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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | ||
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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Good question... I feel as players we need to adjust expectations on what is possible. We have for so long had 'supermen' as crew, that we have 24/7x365@110% mindset. We need to consider, how many men, and of what qualification would be needed to bring home a damaged u-boat? We also need to adjust our expectations on what is physically and mentally possible for a man to do. Anyway, that is enough thinking from me, my head hurts :rotfl: Answer to Q1. The men will continue to work but at a reduced amount. At minimum morale you are only loosing 1/3 capacity. Answer to Q2. At minimum morale, a fully rested crew will run the engines for a period of 12 hours as apposed to 18. So if you are short on me, all that is required is that you stop, rest the men and then continue your trip home. It will take longer, but again I refer back to my opening statements. I must stress, that at minimum morale you are only loosing 1/3 capacity i.e. 12 hrs as appossed to 18 hrs. While it is unrealistic for your men to be instantly 'depressed' and not perform at 100% for that critical time due to the loss of another crew member, there is little we can do about this as it is the game engine. We have allowed I feel a lot of casualties before reaching minimum morale, and again, I must stress, you are only loosing 1/3 capacity i.e. 12 hrs as appossed to 18 hrs. Also, if you manage to sink a ship afterwards the mens morale will rise. As a result they will perform better. I feel that we have a very good balance. There will be times, and I must say, they will be rare, or at least for me they have been I am dead anyway, that a player will find himself in a position of Question 1 and survive. Unless of course he is being hero with his crew in a deck gun engagement, and in that scenario, tuff luck! |
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#17 |
Ensign
![]() Join Date: Oct 2005
Posts: 222
Downloads: 48
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Thanks for the info. I think I understand now. I was looking at it as a RuB type of fatigue where they would not rest up no matter what you do because their moral was so low and because they wouldn't rest up you might not be able to sink anything to get their moral to come up. A vicious cycle.
![]() It will be a learning process but it will be fun. I already drag and drop every single crewman to their proper place on the boat. I was doing it on 8 hour shifts but now I make'em work for 12. Their Union rep is currently negotiating a deal where they get a 10 hour work day with two schapps breaks and a new dirty magazine every other week. But management wont budge...on the schapps. ![]()
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You can never put too much water on a nuclear reactor... |
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#18 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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I was replying as Observer was, so yer, as he said.....
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#19 |
Lieutenant
![]() Join Date: Jan 2002
Location: Poland, Zabrze
Posts: 268
Downloads: 36
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Looks great !
BTW: ---------------------------------------------------------------------------------- As weeks go by Morale will slowly be removed impacting upon the performance of your men. By sinking ships you will raise or keep your men's morale high resulting in keeping your men’s performance at it peak. Reckless actions and/or bad luck, where your men are injured or die will cause the crew's morale to plummet which in turn effects their performance. ---------------------------------------------------------------------------------- As I remember it was promised by DevTeam before SH3 was released. ![]() Stary Wuj |
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#20 |
Electrician's Mate
![]() Join Date: Apr 2005
Posts: 138
Downloads: 0
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Keep up the good work .
Be more aggresive. |
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#21 |
Stowaway
Posts: n/a
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Why I can't wait for the mod:
![]() That **** ship was in a 50 degree angle in the water and kept floating for hours. This is my coolest death message ever! |
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#22 |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
Posts: 6,079
Downloads: 43
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Any update?
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#23 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
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I will have to await Observer to let you know the status of The NYGM Crew Management Mod. |
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#24 | ||
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
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#25 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
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This will be a great addition! Thanks for the update.
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#26 |
Grey Wolf
![]() Join Date: Oct 2005
Location: Deep Waters
Posts: 871
Downloads: 31
Uploads: 0
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A suggestion:
Is there any way to simulate fights when crew morale is low? Like maybe having a random crew member get injured at some point when morale is at a minimum? Although this would have to be done in such a way as to not bring morale down even further. Anyways, looking forward to the mod!
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Guess I should change my sig since SH5 has an offline mode now ![]() |
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#27 |
Grey Wolf
![]() Join Date: May 2005
Posts: 887
Downloads: 119
Uploads: 0
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sounds greeeat!!! The sinking ship mod sounds the best, im tired of these C3s pressing on like nothing happened after i hit them with 2 torps. I always said "shouldnt there be flooding or something?"
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#28 | |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
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#29 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
Uploads: 0
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Is the Damage Mod moved to Feburary/March? Is it meet with success?
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#30 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
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Question on Fatigue and Moral of the mod. Will it be able to be set not to use in SHIII Commander as it is now with "No Fatigue"? Some might like the mod but still don't want to have to use and put up with mangaing crewmen.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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