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#1 |
Swabbie
![]() Join Date: Dec 2005
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I've been reading the threads here on crew management. But I can't find anything that tells you what the efficiency number mean. Or how they affect in game play. Nothing in the manual either as far as I can tell.
Also, what impact on the game does the crew rating have. I'm guessing that torpedo reloads, spotting contacts, damage control etc are better if you have a better crew, but is there anything written anywhere SH4 1.5 Trigger Maru 1.7 |
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#2 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
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Search results
For "crew efficiency"
Last edited by donut; 08-30-09 at 01:08 PM. |
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#3 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
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Hello, Welcome
![]() and good luck. Required reading ![]() http://www.subsim.com/radioroom/showthread.php?t=146795 Im sure you will find some help there! Im sure some others will drop in with more specific hints as well. Damn your too fast for me Doughnut !
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Follow the progress of Mr. Mulligan : http://www.subsim.com/radioroom/showthread.php?t=147648 |
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#4 |
Rear Admiral
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I assume you mean the numbers that read something like 67/78 (+12).
The numbers can be all over the place. I've started several threads trying to figure out how these numbers work. Seems no one knows. I've studied the heck out of them, when they change, ect. I think I have it figured out, but then some numbers make no sense. The first number seems to have something to do with how efficeint they are at their post. I don't think it means fatigue in itself. If your crew is asleep it will go to zero. At battlestations it will go high, usually matching the second number or higher. I thought it the first exceeds the second that is when fatigue sets in......not sure what that means. One thing for sure the higher the numbers the better. Also noticed giving medals doe's effect these numbers. However, that's limited and usually to lower ranking men. You ever figure it out let me know. Just watch them how they change as you take different actions. I'm trying to figure out the pattern. As for crew repair, stuff like that we did another thread not long ago that may help some. http://www.subsim.com/radioroom/showthread.php?t=154901 Last edited by Armistead; 08-30-09 at 06:41 AM. |
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#5 | |
Rear Admiral
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#6 |
Swabbie
![]() Join Date: Dec 2005
Posts: 6
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Thanks all.
Donut -- I get a dead link on yours above. Thread may have been removed. I always find it odd that game designers put these kinds of numbers and features in a game and then don't explain them. |
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#7 |
The Old Man
![]() Join Date: Mar 2007
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I play with the numbers along side the skill and it seems to make them smarter...This is the crew data upc file in the UPC folder....
[CrewMember 1] ID= NR NameDisplayable= John Brunner CrewMemberNameIDLinks= NormalUSNames,CommonUSNames DateOfBirth= 1920-11-05 Head= 2 Voice= 2 Tatoo= 1 Rank= NR3rdClass CurrentExperience= 2 Qualifications= NULL SpecialLocalAbilities= NULL SpecialGlobalAbilities= NULL IntelligenceCoef=1 LeadershipCoef= 0.15 MechanicalCoef=1 ElectricsCoef=1 GunsCoef=6 WatchmanCoef=2 |
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