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Old 06-06-07, 04:16 AM   #1
JALU3
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Default Crew Management

I am sorry if this has already been answered or this is a Noob question, but I have to ask this . . . I understand that every section has a pair of crew ability stats that decide whether they are efficient or inefficient at a certain job . . . does anyone have a list of what these pair for each job is?
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Old 06-06-07, 05:38 AM   #2
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Basicly, job rateing/repair

I would expect leadership, in each divison. With time in grade, some crew get special skills up-grades. That's where you get the boost @ GQ.
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Old 06-06-07, 11:42 AM   #3
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I looked around last night to find a "guide" to crew management and dident find anything.

I may have just missed it but it would be a good project for someone to put one together.

I see questions on this topic quite often and information is sketchy at best.
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Old 06-06-07, 01:00 PM   #4
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When you're starting out:

Go through all your seamen and rank them according to the best rating. Command guys need high mechanical and leadership, torpmen guns and mechanical, watchmen watching and leadership if you can get it.

Then it's very easy. Keep the highest abilities, chuck everyone else. If you can find a guy with 70 leadership and 45 mechanical, put him in command. 42 watch, put him on the watch. I usually end up having to settle for a few guys with low 30's in their rating.

Eventually, start swapping out the default crewmen for the crewmen you've been tailoring for their job -- unless the default crewmen is well suited for his job. I've had 1st classes with 60's in their ratings when my hand-selected people would have high 90's or above.

I'm not exactly sure what determines "local" and "global" bonuses. What I do know is that after a couple cruises, I've got petty officers everywhere and solid-green compartment ratings. After about 4 cruises, someone has usually pulled some kind of bonus.

I also find that people gain experience faster the more you're dived. I generally run on batteries quite a bit on a patrol, and it seems that my people promote faster because of it. Like I was saying, two patrols and everyone is rated. Some of my 3rd classes have higher skill levels than the default 1st classes, which is when I start swapping out the default crewmen.
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Old 06-06-07, 07:31 PM   #5
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Quote:
Originally Posted by SteamWake
I looked around last night to find a "guide" to crew management and dident find anything.

I may have just missed it but it would be a good project for someone to put one together.

I see questions on this topic quite often and information is sketchy at best.
This is a good idea

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Old 06-07-07, 08:52 PM   #7
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I bow humbley to your search skills.

Still all these tidbits could be compiled into a "guide" and placed in the stickys.
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Old 06-07-07, 11:32 PM   #8
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For instance . . . Torpedo Room crewman . . . I have a Senior Chief in charge of the first shift . . . and 1st Classes for the rest . . . it appears that Mechanical and Guns is the combination for them . . .

For the Conning Tower . . . Electical and Watch?
For the Deck/AA . . . Gun and Watch?
For the Watch . . . Watch and Leadership?

What are the combinations that you need for each section . . . not a guess . . . but the actual line scores.

I mean I have an ASVAB of 98 when I took it . . . but that doesn't mean alot unless you have the line scores (which I don't remember off the top of my head.)
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Old 06-09-07, 12:25 AM   #9
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For the Conning Tower . . . Electical and Watch?
For the Deck/AA . . . Gun and Watch?
For the Watch . . . Watch and Leadership?

This is OK. Engineers in engines, elect in conn, guns in torp rooms+weapons, Command in Control, etc. I keep the highest leardership score in each compartment in 1st position regardless of the skill focus. I also place the gunner specialist(s) in watch crew or repair crew so I can throw them onto the guns without taking away from the internal watch crew.

I don't know what you mean by line scores. The idea is to get each watch and compartment level meter to the highest possible. Experimenting a bit is required.
It becomes obvious pretty quickly what the best combination is.
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Old 06-09-07, 07:11 AM   #10
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Anyone with more solid answers . . . I mean mine are guesstimates . . . but I don't have any documentation whether they are correct or not . . . this would help in created a crew management guide.
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Old 06-10-07, 12:04 AM   #11
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I have no idea what you are asking for. There is no documentation for the crew management beyond what the game manual has. Everything anyone knows is a result of experimenting. There is no solution more right than another. Its largely a matter of your personal managment preference. Since the crew are constantly changing their skill set and quality, you have to be able to roll with the flow of the game. It's not like chess where a piece on the board behaves the same from the start to the end of the game.

Each career starts out with a mediocre crew which affects the performance of the sub. Many players result to mods while they have a green crew because they don't like subs with less than ideal historical performance. With patience though, you will have an expert crew and historical boat after a few patrols.

You will notice some crew have more potential for improvment than others (the ratio specifications.) The ones who max out early and stay there you'll want to drop off and replace with more trained crew at your 1st patrol end and use some of that earned renoun to get crew with more skill and potential.

If there are magic numbers, I hope you let us know what they are.
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Old 06-10-07, 10:11 PM   #12
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What I ment was that we have seen in published reports by the developers that atleast for Damage Control crews, a combination of Mechanical and Electrical is preferenatial. This gives good reason, that all other compartments and how well a crew member does in the billet are based on a combination of two of the listed skills as well. For instance, when given the specialization of torpedoman, the individual recieves an increase to mechanical and guns ratings. Therefore, for the good of the community, having a diffinitive answer of the combinations needed for each billet would benifit the community as a whole.

This way we can create a definitive guide for crew management. For Crew Members need not been jack of all trades, but specialist.

I ask this, because I have figured out some of the billet requirements, but others I am still baffled. And it would help rather then randomly assigning crew members to open billets.
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