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Old 03-05-14, 11:13 AM   #1
barker262
Seaman
 
Join Date: Feb 2014
Posts: 32
Downloads: 89
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Default All you need is good men...

In the spirit of this quote; would anyone have a suggestion for either, a mod that could give skills/abilities to your crew, or perhaps some suggestions for a skill/ability you would like to see in the sim (or a future one)?

The sort of thing I have in mind is the sort written about, of heroic acts or special skills, in fiction or real life, that helped a ship survive or perform better than others.

Just off the top of my head things like this;

Either sailors or officers
Torpedo men have improved gyro setting (less error)
Torpedo men have a chance to notice a dud magnetic pistol and inform you before firing. Allowing you to set a different firing method (or time to fix it similar to reloading)
Torpedo men can 'remind' you that the tube door is closed
Hydro operator can 'count' the screw revs and give a range of speeds which get better with experience/equipment.
Hydro operator can monitor a single contact despite it moving so as to no longer be the closest. Maybe he can monitor more than one contact.
Repair specialist perhaps can have a frogman skill, allowing repair (not complete repair) of things like screws/rudder (I don't know if they can already do that.)
Command room Helmsmen can improve depth keeping, time to surface from depth, allow hovering if you have a mod that stops it.
Engineer can improve fuel economy for same speed (or mayby the navigator)
For something a little morbid, a crewman can be sacrificed (injured?) to prevent a compartment from flooding, like the crew menber on the SMS Sedlitz - Pumpenmeister Wilhelm Heidkamp was severely injured when he turned the red-hot valves to flood the magazines...saving the ship.

All of this might be a little too roleplayee to some but I like the idea of an improved metagame regarding man resource management. That specialist you really need being too exhausted to use etc.
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