06-28-11, 09:52 AM
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#19
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Ace of the Deep 
Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
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Quote:
Originally Posted by razark
I'd like to see this issue addressed. I'd like to be able to have 1/4 or 1/3 of my crew replaced each patrol, and a new crew when I take a new boat.
I would even be happy if I could do it manually, but there's not enough crew in reserve for me to do it. Is there a way to increase the number of crew in the replacement pool?
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Yeah, Even though you can dismiss members, the pool is often very shallow (that is to say there's not many replacements in the pool). One reason I didn't mind them coming along was the experience they accumulated. In fact, not too long after I set sail, two of my engine room crew got clovers. This is a first for me as I'd been playing 1.4 for so long ('cause of my computer at the time) so I like the fact that the experience came along with the men. However, I wanted to check out some new guys and the pool was "real shallow". I located a mod which will increase the number of officers to historical levels so I'm going to try it as soon as I hit port.
As for the Boats, as long as something is offered for a good patrol. The thing is, do you want to be more historically accurate, for instance; if they offer you a new boat in '42, historically it's gonna' be a Gato 'cause that was the boat they were building...mostly. So as far as getting some kind of choice, most Skippers were given their new commands and there was no choice.
I think it prolongs the interest of the game (for me) if it works the Navy way. They give me a command, I take it and say "thank you sir, Yes sir" and it's a Gato or whatever. Sometimes I like to turn down the new command just to see where that path might lead. This is a good topic, thanks Ducimus!
Good Hunting
D40
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Dogfish40
Last edited by Dogfish40; 06-28-11 at 10:11 AM.
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