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Old 03-26-07, 12:45 PM   #1
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Default Crew management, explaination

I am wondering if I should put people in every crew slot aboard your boat. When I first started a career, there were empty slots.

Some of my crew members have Skill in one area, and they have training(after a promotion, I guess) in a different area. This is unusual to me because the manual says to give them training(sorry I can't remember what it's called) in the same field as their skill.

I was submerged, and was depth bombed by some airplanes and my gun crew got injured. I think they wore scuba gear and continued to man their station. For this they get the medal of honor... they never left their post! haha! They were not visable on the 3D camera, so I know they werent actually at the guns.

Ok, so if a crew member turns red, what does that mean? I'm guessing injury, but how do you know if they're dead? Also, could you explain what I should do with my crew, i.e. have an officer or CPO incharge of each station(engineroom, control room, etc.) I wish there was some explaination in the manual detailing how you should manage the crew. I bet they think it's weird of their Capt. to replace a torpedo room dude with a watch dude.

Thanks for any help
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Old 03-26-07, 12:49 PM   #2
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if a crewman dies it is red. you can look at his health too and see that it is at 0/100.
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Old 03-26-07, 12:50 PM   #3
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I fill all the crew slots before leaving port. I do not put anyone in Damage Control. Other than that fill 'er up!

You don't have to worry about some Parker not moving back from Electrics to the Diesels and such. Or even stop TC and check their fatigue all the time to switch them all around.
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Old 03-26-07, 12:57 PM   #4
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Thanks fellers,
what about the RPG element involving Skill and Training? I think it's called training, or maybe specialization. How come some crewmen have Skill in Torpedoes and Specialization in Mechanical?
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Old 03-26-07, 01:13 PM   #5
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Quote:
Originally Posted by NefariousKoel
I do not put anyone in Damage Control. Other than that fill 'er up!
What's the logic for not filling up damage control? I have filled it up prior to my patrol.

While on the subject of crew management.. after filling up my damage team with zero renown recruits I notice during the patrol they get an up arrow saying they've been promoted. They're no longer called recruits but are given another title. They seem to get specialties assigned (some become quite good!) When I get back to port I have a few promotions listed but when I drag them across the screen I get a message saying nobody has been promoted so I can't continue.. Does anyone know what that means?

Also, is the experience they gain a factor of time, or do practise dives, getting shot at, etc.. increase the experience? Finally.. does the experience get them promoted , or increase their skills, or do something else? I'm not sure what's going on but it seems like there's something happening that would be fun to understand.
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Old 03-26-07, 01:19 PM   #6
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Hmmm... I was wondering about Damage Control.

I guess they don't fatigue at all unless they're assigned a priority repair or when General Quarters is called???
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Old 03-26-07, 01:22 PM   #7
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Yeah, that does bring up the question about damage control. If youre at general quarters, why even put people in damage control at all? I mean, theyre at their posts, so why put them in something different?
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Old 03-26-07, 01:28 PM   #8
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I think the damage control team is the 'task force' who you can assign to priority items anywhere in the boat where the guys at the posts might not manage.

If SHIV damage control is anything like SHIII, and I'm sure it is, I believe the crewmen assigned to compartments will repair systems in those compartments, but very slowly without the help of a DC team.
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Old 03-26-07, 06:10 PM   #9
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Quote:
Originally Posted by Banquet
Quote:
Originally Posted by NefariousKoel
I do not put anyone in Damage Control. Other than that fill 'er up!
While on the subject of crew management.. after filling up my damage team with zero renown recruits I notice during the patrol they get an up arrow saying they've been promoted. They're no longer called recruits but are given another title. They seem to get specialties assigned (some become quite good!) When I get back to port I have a few promotions listed but when I drag them across the screen I get a message saying nobody has been promoted so I can't continue.. Does anyone know what that means?
I would also like this answered but I think that because it doesn't say anywhere that nobody else knows either.
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Old 03-26-07, 08:52 PM   #10
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Simply put, a compartment will be more effective if you place a crew member in a slot he has skills in, with leadership people in the 1st slot. Experiment a bit and you will see the green bar go up and down as you move people around. Get the bars as high as you reasonably can. You can hover the mouse over the compartment bar to get an exact status reading in percent.

When you get back to port, people who gained experience in their positions they have capability and training in will get a skill boost and/or are elegible for promotions. Your next mission will have a much better crew.

If you just randomly assign people to positions, you will not have as effective a crew or get rewarded as welll when you get back to base.


To expand a bit further...
Better Control Room crew will answer the helm command faster and be more accurate with the heading and depth keeping.

Sensor crew will detect contacts further away and give better bearing and range estimates. Of course, torpedo crew will load faster.

Engine room crew effectiveness results in faster response to commands, quicker acceleration, and will keep the engines running under stress and combat. It also takes fewer crew to keep the engines running and do so quieter. Should you need to move one or two to damage control or to fill in for another dead crew, a partial crew will still be effective.

At the begining a lot of people complain about ineffective crew and damage not getting repaied fast enough etc. This is because your crews are relatively GREEN and need time and experience. A lot of people give up and rely on cheats to boost the crew so at the end of the tour, you have invincible supermen.

I propose if you are patient, keep your risk manageable in your 1st mission or two and work the sim to build your crew, you will have a very satisfying experience as you see the results of the effort and attention to detail. As the manual mentions, like a good commander, you learned your crew's capability and weakness and made the most of what you got, protecting them from harm, sinking ships, and polishing them into a strong fighting machine. This worked in SH3 and will work here too. I suspect the underlying code is largely intact in this respect. Remember, in 1941 sub crews went to war having never sunk and enemy ship. They had to learn everything by trial in fire.
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Old 03-26-07, 09:03 PM   #11
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Default Huh?

The manual says nothing about assigning crew to anywhere. It says nothing about recruiting other guys for empty slots.

How do you do that?

Also, in the torpedo section it appears the tubes and slots are full, but on my game all the base slots show zero torpedos. That is the section on the left of the screen.

I thought the crew and torpedo load out were defaulted in a new campaign start?:hmm:
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Old 03-26-07, 12:57 PM   #12
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Quote:
Originally Posted by Avatar
I am wondering if I should put people in every crew slot aboard your boat. When I first started a career, there were empty slots.
May as well , they aren't eating anything

Quote:
Originally Posted by Avatar
Ok, so if a crew member turns red, what does that mean? I'm guessing injury, but how do you know if they're dead? Also, could you explain what I should do with my crew, i.e. have an officer or CPO incharge of each station(engineroom, control room, etc.) I wish there was some explaination in the manual detailing how you should manage the crew. I bet they think it's weird of their Capt. to replace a torpedo room dude with a watch dude.

Thanks for any help
Red = Injured. Exactly how much I haven't checked - might even be as soon as they're less than 100%.

They're dead if their health = 0. In fact, it seems if they get down to a low enough health (I don't know what that number is before you ask) no amount of rest will save them - I can't be certain of the behaviour but that's what I observed so far...

As for who's in charge - yes put a good guy (an officer ideally) in charge of each station with your best officer (probably a full lieutenant or as close as you can for each watch) in charge of the control room. The officer in the control room gives the whole boat a bonus and the officer in charge of each section gives a bonus to that section.

I haven't really looked but the AI seems to put people in the right places at first.

As for mixing skills (e.g. a gunner in the torpedo room) - it's not ideal, but then neither is war so just make do with what you have.

r.
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Old 03-26-07, 01:10 PM   #13
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Thanks a million. That's pretty much cleared up any doubts! If I could steal a quote from Medal of Honor, online, "Outstanding! That's the way you win a war!"
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