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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Nov 2008
Location: Washington State
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Okay, so I've read the posts that list what crewman traits are desirable for which ratings and watchstations (i.e., elex/mech for engineroom, watch for deckwatch, etc), and I've taken those into account for promotions, assignments, choosing new seamen, etc.
I also go to Battle Stations for an attack, when evading escorts, or other times when I feel like I need the efficiency boost for whole crew on alert + the DC gang stood up. I generally try to use Battle Stations as sparingly as possible - tired sailors not being very efficient after all. So I think I'm doing the "right" things, and I know the general reason why...to maximize crew efficiency. What I *don't* know is...what exactly does that mean? Some of the probable effects are obvious, but I'm thinking there may be some which haven't occurred to me. Here's what I *think* happens when efficiency degrades: Deck: Decreased visual detection ranges Torpedo Rooms: Increased torpedo reload times Possibly greater chance of dud torpedoes? Conning Tower: Decreased radar/sonar detection ranges Command: I really have no idea. Errors in torpedo solutions? Slower response to helm/engine/dive orders? Engine Room: Slower speed Decreased fuel efficiency Damage Control: Longer repair times Slower rate of countering flooding Guns: Decreased effective range Decreased accuracy Again, I *think* that must be what happens, but I'm not sure if those things actually occur, or if there are perhaps other effects of which I haven't thought. Separate-but-related: I'm not *quite* sure how to use the Leadership rating, and how much weight to attach to it for promotion purposes. I assume that it only comes into play in the leadership positions in each compartment, and that it boosts the overall efficiency of that particular watch team in that compartment. But haven't seen anything that spells it out. I'm also unsure of how much weight to give Leadership over other traits. For example, last night I had a Chief spot open in the command room, and I promoted a 1st Class to Chief because he had the highest leadership rating out of my several candidates, although a couple of the other guys had much higher electrical/mechanical/watch skill numbers than he did. Not sure I made the best choice. So to sum up, I think I'm doing the right things crew management-wise...but I don't know enough specifics about the end result to know for sure. Some of you folks that delve into the code to figure out how this game really works...can you lend a hand? |
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#2 |
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
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I don't claim to know for sure, but I've read in other threads that many people are of the opinion that the efficiency is over rated and that SH4 does not really model the system correctly, if at all. I too, would be curious to know the facts.
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#3 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
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I do know that 'dive rated' or whatever crew do make a difference in dive times.
There is a list of the 'ratings' somewhere. Ill see if I can find it and edit in the link. |
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#4 |
Commodore
![]() Join Date: Jul 2008
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The dud rate is not effected by crew efficiency.
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#5 | |
Nub
![]() Join Date: Oct 2008
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#6 |
Watch
![]() Join Date: Nov 2008
Location: Washington State
Posts: 17
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If you search for "Crew Management", you'll find it (eventually). Most of the traits are fairly obvious, a few of them aren't. Without going back and searching, this from my possibly faulty memory:
Deck: Watch Torps: Mechanical/Guns Guns: Guns/Mechanical/Electrical Sensors: Electrical/Watch Control: Mechanical/Electrical/Watch Engineroom: Mechanical/Electrical DC: Mechanical/Electrical What I don't remember are the weightings; it's not all 50/50. For example, IIRC, Engineroom is 60% Mech, 40% Elex...but I don't remember the others. |
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#7 |
Rear Admiral
![]() Join Date: Mar 2005
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Most are pretty self explanitory. In fact some will tell you which specific station they should be at.
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#8 |
Nub
![]() Join Date: Oct 2008
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Thanks guys. I figured out some of the more self-explanatory ones, like Watch for Deck, but I didn't know some of the combinations (i.e., Mech and Guns for torpedo rooms. I would've guessed Electrical and Guns). Cheers!
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