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Old 06-11-21, 03:31 PM   #1
CameramanDavid
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Join Date: Dec 2007
Location: Los Angeles Area
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Default Building a crew for a career

I understand the numerical ratings (Command, Electrical, Mechanical, Guns, Watch)... clearly you want Torpedomen in the Fore and Aft Torpedo Rooms, and Watchmen in Deck Division, Electricians in the Conn, Gunners on the Deck and AA Guns and Machinist Mates in Engines... but what about Damage Control and Dive Control?

but I have a couple questions...

1) What are the most desirable skills for the Control Room or Damage Control? Do you want a mix of Mechanical and Electrical in DC? and if so, do we want at least 1 Torpedoman on the Damage Control Crew, or are we not getting that specific?


2) Which is more important, the rating symbol, or the numerical rating?
For example... you have a sailor with a good Quartermaster (Command) rating, but they have a VERY HIGH Mechanical (higher than Command) rating...

3) I see that numerical ratings increase when you assign a rating to a new 3rd class Petty officer (as they should), but Command rating never seems to increase if you select that as their rating.

4) When you see a Chief (or Officer) that has a Special ability, what if they are in a different compartment than what it would normally apply to...?
(for example: Chief in the Deck Division with a really high "Watch" rating" gets a "Increased Torpedo Damage" Ability... is it being wasted if I don't move him to one of the Torpedo rooms...?? And if this is the case, wouldn't a lower Guns/Torpedoes rating drag down that compartment if I moved him?)

Bonus Question: Why are there Senior Chiefs and Master Chiefs in the game, when they didn't exist in real life until 1958...??
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