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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Apr 2007
Posts: 29
Downloads: 1
Uploads: 0
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shoot i searched for something like that and i didnt see your mod pop up! so it removes the flak, deck gun slots? if so i actually like that idea mostly because of a particularly nasty glitch if you swap your deck gun from bow to stern.
im not too big on the crew swap out idea. though its very accurate i love watching them little green bars fill up a little more after every patrol. it makes me all giddy when i get to hand out a bunch of new promotions to my from start to finish crews. ill give tiger maru a peek, but theres always something about the big mods that always turn me off of them. (Edit) allright loaded it up and it seems there is a lot more room for growth with this team. but i have one massive question, why do most commanders specialize in Watch? how dose that help the ship as whole? why not electornics or mechanical? Last edited by Xypher; 07-26-07 at 06:19 PM. |
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#2 | ||
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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Quote:
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#3 |
Watch
![]() Join Date: Apr 2007
Posts: 29
Downloads: 1
Uploads: 0
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ahh so your saying thier specialty is random, well that kind of sucks.
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#4 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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![]() Quote:
Speciality - the job they have been specifically trained to do, akin to a Rating. Skill - a natural ability in which the crewman excels - such as mechanics, electricity, leadership, etc. The crewman's skill is listed first, then his speciality. |
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#5 |
Watch
![]() Join Date: Apr 2007
Posts: 29
Downloads: 1
Uploads: 0
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oops! i had it backwards! ya thats the one i was curious about.
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