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Old 09-16-11, 01:07 PM   #1
JazzJR
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I like the idea of fatigue. But not the way it is in SH3. The crew should change automaticly. I don't think the Captain went to everyones bed and said "Its your turn now!" Also i think the crew gets tired way to fast.
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Old 09-16-11, 01:13 PM   #2
Sailor Steve
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I like the idea of fatigue. But not the way it is in SH3. The crew should change automaticly. I don't think the Captain went to everyones bed and said "Its your turn now!" Also i think the crew gets tired way to fast.
Many people made that complaint back when the game was new. That's why it works exactly that way in SH4.
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Old 09-16-11, 01:44 PM   #3
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Many people made that complaint back when the game was new. That's why it works exactly that way in SH4.
Yes but i didn't played SH4 as often or as much as SH3.
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Old 09-16-11, 04:37 PM   #4
desirableroasted
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Start patrols at sea
Simulate realistic crew transfers
Use historic U-boat availability dates
Randomise number of days spent in base
Use real ship names in patrol logs
Randomise gramophone tracks

No fatigue
Water clarity 20
Wave height: seasonal
Malfunctions + sabotage (but they seem very very rare)
Randomise ship tonnage
Randomise U-boat crush depth
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Old 09-16-11, 05:35 PM   #5
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Do you ever get anyone experienced if you do realistic crew transfers. And thanks for your input mates. I am switching off fatigue, what a pain in the .
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Old 09-16-11, 06:16 PM   #6
desirableroasted
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Do you ever get anyone experienced if you do realistic crew transfers. And thanks for your input mates. I am switching off fatigue, what a pain in the .
My experience is that you almost always lose. They will be less experienced, and perhaps have a useless skill (helmsman, medic).

I just came off an excellent 6th cruise (13 ships, 60K tons on what was supposed to be a milk run from Cadiz to Willy) and what do I get? I give my 1WO the German Cross, and he doesn't come back from leave. I give my Chief of Boat an Iron Cross 1st and he gets killed in a bar fight. Go figure.

The fatigue model is flawed, obviously. 1) in real life, the captain would not have to micromanage (as others have noted). 2) the models miss the progressive degradation of spirit and efficiency of long patrols/watches.

While I was never at sea, I had several periods of "12 hours on, 12 hours off" watches in the US Navy, lasting 10-14 days a stretch. Even with good food, clean clothes, fresh air, a beer here and there and absolutely no danger, that wore you down -- a lot! Take away all that good stuff, and put you in a WWII U-boat? You'd be stupidly weary after 14 days, almost a zombie.

So if anyone ever does work up a new fatigue model, I'd hope it is one that wears down the whole crew over time, with efficiency and skill dropping across the length of a patrol, and dropping according to a realistic algorithm. It would be nice to have my crew acting like saucer-eyed feral cats after 50-60 days at sea.
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Old 09-16-11, 07:34 PM   #7
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NYGM does exactly that, with it taking a very long time for them to fatigue and it doesn't come back. You have to remember to swap them out, though, or you'll have some thoroughly fatiged while others are still okay.
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