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Old 02-08-06, 02:38 PM   #1
rcs929
Sailor man
 
Join Date: Dec 2001
Location: landlocked USA
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Default a few crew management questions

Hi

I had some crew management questions and was interested in some of the fellow Captains opinions on these matters.

1) Should I use the crew management screen in SH3 Commander or in game for promotions & awards?
I was a bit reluctant to make any changes yet for fear of messing up my crew so I haven't attempted using SH3 commander to make any crew changes yet. I was curious about the promotions & awards such as, is there more awards available in SH3 Commander than in the SH3 game? Example I have more men with enough experience to be promoted than promotions are available from headquarters in game, does SH3 commander's Crew Manager remedy this? Also does morale go down if they do not get promoted in a timely manner? Ol' Hans in the engine room has been passed over for promotion a couple times in favor of the sonar or watch men.



2) Keep officers or lose them to tranfers, promotions etc?
SH3 commander suggests that I should release my Exec, Navigator & Weapons officer because they are ranked high enough for thier own boat. They are good men, been with my boat since the beginning & I would be sad to see them go but I don't like to holding them back as well. In fact I would be very proud of them if thier names showed up on the tonnage or aces list later on! The reason I haven't released or replaced them yet is that I didn't want to pay renown for replacements, 200-500 per patrol. The reason for this is; on one hand I think the navy would send replacements so I shouldn't have to 'pay' for them. But then again I do get to choose which officer I want in the game so perhaps that's why I should pay for them, just like boat upgrades. I'm afraid that I am going to end up with an elite crew that could make the game stale BUT I have yet to experience 43-45 yet so... :p What's your opinion on crew losses/replacements and how do you fellow captains handle this?



3) Which fatigue model do you like the best?
I was using the SH3 default fatigue model for a while then tried the Rub model. Next I tried Rub 1xTC but then noticed the men never fatigue at all. I have not tried NYGM's fatigue model and have not even read much about it yet. I have noticed that with Rub fatigue model that it never replenishes fatigue. My IIA crew was half fatigued by the time I reached my patrol grid & I hadn't even seen any action yet. I did rotate them & keep them off station when not needed. That patrol was a case of running out of fatigue before torpedoes and fuel. (the scene in Das Boot comes to mind when the navigator asks, 'When are we going to return' & the capt responds with, 'when it's time!' or to that effect) I guess it was time in my case. I barely made it back to port because the men were so tired and not many left to run the diesels! So I returned to using the default SH3 model again because they can at least rest up if not on duty. I had read that the RUb model represents 'battle stress' but there were patrols where we weren't even fired upon & they were stressed out. Granted a combat patrol is duty & rough seas day after day could wear them down. Is it even possible to return from America using the Rub fatigue model using x256 TC or less? I should have enough crew now with my VII to shuffle them around, my IIA didn't have a lot of extra men. I am curious what type of fatigue model do you guys use and or recommend?

4) I noticed that qualifications can be awarded to all men but once all the major officers have 3 each they are no longer granted. Is it a good strategy to leave one officer with one less qualification so that I can give them to lesser ranked officers and sailors as well?

good luck out there...
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