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Old 04-25-07, 11:28 AM   #21
Beery
Admiral
 
Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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Quote:
Originally Posted by hmatthias
thanks again for doing this. I have done a little of this just at the beginning of the patrol, and it does help the realism factor alot. Now my stations aren't all "full green" every shift because some crewman just aren't experienced enough yet. Forces you to make decisions, such as "should I go to battlestations to increase my chances of detecting a contact I know is out there?"
That's great news. These are just the sort of decisions a player should be making in a game like this. With the standard game players could basically ignore the whole crew management screen unless the boat was taking damage. I'm hoping that this new system will get the player involved more in managing the crew in the way that a real commander would.

Quote:
One question I have on crew management, however. How should we handle promotions? For example, if one of my CPOs gets promoted, should I transfer him off the boat, or transfer one of my older officers? Just wondering, because I don't want an eventual mix of all petty officers are something.
I was wondering the same thing. I'm hoping that the gap between a CPO's points and those of a junior officer are big enough so that it rarely happens.
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