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#1 |
Grey Wolf
![]() Join Date: May 2007
Location: 11SMS 98896 10565
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I am sorry if this has already been answered or this is a Noob question, but I have to ask this . . . I understand that every section has a pair of crew ability stats that decide whether they are efficient or inefficient at a certain job . . . does anyone have a list of what these pair for each job is?
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"The Federation needs men like you, doctor. Men of conscience. Men of principle. Men who can sleep at night... You're also the reason Section Thirty-one exists -- someone has to protect men like you from a universe that doesn't share your sense of right and wrong." -Sloan, Section Thirty-One ![]() ![]() |
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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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Basicly, job rateing/repair
I would expect leadership, in each divison. With time in grade, some crew get special skills up-grades. That's where you get the boost @ GQ.
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#3 |
Rear Admiral
![]() Join Date: Mar 2005
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I looked around last night to find a "guide" to crew management and dident find anything.
I may have just missed it but it would be a good project for someone to put one together. I see questions on this topic quite often and information is sketchy at best. |
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#4 |
Ace of the Deep
![]() Join Date: May 2005
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When you're starting out:
Go through all your seamen and rank them according to the best rating. Command guys need high mechanical and leadership, torpmen guns and mechanical, watchmen watching and leadership if you can get it. Then it's very easy. Keep the highest abilities, chuck everyone else. If you can find a guy with 70 leadership and 45 mechanical, put him in command. 42 watch, put him on the watch. I usually end up having to settle for a few guys with low 30's in their rating. Eventually, start swapping out the default crewmen for the crewmen you've been tailoring for their job -- unless the default crewmen is well suited for his job. I've had 1st classes with 60's in their ratings when my hand-selected people would have high 90's or above. I'm not exactly sure what determines "local" and "global" bonuses. What I do know is that after a couple cruises, I've got petty officers everywhere and solid-green compartment ratings. After about 4 cruises, someone has usually pulled some kind of bonus. I also find that people gain experience faster the more you're dived. I generally run on batteries quite a bit on a patrol, and it seems that my people promote faster because of it. Like I was saying, two patrols and everyone is rated. Some of my 3rd classes have higher skill levels than the default 1st classes, which is when I start swapping out the default crewmen. |
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#5 | |
Canadian Wolf
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#6 |
The Old Man
![]() Join Date: Apr 2006
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"...I looked around last night to find a "guide" to crew management and dident find anything...."
There are many extensive posts on this subject: http://www.subsim.com/radioroom/show...rew+management http://www.subsim.com/radioroom/show...rew+management http://www.subsim.com/radioroom/show...rew+management http://www.subsim.com/radioroom/show...rew+management http://www.subsim.com/radioroom/show...rew+management http://www.subsim.com/radioroom/show...rew+management http://www.subsim.com/radioroom/show...rew+management http://www.subsim.com/radioroom/show...rew+management http://www.subsim.com/radioroom/show...rew+management http://www.subsim.com/radioroom/show...rew+management http://www.subsim.com/radioroom/showthread.php?t=116212 -Pv- |
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#7 | |
Rear Admiral
![]() Join Date: Mar 2005
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![]() Quote:
![]() Still all these tidbits could be compiled into a "guide" and placed in the stickys. |
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