Thread: Crew Management
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Old 06-06-07, 01:00 PM   #4
tycho102
Ace of the Deep
 
Join Date: May 2005
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When you're starting out:

Go through all your seamen and rank them according to the best rating. Command guys need high mechanical and leadership, torpmen guns and mechanical, watchmen watching and leadership if you can get it.

Then it's very easy. Keep the highest abilities, chuck everyone else. If you can find a guy with 70 leadership and 45 mechanical, put him in command. 42 watch, put him on the watch. I usually end up having to settle for a few guys with low 30's in their rating.

Eventually, start swapping out the default crewmen for the crewmen you've been tailoring for their job -- unless the default crewmen is well suited for his job. I've had 1st classes with 60's in their ratings when my hand-selected people would have high 90's or above.

I'm not exactly sure what determines "local" and "global" bonuses. What I do know is that after a couple cruises, I've got petty officers everywhere and solid-green compartment ratings. After about 4 cruises, someone has usually pulled some kind of bonus.

I also find that people gain experience faster the more you're dived. I generally run on batteries quite a bit on a patrol, and it seems that my people promote faster because of it. Like I was saying, two patrols and everyone is rated. Some of my 3rd classes have higher skill levels than the default 1st classes, which is when I start swapping out the default crewmen.
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