View Single Post
Old 08-24-05, 11:36 AM   #8
Beery
Admiral
 
Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Kresge
I think what is frustrating people is that the level of combat stress seems to have too much of an effect on the crew at times. After a simple case of sneaking up on a merchant, launching two torpedoes, sinking the merchant, and then reloading those two tubes your crew may be at a high level of combat stress already and you might not even be two days out of port.
This is realistic. Combat has a very pronounced effect on new recruits. However, if you spend even a few DAYS sneaking up on a merchant and you reload two torpedoes (as in your example) your torpedo crew should not have acquired more than 20 minutes of battle stress (which is a very small proportion of the maximum). You don't need your torpedo team until you start reloading the torpedoes, so anyone who has a spent crew after a single attack is doing something VERY wrong in terms of crew management. The fact that rest areas have been denied their recuperative properties does not mean you shouldn't use them as best you can. They still prevent fatigue from accumulating. If players use them effectively they should be able to patrol for at least a month (even with a green crew) and reload all the boat's torpedoes before fatigue becomes a serious issue. On later patrols fatigue should not matter at all.

Quote:
To me this action may have heightened the level of stress but should not kill the effectivness of the crew.
Why is it that players seem to think it 'kills the effectiveness of the crew'? It does no such thing! The crew can still run the boat and load torpedoes, even when they are fully fatigued. As far as I'm aware there is absolutely no situation where players are presented with a boat whose weapons can't be reloaded and where the boat cannot function. I've tested it over and over again, because this accusation keeps coming up, and it sometimes seems that nothing can persuade players that this idea of a 'fully fatigued and therefore helpless' crew is all in their head. Sure, a green crew will need more attention in order to function properly, but there's nothing unrealistic about that.

If you FULLY fatigue every single member of the crew, even on the first patrol, you can still cruise around and launch torpedo attacks. The crew are far from helpless, and while their effectiveness is lessened they are not ineffective. On later patrols, given the right choices made in terms of qualifications, fatigue is a non-issue. A fully fatigued crew on patrol #8 will perform better than a fully rested green crew on patrol #1. That's the way it should be: green crews should be strongly affected by combat, and should be relatively... well 'green'; veteran crews, even battle fatigued ones, should perform better than raw recruits. RUb's combat fatigue system achieves both of these things.
__________________
"More mysterious. Yeah.
I'll just try to think, 'Where the hell's the whiskey?'"
- Bob Harris, Lost in Translation.

"Anyrooad up, ah'll si thi"
- Missen.
Beery is offline   Reply With Quote