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Old 01-23-16, 03:59 PM   #1
makman94
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A lot of discussions (not only these days) for a feature (crew rotation) that ,in my opinion, has less to zero interest.
i see people say that sh4's crew rotation is ok (or ,at least,better than sh3) and i am wondering whats the point for the player if something is happening (or not) in the background if he (the player) has nothing to do with it.

I have totally discard this feature (i guess you all know the ''No Fatigue'' mod) and i can't see what will be the difference (for the player) if the game is running a ,lets say perfect crew rotation system or the ''No Fatigue'' mod. In both cases , the player has not to bother himself with the crew 'actions'.

Am i missing something here ? may by ''good crew rotation'' system , people mean that player will have to make some specific actions himself?
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Old 01-23-16, 05:10 PM   #2
Niedowidek
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Even with perfect crew rotation crewmen get tired faster when moving on surface in bad weather. Several times I had a problem that one watch was too tired to keep going and the previous watch wasn't rested yet. Then I had to dive just to let people rest. And this means using your batteries and/or slowing you down which has impact on time of arrival to patrol zone, available battery charge etc.

Also if you have contact with enemy after long period of bad weather and your crew is more tired, i.e. less effective, it may seriously affect result of engagement.

I would like to preserve this uncertainty whether my crew will perform well or not so well (because of tiredness). Having perfect crew, with maximum abilities to hear contacts with hydrophone, reloading torpedoes all the time and such is not so fun for me. But manual crew rotation is not much fun either.
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Old 01-23-16, 05:22 PM   #3
Niedowidek
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Fader,

I have steam version modified by hsie/Stiebler patches.

I tried few times rev36 with wo_to_bridge

When off it didn't CTD (tried submerging and resurfacing 6-7 times)

When wo_to_bridge=on game sometimes CTD, sometimes not. Not sure now what's triggering the crash.
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Old 01-23-16, 06:05 PM   #4
Niedowidek
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As for crew rotation, maybe one could use crew qualifications to designate teams which rotate in given compartment. SH3Commander lets to award qualifications to seamen so one could mark every crew member this way.

Then we could have for example 4 crewmen marked as radiomen. Two of them would be assigned sonar and radio station at the beginning of the patrol. After 4/6/8 hours game automatically rotates them with two other crewmen with radiomen qualifications (the ones who were waiting in crew quarters).

Or maybe add a number to name of crewman to assign him to one of two watches - if it's possible to extract fragment of name and make use of it.
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