim that in most cases does a pretty good job.

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