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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Apr 2006
Location: CA4528
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How do you like to mix it up? Who do you like leading the team?
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"You may not be interested in war, but war is interested in you" - Leon Trotsky |
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#2 |
Fleet Admiral
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That is a good question that I would also like to know about.
I do know that like most things SH4 does things differently from SH3. Perhaps it is explained in the well written and exaustive SH4 game manual? Uh no. ![]() Is it a good idea to have a crew of trained specialists dedicated for DC? Or is it better to have your trained people manning the station and manually swap them out during damage repair?
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#3 | |
Sea Lord
![]() Join Date: Apr 2006
Location: CA4528
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I'm somewhat confused about what I should be doing. Should I put an officer in command who has, say, innate Mechanical and trained for Command? Or innate Command, trained for Engines? Something else? I supposed that the innate abilities of the enlisted men making up the rest of the team should be split between Electrical and Mechanical, but I wonder if they should have a mix of ratings as you don't know WHAT they'll repair, but I also wonder if that's at all relevant!!!
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"You may not be interested in war, but war is interested in you" - Leon Trotsky Last edited by Torvald Von Mansee; 03-16-08 at 08:38 AM. |
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#4 |
Navy Seal
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I've always believed in recruiting a full raw (free) DC crew at the beginning of my career and letting them accumulate experience based on the misfortunes we encounter. I staff every position on the submarine, leaving no blanks. Yes, this means that my gun crew gets injured during depth charge attacks, a bug that I don't know if 1.5 fixed.
Hey, you asked!:rotfl:There must be a better way but I just have no interest in efficient crew management. That's what my exec and chief of the boat are for.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#5 |
Pacific Thunder
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I don't have a clue either but I keep 2 - 3 slots in DC empty for sorting the entire crew later. Once on patrol I sort the entire crew by their abilities at each station keeping the lowest in DC (with the highest of those with 'high' leadership to run the team). Then I just leave them alone.... lol
Happy Hunting! Art |
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#6 |
Sea Lord
![]() Join Date: Apr 2006
Location: CA4528
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Downloads: 3
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Gah!! It just seems to me that the handbook could have added a cumulative total of like FOUR paragraphs that couild have explained the entire game (not just DC) a LOT better!!! I mean, after all the work of writing the code for the game and KNOWING how everything works, why is the handbook such an afterthought? I just feels like the project got a little rushed to market.
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"You may not be interested in war, but war is interested in you" - Leon Trotsky |
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#7 |
Navy Seal
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I think with the DC team, what matters isn't so much the individual collection of the crew in there, but the overall efficiency of the team. I'd put an officer with high leadership and mechanical skill in charge of the compartment, and fill up the rest with sailors who have a decent amount of mechanical skill. Usually that ends up with a full efficiency bar - and that's what you need.
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#8 | |
Let's Sink Sumptin' !
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