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Old 01-14-08, 10:18 AM   #1
undercovergeek
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Default Shift patterns?

hello, just asking what shift systems people use - do you completely change the crew every 8 hours say over 3 watches, are there some that should always be on shift - have just started and am battling with the red exclamation marks on gwx2
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Old 01-14-08, 11:05 AM   #2
Pisces
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It doesn't seem to have changed from GWX 1.03 so I'll tell what I do. Note, I also have SHCommander set to GreyWolves 8hr fatigue model.

I only replace the most tired crewmember that is on station if there is resting crewmember that has fully recovered. Or I take the most rested one to replace a red exclamation mark crewmember. So I keep the crew in front quarters sorted based on on their fatigue. The aft quarters is used as a waiting area for rested crew if there are more crew fully recovered than crew significantly fatigued. Also I keep the 'grey uniforms' seperate from the 'brown uniforms'. And I have usually 2 officers resting during quiet times, and two on station (as nav. and engineer). Once I start tracking/attacking one formerly resting officer also goes on watch-duty, while the other stays resting until I need a weapon officer for temporary duty. Here also I replace a tired officer once another is fully rested. Sooner or later I find my sub fills up with 'orange' crew again.

I can't keep track of who 's part of shift 1, 2 or 3 or whatever, so I accept the extra micromanaging involved.
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Old 01-14-08, 11:12 AM   #3
looney
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I simply replace all the crew tired crew with a complete new shift...

So the engine is switched by a completely rested crew. Same with all other stations. It only gets hard when I reload external torps and/or when the weather is very choppy (watch crew tires faster)

In general I rotate crews somewhere around 4-6 max 8 hours.
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Old 01-14-08, 11:22 AM   #4
undercovergeek
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1. is there a minimum number of people required in each station?

2. is there a difference between the two 'rest' areas
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Old 01-14-08, 11:32 AM   #5
TomcatMVD
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I always have two crews at stern quarters which I entirely switch between the Engines room and the quarters as necessary.
Then I just micromanage the rest of the crew according to fatigue
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Old 01-14-08, 12:41 PM   #6
maddysad
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I'm a sadist
I split full crew minus the "Torpedo guys" into 2 groups evenly matched (as much as possible)including officers, regarding skills,experience etc
Then set 12 hour shifts,rotating full crew at 0900 and 2100
YES the torpedo crew get it EASY
In submerged attack make sure "Torp guys" are at station and supported as neccessary
2 careers under me belt in 1.3 No problems
Works so far in 2.0

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Old 01-16-08, 04:23 PM   #7
Turm
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Quote:
Originally Posted by undercovergeek
1. is there a minimum number of people required in each station?

2. is there a difference between the two 'rest' areas
To (1), there's only a minimum efficiency for some compartments, but it's not dependent on the actual number of people. 2 rested crew members are as good as 5 tired ones! As long as the green bar above each compartment is about 1/3 full, the compartment functions.

To (2), only the size of the room! In GWX you can also use the non-functioning engine room as a secondary rest area, where fatigue occurs very slowly (if at all). This is good, since when you have a full complement of crew you can't easily rest all the off-duty folk, so tell them to go and sleep in the empty engine room. Where could be more cosy?

One thing I don't like about having 5 officers aboard - only 2 can rest and 3 are always on duty, meaning it's very difficult to keep them well rested through a whole patrol.

Normally I swap individual crew around when their bar has dropped to about 3/4. If you wait for the red exclamation marks to appear then you will always be running some crew worn out whilst others are well rested. If you swap them more often then you have more people with more energy, which is great if you suddenly find yourself in some heavy action and need a repair crew or torpedo loaders.

Since fatigue stops at a TC of 64x or above, I don't stick to any time-scales for swapping the crew. Often a whole day can pass with no major events and so the crew don't develop any/much fatigue.
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Old 01-16-08, 04:56 PM   #8
TarJak
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I personally turn fatigue off using SH3Commander cos I couldn't be bothered making sure everyone gets sleep. (That's what NCO's are for).

That said I put together a shift pattern suggestion which is included in the GWX2.0 manual. Have a go at that and see if it works for you. It is based on 8 hour shifts but allows a bit of flexibility to work around emergencies.
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Old 01-16-08, 07:52 PM   #9
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I'm foggy on the resting thing in GW 2.0. Isn't it true that no one rests (or suffers fatigue) above 64X time compression? Or are the above comments about slower speeds, when pursuing or tracking?
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