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#1 |
Grey Wolf
![]() Join Date: May 2007
Location: 11SMS 98896 10565
Posts: 756
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May I suggest that y'all use the search function on this board regarding this question, there are some pretty detailed discussions of actual personnel administration practicies of the time, and how people attempt to simulate this in game, as theoretically one can pack a ship, after sufficient number of patrols with cheifs and officers.
Myself, I rotate all crewmembers at random, with a 1/3 chance of the person being transfered, this is after medals and promotions are awarded. Then I backfill with only ENSs and SRs, unless there is a need for a chief position, but this is only on a rare occassion, as promotions should have upgraded a PO1 to CPO after the last patrol, to fill the position.
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"The Federation needs men like you, doctor. Men of conscience. Men of principle. Men who can sleep at night... You're also the reason Section Thirty-one exists -- someone has to protect men like you from a universe that doesn't share your sense of right and wrong." -Sloan, Section Thirty-One ![]() ![]() |
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#2 |
Gunner
![]() Join Date: Sep 2008
Location: New Mexico
Posts: 94
Downloads: 12
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If you have the misfortune of being attacked where someone is wounded, how do you tell who it is? Looking at the personnel roster, is there a way to find out who got it? :hmm: Old_tex
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#3 | |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
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But frankly I cant remember losing a single crew member or two. Usually its all hands that go down with the boat. But I do what the others do and manually rotate crew while in port. Good discussion though food for thought. ![]() |
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#4 |
Gunner
![]() Join Date: Sep 2008
Location: New Mexico
Posts: 94
Downloads: 12
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Next time an aircraft comes over, I'll see if a deck hand gets hit and see if I can tell on the personnel roster. Strange using guinea pigs.
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#5 |
Electrician's Mate
![]() Join Date: Jun 2008
Location: Stoughton, WI
Posts: 140
Downloads: 50
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Well, I'll say right off the bat I for whatever reason felt crew management was better with v1.4 than it is with v1.5 (U-Boat Add-on). I think this is because the promotion logic is a bit different (harder to "grow your own") and there is less diversity in the crew available to bring in.
For example, your XO has 5 patrols and you decide to rotate him out. Well, unless you have a JO ready to assume the XO role you will find you can't go out and bring on a new XO (LTjg or LT)--they just are not there. You will have to grow your own replacement, and with the time that takes you'll need to hold officers onboard a long time to take a kid from ENS to LT (or a senior LTjg). Similarly, there is little available for POs and ratings (although more than officers). Plus, any officer you bring onboard with v1.5 seems to cost a significant amount of renown, whereas in v1.4 you could bring on that "wet-behind-the-ears" ENS fresh out of submarine school and with no special abilities for no cost in renown. That kid just isn't available in v1.5. So, what I currently do is this to *try* to hold to a semblance of reality without spending all my game-time tracking crew:
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