Quote:
Originally Posted by P_Funk
The idea of having fatigue functional at all levels of TC would make for a very long trip to the American coast. Last night I started a drumbeat career and had a patrol grid set just south of Norfolk. Running at 1/3 it would take me 400 some odd hours. Imagine having to change crew a few times a day for HOWEVER MANY DAYS 400 HOURS ARE!
I've never used NYGM before. so could you describe how its fatigue works?
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50 crew changes in 400 hours at sea.

At least the method I play NYGM using.
Basically I have two shifts for most stations and three watch crews. Every 8 hours (0800, 1600 and 0000) I swap the shifts for each other and rotate in one of the three watch crews. By doing this my men are always around 75% fatigued and are fully rested by the time their shifts come back up. Problem is dragging 20+ lil dudes around the boat several times a minute at high TC really really sucks. :/
I believe you can probably go with just two shifts and run them 12 hours at a time. The problem comes in if you get into trouble. If during midshift, you'll have two sets of half exhausted crew members. With the 8 hour shift plan you've always got some leeway with who's ready for work or not. Remember too, reloading torps takes a long time for people to be stuck in the bow or stern and that runs them down even faster. So it's the difference between being reloaded with a half tired crew or being half reloaded and your entire crew is exhausted and can't reload anymore.
Really play around with it and find your own style. The trick mentioned in this thread about higher TC than 3D views works well, just remember you'll need to work in time to rest your guys up at low TC after the battle and while they are resting the remainder of your crew is getting tired on watch, so it's difficult to catch up sometimes.