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Old 08-24-07, 03:18 PM   #47
amurph182
Seaman
 
Join Date: Aug 2007
Posts: 35
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Quote:
Originally Posted by madjack
But I still stand by my original point - SH4 is sterile. I know the arguments regarding programmer resources and the fear that existing tech issues may be neglected - I also would like to hear more crew responses to orders, but some additional game resources devoted to fleshing out who your crew are would add to the immersion and probably bring new simmers to the game. That's my firm opinion.
the ideas you've presented so far wouldn't do anything to bolster the feeling of actually having a crew that is an important part of the boat. A note in a diary about a birthday? Are you serious? This is nothing more than, to use your reference, a line on the spreadsheet.

If you want to create a feeling of actually having and caring about a crew, then the crew needs to have a greater impact on the operation of the boat. Crew skill levels need to be more important, such as having experienced men on the helm able to maintain periscope depth in rough water while a relatively green crew has you broaching from time to time in relatively calm weather. A good crew member should be able to give you pinpoint accuracy on sonar, while a greenhorn should miss the mark by several degrees. Needless to say that there should be very few top skilled men per boat, and most of them should be just above minimum during the early war period, with general crew skill growing over time. And it should take a long time for skills to increase.

Speaking of crew abilities, you shouldn't be able to recruit anyone at all, especially not top men. Members of your crew would need to be trasferred out after each patrol and replaced with a random skill level. How would you feel if your veteran COB was trasferred out after you had built him into a superman? What if an officer's replacement was worthless?

these are things that would foster an attachment to the crew.
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