View Single Post
Old 06-07-06, 10:56 AM   #6
CB..
Ace of the Deep
 
Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by bigboywooly
:hmm: may indeed be possible but will running with a smaller crew bring new problems in manning posts/loading torps etc

I know I have sailed before with less crew and have clicked on man the deck/flak guns on surfacing only to be told not enough crew as they busy running engines/loading ext torps and such and so my boat a sitting duck till removed some crew myself from bow area which just meant had to stay on surface a lot longer than I wanted - not good in later years

Still be interesting to see your results
yes that's probably one of the mian problems with finding an answer to this---it could be difficult to balance out the other factors influenced by this to make it worth while implementing--low crew numbers not enough to spare to man the guns- reload times of the torps etc etc etc --

what i think might be do-able is to alter the repair times for certain compartment rather thn doing the whole sub--

might be -- i don't know--

i did try an experiment on the repair crew "compartment"
which i think is compartment 5 (???)

NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7

i figured that if i reduced the number of crew allowed in that compartment to zero

NumberOfCrew5=0
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7


then it would be un-usable because it would allways be full not allowing you to place crew member in it to use the repair facility

strangely this didn't work--BUT what i found was that placing one officer (even a low ranking one without the repair qualification)
immediatley filled the green "health/efficiency" bar at the top to full

annoyingly this didn't work the other way round---

so setting it to


NumberOfCrew5=100
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7

gave the same result---one crew member filled the green bar to full

BUT it did show some promise for some exploration of the settings at least to try to understand them a little better--

what are the intervals all about --i have NO IDEA--might be something there...
what ever is done will probably have a swings and round-a-bout back lash some where else--
unless we can find some thing specific to repair that hasn't allready been discovered--

i suppose one alternative would be to render the crew very sensitive to getting injured (but very resistant to getting killed out right)

i'm kinda experimenting with this myself

Hp=6
wounded=-0.01
Dead=-1.5

this would immediately take a proportion of the crew temporarily out of action--slowing down repairs enormously- and simulating the need for repairs at the same time--"not enough crew" left to man compartments etc
so even if your engines are fine--you still dead in the water untill your medic can put the crew back to gether--i like this allso beacuse it makes the choice of medic qualification a MUCH higher priority than normal--it becomes essentail to have at least three or even four medics available - to get the crew back on their feet --

NOW THEN,,,:rotfl:
before you all jump down my neck about the realism of this...
whats the main issue--?
crew get injured during an attack--and need time to be put back to gether before proper full speed repairs can be attempted--
just treat the injurys idea and medic qualification as part of the repair system--they are not injured they are trying to find that dang specail wrench or spare part--of canabilising parts from one compartment to fix another--takes time--or they are trying to assess the damage --when things get damaged --it often takes longer to figure out what's wrong than it does to actually repair it--you don't immediatley have a full and complete picture of what is damaged and exactly what needs to be done to repair it--so having a dynamic number of the crew registered as injured after a bad attack (it allways co-incides with boat damage- and you never know which crew member and how many are going to be injured in the attack)--does a fairly good job of slowing down the repairs and disabling the boat in other ways--and as long as you set them up so they don't die---this will dramatically lengthen the amount of time it takes to get the boat back into some sort of good shape---as well as adding some interesting elements to crew management- petty officer qualification choices-- repair AND medic will have to looked at with equal importance -- and frantic sorting out of the crew during the attack--get the crew into a rest room with a medic (hope all you medics aren't injured to start of with--hint hint that's a good un right there if you think about it-- )

blimey ..loads of fun--

ok you can all throw a fit now--
__________________
the world's tinyiest sh3 supermod-
and other SH3/SH2 stuff

http://www.ebort2.co.uk/


The best lack all conviction, while the worst
Are full of passionate intensity.

W.B.Yeats
CB.. is offline   Reply With Quote