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Old 07-13-11, 02:43 PM   #16
Jimbuna
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You cheater!

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Old 07-13-11, 06:10 PM   #17
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You cheater!
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Originally Posted by jimbuna
Of course Jim is a cheater. Just take a look at the Screenshots thread. He flies around like Superman with a modern digital camera, blithely snapping pictures from all sorts of impossible angles.
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Old 07-13-11, 07:09 PM   #18
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LOL
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Old 07-13-11, 08:48 PM   #19
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Weird about the medic qual,I would have thought his role pivotal to say the least.
Critical for sure, just never fully implemented by the devs.
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Old 07-14-11, 03:24 PM   #20
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You cheater!
No, he is just saying to his department heads and leading POs: Make sure the watch is assumed on time.
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Old 07-14-11, 05:32 PM   #21
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The Captain will always assign the job of allocating personnel to the XO, who will then assign it to one of the junior officers to work with the highest ranking petty officer to do this.
The XO will then test proficiency and report it to the Captain.
The Captain will be responsible, but he will not decide when the crew in a particular department should be rotated.
Making the Kaleum do this is not realistic.
The no fatigue option is a game savior.
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Old 07-14-11, 07:13 PM   #22
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No, he is just saying to his department heads and leading POs: Make sure the watch is assumed on time.
Precisely
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Old 07-14-11, 07:15 PM   #23
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The Captain will be responsible, but he will not decide when the crew in a particular department should be rotated.
Making the Kaleum do this is not realistic.
The no fatigue option is a game savior.
Can't say I disagree here. Crew rotation has to be delegated else the skipper is essentially micromanaging.
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Old 07-15-11, 03:56 AM   #24
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The Leading PO (or Chief) of each section writes the Watch Bill.
It's generaly to trivial even for the Division Officer to bother with.

Fatigue disabled.
But, both engine rooms are fully manned, and everybody get's a GQ station, which they remain at for the entire patrol.
IE: The Watch, Torpedo Rooms, Damage Control, and Gunnery have to compete for sailors. No sharing. Thus my torpedoes generaly take 24 minutes per tube for reloading.
Everybody starts at the bottom. No "bought" promotions.

No nonsensicle hassles, but far from perfect efficiancy. (EN spelling - Sorry)
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Old 07-15-11, 06:19 AM   #25
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24 minutes to load a tube, an unusual long time, the crew may need to be trained up a bit more,or they get no food, and are powerless
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Old 07-16-11, 03:14 AM   #26
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24 minutes to load a tube, an unusual long time, the crew may need to be trained up a bit more,or they get no food, and are powerless
Being as I can't shift their GQ Stations, Damage Control gets all the manpower they need.
I prefer good Damage Control to fast torpedo reloads. I can't have both early on.
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Old 07-16-11, 12:53 PM   #27
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Being as I can't shift their GQ Stations, Damage Control gets all the manpower they need.
I prefer good Damage Control to fast torpedo reloads. I can't have both early on.
If you are getting smacked around, torpedo reload goes way down the priority list!
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Old 03-25-12, 01:43 AM   #28
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In my current IXC, I've got two officers with Watch qualification, and for their second and third quals I've made Flak Gunner and Deck Gunner. When standing bridge watch during patrol, he can make even the non-rated enlisted men give the bridge a "full potential" bar graph, and during those rare times when I've got a calm sea state, the same guy stays on the bridge to direct (and apparently benefit) our gunfire.
I haven't figured out how to use the Petty Officer who I made our medic. On those rare occasions when a deck crewman gets only wounded rather than killed outright, I've tried putting the wounded man in a compartment with the medic in the same space, but no amount of right- or left-clicking on either the medic or the victim seems to make any difference in his outcome. The last three injured crewmen apparently died during the cruise.
Maybe I should have made Bernard the medic, and he and the injured crewmen could use the aft escape trunk together to play "hide the torpedo" or some such morale-boosting (?!?) activity LOL!
FWIW, the men have been giving me some dirty looks for stashing the dead crew in quarters. If I had some way to leave them on the deck, I could at least dive out from under them for a kinda sloppy burial at sea, or shoot them out of the torpedo tubes along with a tub of oil and some teak scraps to try to dupe the surface vessels into thinking their depthcharging had been successful.....it seemed to work in the old movies.....
So -- has anyone found a benefit of having an officer or petty officer qualified as a medic during gameplay (SH3 here, no upgrades yet), and how to treat an injured guy?
<sigh!> I think I'm destined to be a n00b forever. At my age, they say two things start go: memory, and.....ummmmm.....I'll think of it..... gimme a sec......
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Old 03-25-12, 05:05 AM   #29
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Default Medics- Officers and PO's.

In my experience with SH3/GWX, Officers with Medic qualifications only heal wounded Officers, but Petty Officers with the Medic qualification heal other PO's and also seamen/matrosen, but not Officers. I've had a few wounded of all ranks during various careers and found this to be the case.
It's a funny world.
To heal the wounded place them next to the medic, and cross yer fingers.
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Old 03-25-12, 10:11 AM   #30
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Also,Zygoma,you can actually bury dead dudes at sea by right clicking on them.
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