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View Poll Results: Should you have a limited supply of provisions and spare parts?
Yesh. Food only lasts for so long, as do screws, nuts, and bolts*. 309 82.84%
No opinion (I always get sunk before my crew gets to even have breakfast anyhow:p). 17 4.56%
No thanks. Give the subs those magic food-making machine thingies from Star Trek. 47 12.60%
Voters: 373. You may not vote on this poll

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Old 08-30-06, 03:27 PM   #1
Safe-Keeper
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Quote:
Food shortages simply were not an issue on US fleet boats (...)
Meh, didn't know that. I knew about the fridges, but still, I thought it'd still be an issue. My bad.

Hmmm... What if Japanese spies sabotage the fishing-pole and Bernard's Silent Service counter-part accidentally eats some vital part of the refridgerator?

My point still stands about spare parts, though.
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Old 08-30-06, 04:30 PM   #2
Takeda Shingen
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I think that this is a magnificent idea. Certianly, problems with food shortage were not a major issue, but this does not mean that your crew should be able to stay at sea indefinitely. So unless your boat grows it's own wheat and has it's own vegetable garden, there should be a limit on provisions.
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Old 08-30-06, 05:37 PM   #3
Sailor Steve
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I voted yes. I was actually thinking of U-boats when I did, but I feel it ought to be at least a consideration.
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Old 08-30-06, 06:56 PM   #4
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YES!

If Ancient Subsims like Silent Service 1 had it, why shouldn't Modern ones have it?! YES FOR GODS SAKE! I WANT IT!
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Old 08-30-06, 08:30 PM   #5
Zero Niner
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Perhaps the idea could be implemented for spare parts - those were definitely finite and an insufficiency of parts could lead to reduced efficiency for one's sub in the game - perhaps reduced max depth for the duration of the patrol (crew unable to stop all leaks after a bad DC attack, for example), oil slick visible on surface & reduced cruising range, attack periscopes can't be used, lowered max speed to simulate incomplete repairs to the diesel engines, etc.
Then you, as the captain, would have to make the call - abort the patrol, or carry on and press your luck?
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Old 08-31-06, 02:42 AM   #6
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Quote:
Originally Posted by Zero Niner
Perhaps the idea could be implemented for spare parts - those were definitely finite and an insufficiency of parts could lead to reduced efficiency for one's sub in the game - perhaps reduced max depth for the duration of the patrol (crew unable to stop all leaks after a bad DC attack, for example), oil slick visible on surface & reduced cruising range, attack periscopes can't be used, lowered max speed to simulate incomplete repairs to the diesel engines, etc.
Then you, as the captain, would have to make the call - abort the patrol, or carry on and press your luck?
It sounds like a better idea than the food, after reading "Clear the bridge" (the book on U.S.S Tang) and reading about the Ice cream machine and the deep fryer (that malfunctioned) it shows that American ships were well stocked when it came to food.

When it came to booze, see the Australian Navy

Maybe calling into a friendly port or part exchange from another sub could be possible. It happened a couple of times (the between subs), especally as they were the closest friendly units in enemy waters

Last edited by bookworm_020; 08-31-06 at 02:45 AM.
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Old 08-31-06, 04:31 AM   #7
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So... OK, infinite or nearly infinite food rations, and spare parts as well as a more detailed damage system. You can have gauges that seize working (in the X-Wing series this could be extremely crippling), light bulbs that shatter, making crew efficiency lower, oil/fuel leaks leading to a tell-tale slick on the surface that tells the destroyers where you are, clorine (sp.?) gas leaks that eat up the oxygen and force your crew to put on gas masks, and so on.

More things that can be destroyed, as well as random breakdowns. And spare parts.
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Old 08-31-06, 07:34 AM   #8
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Quote:
Quote:
Originally Posted by Zero Niner
Perhaps the idea could be implemented for spare parts - those were definitely finite and an insufficiency of parts could lead to reduced efficiency for one's sub in the game - perhaps reduced max depth for the duration of the patrol (crew unable to stop all leaks after a bad DC attack, for example), oil slick visible on surface & reduced cruising range, attack periscopes can't be used, lowered max speed to simulate incomplete repairs to the diesel engines, etc.
Then you, as the captain, would have to make the call - abort the patrol, or carry on and press your luck?
Exactly!! One needs to remember that each Captain received orders prior to departing on patrol that indicated a target date for him to enter his patrol zone and to exit his partol zone. Our subs were provisioned in relationship to that. Infinite provisions would not even be a case. Fuel, damage, or broken down equipment needing parts would be the focal point of having to return to base early. Later in the war with advance bases this issue would or could be solved quickly by returning to one of these bases and making repairs etc. Some boats actually left their patrol areas to get a reload of torps and then return to continue their patrol.

As Zero Niner points out so well, you, as the captain, must make the call based on information you receive from your officers, chiefs, and crew concerning the operational condition of your boat!

Happy Hunting
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Old 08-31-06, 08:18 AM   #9
Takeda Shingen
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Was there an officer in charge of supply? Did he consult the captain regarding provisions? I would like one as well. Silent Hunter 3 was landmark as it simulated both submarine operations, much like Sub Command or Dangerous Waters. However, it also introduced a simultaneous command simulation to the genre. If I can promote and rotate my crew; if I can check the status of the batteries and diesel reserves; if I can manage repair status and reload times; then I should be able to check to see how much food is left on the boat, regardless if it is ever an issue or not.
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