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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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you have to let an officer go, but ensign's are "officers" too, so just knock out one of those guys
and crew below the ensign are free, but when you wanna get an ensign or officer, depending on the ensign's/officer's skill, they can end up costing a lot of renown
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#2 |
Rear Admiral
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Most special officers work it they're in the right compartment. You can see the light change. However, many of them don't work unless you activate them. Should be a icon with a sailor in it, but it's the icon for special abilities. Click on that and you will see icons for each special officer you have. You have to click them on for their ability to work. Some only work for a time period, so use them when needed.
I think Sledge covered the rest. Not having a boat of officers is realistic anyway. You also want to be careful letting experience officers go. Many of them will gain special abilities after promotions, medals or just time on boat....That way you don't have to pay for it. |
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#3 |
Frogman
![]() Join Date: Jan 2006
Posts: 300
Downloads: 353
Uploads: 13
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Crewmen that are in the ranks of "Petty Officer" ARE enlisted men and they cost renown. You are limited to the number of "Officers", and in some mods, you are limited in the number of "Enlisted Men" that you can have at any point in time.
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Jim ![]() |
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