Haven't found a fatigue model that suits me either.
Been reading the old threads and found some good ideas and quirks with the fatigue program.
I have been building my own version using combinations of above ideas, testing each adjustment and even now prefer it to other models.
This is the rough guideline I'm working too.
1. No constant changing of crew. (hate this in high TC, big slow down of fatigue rate)
2. Fatigue due to Battle/Elements/Food etc. (Weather,conditions etc and detoriation of food. A gradual drain on the crew)
3. Recovery. (slow compared to fatigue, but allows resting key crewmen and gives a reasonable crew management)
4. Steady detoriation of crew. (Due to above effects. Taking damage/risks becomes more hazardous as crew tire. Have to sometimes way-up whether to return to base. Crew are usually completely knackered on return)
5. Fatigue at all TC levels. (No cheating by doing repairs/torpedo-loads in high TC with no fatigue
6. Others. (look into compartment,weather,etc fatigue rate and medic, etc recovery rate)
7. Skills. (how much they effect compartment efficiency, may adjust)
8. Balance. (different mods require it, i.e. Longer repair times increases fatigue)
I like having the fatigue, but the above is my own preferences of how it works.
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