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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sparky
![]() Join Date: Apr 2006
Posts: 154
Downloads: 156
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For the first time ever in Silent Hunter III, I am feeling pretty comfortable with the crew fatigue in GWX and how to manage my crew effectively. It really feels realistic, and I don't have my boat shutting completely down because 90% of my crew has decided that they are tired and don't want to work anymore. Great job GWX designers.
My main question is in regards to teh actual impact of crew fatigue on their actual performance in certain areas. Is it safe to say that if I have a watch crew on duty with a fatigue level that only fills the green bar above the watch crew on the Crew Management Screen half-way up, they will not see as far or as many passing ships as compared to a watch crew on duty that filled the entire green bar all the way up? Or, if I had an engine crew on duty with a half-filled green bar (and big red exclamation Points everywhere) they would use quite a bit more gas to run the engines than what a crew with a full-green bar would use? Or, if I have a "Command Room" crew on duty with a half-filled green bar, will they take twice as long to dive in an emergency situtation than what a fully filled green bar crew would take in the same situation? I guess you get the jist. Does the green bar actually tell you how that area is performing, or just how tired those crewmen in that area are? |
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#2 |
XO
![]() Join Date: Jun 2006
Location: North Carolina
Posts: 405
Downloads: 28
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The green bar affects peformance also---I believe the biggest areas you would notice it is in the engine, torp, and bridge. engine crew gets to tired---engine room will shut down (don't think it affects your fuel consumptionl)----torp crew too tired--slower reload followed by no reload at all---bridge green bar low--possible miss some contacts farther off--also flack & deck gun won't work when gunners are too low.
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.."Some men are born mediocre, some men acheive mediocrity, and some men have mediocrity thrust upon them"... |
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#3 |
Sparky
![]() Join Date: Apr 2006
Posts: 154
Downloads: 156
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Thanks for the reply. I do have another quick question.
If I get a full green bar and I don't have the entire work area completely staffed, can I just leave that area partially filled and get the same level of performance from that area as I would if it were completely staffed 100%. For example: 1) Bridge: I have noticed that sometimes I get a full green bar for this area even though I have only assigned 1 Office, and 2 other Crewman to this post, so there are still 2 empty slots left to fill that I guess I can leave empty because I already have a full green bar. Can I expect to get the same level of performance out of these 3 guys on my bridge with a full green bar that I would expect to get from a fully staffed bridge of 5 guys with a full green bar as well? Should I still fully staff the work area even though I get a full green bar when it is partially staffed? Hope this makes sense. I have noticed that my engine room can sometimes run with a full green bar even though I only have 3 guys in there. I wonder if this makes them tire more quickly when I do this? |
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#4 |
Eternal Patrol
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Yes, and that is something wrong with the game that apparently can't be fixed: a full green bar is more important than the number of men actually doing the work.
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“Never do anything you can't take back.” —Rocky Russo |
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#5 |
Sparky
![]() Join Date: Apr 2006
Posts: 154
Downloads: 156
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Thanks for your answers. I guess I will go ahead and play realistically and fully staff my work areas (especially the bridge) even though I get the full green bar when those areas are only partially staffed. Like I said, I am having a pretty good time planning out my work shifts and managing my crew. It gives me something to do other than just read a U-Boat book when on long patrols where I am finding nothing.
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