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#1 |
Ace of the Deep
![]() Join Date: Jul 2006
Location: Deepest Dumbria
Posts: 1,243
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Inspired by BBW in another thread ..
After your first Patrol, what is the first qualification you dish out and why ?! |
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#2 |
Weps
![]() Join Date: Dec 2007
Location: MVD, UY
Posts: 359
Downloads: 7
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I'm currently on my first campaign and the first qualification I gave was a "watchman", I felt my bridge was a little bit under-manned.
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#3 |
Navy Seal
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Depending on what qualifications the game gives, either a watchman or radio one. I like to get my hydrophone operators skill up as fast as possible.
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#4 |
Grey Wolf
![]() Join Date: Jul 2007
Location: LI NY
Posts: 964
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Im am in agreeance with both... its usually a coin toss between the radio room or watch tower.
In real life..Werent these guys trained to do a certain job b4 they left the academy? Or were they all just generic sailors until they received their assignments. Was it just tying knots and learning how not to get sea sick in the academy?
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#5 |
Ace of the Deep
![]() Join Date: Sep 2006
Location: York. Northern England.
Posts: 1,004
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Watchman first. And spend some renown on an officer with repair qualifications.
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![]() Fate opposes me in vitality and morality, forced ever onward, burdened, always in shackles. So this very moment, without tarrying, pluck the quivering strings. Because fate punishes the one who plays, all lament with me. (http://hosted.filefront.com/KatherineRowan) |
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#6 |
Navy Seal
![]() Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
Downloads: 2
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Repair--it might make a difference between a 2 patrol or long career.
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Espionage, adventure, suspense, are just a click away Click here to look inside Brag's book: Amazon.com: Kingmaker: Alexey Braguine: Books Order Kingmaker here: http://www.subsim.com/store.html For Tactics visit:http://www.freewebs.com/kielman/ ![]() |
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#7 |
Samurai Navy
![]() Join Date: Jun 2005
Location: Norway
Posts: 567
Downloads: 0
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Of course, it depends what I get. Also, it depends on my ship. For the II, watchman comes first. Second priority is the sonar dude, then a repair officer side-by-side with engine qualifs.
![]() With larger boats, say the IX, the difference makes sense; Sonar, weapons, engines, repair officer, watchman. It's also a bit of a matter of playstyle, if you prefer surfaced or the bottom of the ocean - patrolling large areas or keeping relatively still in one place. ![]()
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I shall punish yee, landlubber! C'mere for spankings and popsicles! |
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#8 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Virginia
Posts: 2,606
Downloads: 150
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I generally like a mechanic ... I like to have a couple of those guys on a first combat patrol ... they can be VERY helpful
![]() Then I'll opt for a machinist the next go round to upgrade the engine rooms and I will promote the regular swabbie at the sonar station to improve his performance when I can ... ![]()
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#9 |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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Hmm... I don't remember picking any qualification before I get 3 guys skilled in electronics (sonar, hydrophone, radio). 2 of them as a basis (one always rests while the second occupies the station) and the third just in case one of the guys got transfered.
If I was to name the most important part of the U-Boot, I'd surely point the hydrophone room. Most of my contacts come from it, and it's crucial for saving my ass when in trouble. Another reason for picking sonar qualification is that I can't get an officer skilled in electronics (all the other qualifications can be easily obtained by picking up to 5 officers while in base).
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#10 |
Chief of the Boat
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Torpedo....faster reloading time
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#11 |
Commodore
![]() Join Date: May 2007
Location: Sneek, The Netherlands
Posts: 635
Downloads: 43
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I only get repair after several patrols (5 or 6 or so) This cause enemy ASW ships are very few and very bad early war ( I always start 1939 (month 1 or 2 of war depends on ship I want, type II or VII month 1 of war. or month 2 for a IXB).
If I do get damaged I can manage with my normal group. 1st Watchie 2nd hydro 3rd mech 4th torp 5 what I might be lacking. But usealy after patrol 4 I have: 2 hydro 2 Mech 2 Watch 3 or 4 torp (depends if I gave 1 officer a torp qual) after 5 I'm tempted to get a mechaniker or a flakgunner. |
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#12 |
Stowaway
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If I start in 1939 the first qual I'd hand out would be gunner, cause I can prowl on top and knock out anything on the surface with little to no resistance, especially if it 's a lone merchant.
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#13 |
Grey Wolf
![]() Join Date: Nov 2006
Location: D/Niedersachsen
Posts: 777
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engines
... because I had once a boat sunk with to tired and unqualified crew in my engine compartment.. never again... keep moving
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SH3 battle capability upgrades: GWX2.0, JSGME2.0, SH3Commander 2.7, SH3Gen 0.8.2, TorpDamageMod 2.0, OLC GUI 1.1.5 Awaiting combat readiness for GWX2.0: SH4 effetcs for SH3, SH3Weather 1.5 Following development of: www.subwolves.com Realism: 90% ![]() ![]() |
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#14 |
Mate
![]() Join Date: Dec 2007
Location: Nottingham, UK
Posts: 59
Downloads: 67
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Its unrealistic though because crew joined a u-boat already qualified, Seamen/machinists/sound and radio men etc, so i use sh3com 2.7 where you can give everyone(including junior ranks) qualifacations.
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"It is the duty of every captain to have faith in his men" Kapitanleutnant Wolfgang Luth. |
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#15 | |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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![]() Quote:
For example: I used to have 3 bootsmanns (I use German ranks and I don't know the English name) and 5 regular sailors in my engine room (VIIB). When the crew moves from diesel to electric engine (or opposite), only the sailors do it - the bootmanns stay asleep, unless they have the mechanic qualification. One has to move them to the new location manually, one by one. A bit annoying, especially when the crew efficiency goes down and you need everyone of them immediately at the station. Eventually I decided to leave it as it is by default, thinking to myself "someone designed it that way and he was for sure better informed than I am, so that setting is probably the most realistic and just the best of possibilities". ![]()
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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