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Old 08-07-07, 10:51 PM   #17
Fearless
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If damage is repaired whether Crew is sitting in that DC slot or not than why have it there in the first place.
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Old 08-08-07, 12:09 AM   #18
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Crew on duty in a compartment with damaged material can work on minor repairs, but by having a dedicated damage control team things will be repaired much more quickly, and theoretically a little more thoroughly than just what the crew there could do in their spare time between other duties.
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Old 08-08-07, 02:19 AM   #19
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I don't have a dedicated repair crew. Instead all my watchmen are also highly skilled mechanical/electrics specialists. I rearely need (fast) repairs while not underwater and I don't need watchmen underwater.
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Old 08-08-07, 06:11 AM   #20
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My Damage Control team consists solely of new recruit Ensigns who boarded at port. We'll see what they can do without any swabbies to boss around...

I also have Ensigns or above in every lead slot in every compartment and/or station.

I think the Officer's Mess will need a renovation.
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Old 08-08-07, 05:02 PM   #21
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According to that one "Sub manual" I read a realistic crew was in the 68-70 men category with X and Y numbers of officers and crew. Unfortunately it's hard to have your men "get good" without them being Grand General Admiral of the Air Force. If anyone has a good source on the period disposition of the crew I would be most appreciative.

It would seem the best option for DC crew would be to have them be "linked" in the submarine roster as belonging to the DC crew but they would stay in their normal position until the DC button was activated then they would be pulled out for the duration for their extra duty and sent back once done. Of course this is beyond modding possibility, but it's my feeling on how the system should work. You couldn't assign someone as being in the DC crew as a fulltime job but you could mark them as having that extra duty knowing you'd lose their primary functionality when they got "the call." But I digress.
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Old 08-08-07, 05:12 PM   #22
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Seems like this question would be best answered by one of the UBI Devs that visit here occaisonally.
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Old 08-08-07, 05:19 PM   #23
LukeFF
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Quote:
Originally Posted by Frederf
It would seem the best option for DC crew would be to have them be "linked" in the submarine roster as belonging to the DC crew but they would stay in their normal position until the DC button was activated then they would be pulled out for the duration for their extra duty and sent back once done. Of course this is beyond modding possibility, but it's my feeling on how the system should work. You couldn't assign someone as being in the DC crew as a fulltime job but you could mark them as having that extra duty knowing you'd lose their primary functionality when they got "the call." But I digress.
That's what I've wanted since the game was released. It really is a head-scratcher why the devs programmed it this way, since SH3 doesn't have a dedicated damage control crew, i.e., you have to pull them out of their regular compartments.

That and why the limits for officers, petty officers and sailors was eliminated is something I'll never understand.
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Old 08-08-07, 07:58 PM   #24
p3cewo
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I was surprised to find, after being an airdale in the USN for pratically my whole life, that the only thing that limited crew size on the German U-boat I road a few years back was the number of racks. In that situation, the cook and CO were the only ones to have thier own rack. The rest of the crew hot racked 4 on 4 off cycles for 20 hours out of the day, and 2/2 for the last 4. If you weren't on duty, you were in the rack.

With that said, I merely look at the open DC slots in crew management for these Uboats as "available racks" on the boat. And since most squadrons/units I was ever attached to had "non combat essential" personnel aboard to perform duties such as 1st LT, admin, medical, mess cranking etc, I "assume" the same could be said for these era boats. These folks had to have racks, even if they were "hot".

So in my own little mind, my DC racks are filled with those peple. And since I hand pick my crew, RHIP, only people with the highest skills in mechanical and electrical earn 'em After all, we are at WAR!!

Could it be implemented better? Probably.. But an "expoit"?? Not IMHO. In fact, working as intended as it is now, I look at it as poor planning on my part if I go out on patrol NOT filling all available space (racks) aboard with the most highly qualified people I can find.
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Old 08-08-07, 08:34 PM   #25
LukeFF
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Quote:
Originally Posted by p3cewo
With that said, I merely look at the open DC slots in crew management for these Uboats as "available racks" on the boat. And since most squadrons/units I was ever attached to had "non combat essential" personnel aboard to perform duties such as 1st LT, admin, medical, mess cranking etc, I "assume" the same could be said for these era boats. These folks had to have racks, even if they were "hot".
That's exactly how I have my Realistic Crew Configs mod set up. I have ~5 slots filled with "non combat" personnel - the Pharmacists Mate, the cooks, stewards, and yeoman. It works out pretty well - when I need a fully-crewed DC team I just move a couple of guys from the torpedo rooms, since their mechanical skills are all pretty high.
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