Thread: Crew skills Q
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Old 02-19-17, 09:32 PM   #3
fireftr18
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Join Date: Feb 2010
Location: Kentucky
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Most of the time, the skill/compartment is simple. For example torpedo skill goes in the torpedo rooms. Other times, it's not so simple. What goes in the control room? There are also secondary skills that benefit the compartments. There has been much written about crew management. I'll try to summarize what I do.
When I start a new career, I spend time to make sure each compartment has the best crew I can get. I keep the same crew until I finish the career. I arrange the members by skill level needed in the compartment. That way, I know the highest skilled member is on the left, and the lowest is on the right. It makes it easier when I make changes later.
Leadership skill benefits all compartments. When you put a crew member with high skill in the compartment along with high Leadership Skill, the compartment gains a big benefit.
The Torpedo Rooms obviously take Torpedo Skill. They also benefit from Mechanical and Gun Skills.
The Engine Room benefits from Mechanical Skill with a boost from Electrical Skill. I use the Engine Room to put the lowest Mechanical Skill members. High Mechanical Skill is useful in other compartments.
The Control Room benefits from high Leadership, Mechanical, and Electrical Skills.
The Conning Tower, or Sensors benefit from Electrical Skill. Watch Skill is an added benefit.
The Bridge or Deck Watch benefits from Watch Skill. The only other benefiting skill is Leadership.
I like to assign a specific crew to Damage Control. I put the crew members with the highest Mechanical and Electrical skills here. A mixture of high skills in other areas also help.
For the Guns, other than Guns Skill, there is a large boost from Watch Skill.
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