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Old 02-18-17, 02:02 AM   #1
Zero Niner
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Default Crew skills Q

Each member of the crew is rated for the following skills: Leadership, electrical, mechanical, guns, watchmen.

Which of these skills correspond to the various compoartments? Some are pretty straightforward (e.g guns to deck & AA guns) but some are not so obvious.

Engine room - mechanical? Electrical? Both? (Since we have diesel engines and batteries)

Torpedo room - mechanical? Electrical? Guns?

Command room - leadership obvously, but are there others?

Watch - ??
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Old 02-18-17, 12:28 PM   #2
LittleGrebe
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You can figure this out by putting men (with different skill levels) in the compartments. The green bar will go up or down, but that takes 24 hours, because all skills, specializations etc. interfere.

I have the same question. In general I use some rules of thumb, yes that sounds pretty accurate

The first one is relatively easy, but the rest...?

Control room: Leadership (Watchman, Electrical?)
Engine room: Mechanics, Electrical
Torpedo room: Mechanics, Guns
Bridge: Watchman, Leadership
Guns: Guns, (Mechanics, Watchman, Leadership?)
Radio room: Electrical, (Watchman?)
Repair team: Mechanics, Electrical

There are some threads about this, but still I don't have a useful overview.
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Old 02-19-17, 09:32 PM   #3
fireftr18
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Most of the time, the skill/compartment is simple. For example torpedo skill goes in the torpedo rooms. Other times, it's not so simple. What goes in the control room? There are also secondary skills that benefit the compartments. There has been much written about crew management. I'll try to summarize what I do.
When I start a new career, I spend time to make sure each compartment has the best crew I can get. I keep the same crew until I finish the career. I arrange the members by skill level needed in the compartment. That way, I know the highest skilled member is on the left, and the lowest is on the right. It makes it easier when I make changes later.
Leadership skill benefits all compartments. When you put a crew member with high skill in the compartment along with high Leadership Skill, the compartment gains a big benefit.
The Torpedo Rooms obviously take Torpedo Skill. They also benefit from Mechanical and Gun Skills.
The Engine Room benefits from Mechanical Skill with a boost from Electrical Skill. I use the Engine Room to put the lowest Mechanical Skill members. High Mechanical Skill is useful in other compartments.
The Control Room benefits from high Leadership, Mechanical, and Electrical Skills.
The Conning Tower, or Sensors benefit from Electrical Skill. Watch Skill is an added benefit.
The Bridge or Deck Watch benefits from Watch Skill. The only other benefiting skill is Leadership.
I like to assign a specific crew to Damage Control. I put the crew members with the highest Mechanical and Electrical skills here. A mixture of high skills in other areas also help.
For the Guns, other than Guns Skill, there is a large boost from Watch Skill.
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Old 02-20-17, 05:32 PM   #4
LittleGrebe
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Thanks, so the watch-skill also 'works' when monitoring instruments, good to know.
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Old 02-22-17, 06:21 AM   #5
pepe99a
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Some time ago I made this table based on information I found in various forums, exploring files of the game and doing several tests on my own.

I think it's moderately accurate, it worked for me. Any comments or corrections will be welcome .

 


Resized:

 

Last edited by pepe99a; 02-22-17 at 06:30 AM.
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Old 02-22-17, 08:41 PM   #6
Zero Niner
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Hi Pepe
Thank you for sharing. Can I ask how one should read the table?
E.g. under "Room Skills" in the Torpedo Room, my interpretation is that the efficiency of the compartment is affected by the crews' mechanical and gun skills, each of which are equally important (since the ratio is 1:1).
Under "Promotion Specialization Skills" does it mean that when a crewman is promoted and given a specialization of say Guns, he gains +2- skill in that area?
I think the Passive Abilities are clear enough - it adds a certain unique ability that is helpful, as described in your table.
Thanks for clarifying.
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