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Old 08-08-10, 08:30 PM   #22
Sailor Steve
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Quote:
Originally Posted by K-61 View Post
I find one of the most useful aspects of SH3 Commander to be the ability to assign qualifcations to seamen. I know they do not affect actual efficiency, but they are quite useful as "markers" so that I know which men go where. For example, I have two sets of engine personnel, so they swap out one for one at watch change. Same with control room personnel, and so on.
Excellent! Something in all this time I never actually thought of. I was only a seaman, but I was a radioman in training and the one time they needed someone on the key I was the only one who still knew enough morse to be useful, being fresh out of RM school.

I think I will start assigning divisions to my regular enlisted, for the very reason you gave. Thanks for the hint!

Quote:
I also enable realistic career length. However, this does not mean I am not exposed to the progression of the war. As a captain gets retired, I start a new career at the same month where the previous career was killed or retired. I have not yet unretired a captain, but that is something I may consider.
Thanks to my experience years ago with SH1, I have simultaneous careers, one from each command. When one dies or retires I do exactly the same - start a new career from that command at the beginning of the same month.

Quote:
Medals? They don't mean much to my crewmen, so long as their captain gets his itchy neck scratched. I find the usage of medals to fight fatigue to be a hokey feature. I use the GWX fatigue model; by having two men for each job that managing fatigue is almost nonexistent for me. The trickier job is dealing with that fifth officer, for which I admit that a medal substitutes for his missing bunk.
I keep a running log in a notebook, and only award medals to men I feel truly deserve them. Of course everybody gets the U-boat Badge after his second patrol, but the rest only go to the deserving.
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