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Old 04-23-07, 06:46 PM   #1
_alphaBeta_
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A bunch of questions

Some questions:

1. Is the noise indicator gone in 1.2? I seem to remember reading about it in the manual.

2. My deck gun is still measuring meters when the watch is giving me ranges in feet. Is this normal?

3. Does anyone know the inner-workings of crew efficiency? Every crew member has an efficiency value in the form of x/y. A "leader" (slightly bigger rectangle) is available for every compartment and for every watch. Should a "leader" skill unit go there. I don't notice any difference when I try this.

4. Speaking of skills, what the difference between a specialization and skill? Specialization made sense in SH3 to me.

5. What specialization/skill should make up the damage control party?

6. Will low health units heal themselves? In SH3 you put them in with a medic, but I see there are no medics. Perhaps it happens naturally when they sleep?
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Old 04-25-07, 09:27 PM   #2
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No one has an idea on any of these?
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Old 04-25-07, 10:03 PM   #3
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Quote:
Originally Posted by _alphaBeta_
Some questions:

1. Is the noise indicator gone in 1.2? I seem to remember reading about it in the manual.
Gone altogether. Never was in SH4

Quote:

2. My deck gun is still measuring meters when the watch is giving me ranges in feet. Is this normal?
I believe this is a known bug
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Old 04-26-07, 09:53 AM   #4
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Quote:
Originally Posted by _alphaBeta_
Some questions:

3. Does anyone know the inner-workings of crew efficiency? Every crew member has an efficiency value in the form of x/y. A "leader" (slightly bigger rectangle) is available for every compartment and for every watch. Should a "leader" skill unit go there. I don't notice any difference when I try this.

4. Speaking of skills, what the difference between a specialization and skill? Specialization made sense in SH3 to me.

5. What specialization/skill should make up the damage control party?

6. Will low health units heal themselves? In SH3 you put them in with a medic, but I see there are no medics. Perhaps it happens naturally when they sleep?
3. The leader of a watch on a compartment affects all subordonates. The leader of the current watch in the Command Room affects everybody on the sub.

4. The skills of a crewman are the areas where he can be good at. The specializations are a set of predefined set of skill values for some (usualy 2) of the skills.

5. People with mechanical and electrical skills do better in the Damage Control team.

6. The crew's health increases automatically in time (all the time, not just when sleeping).
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Old 04-26-07, 02:15 PM   #5
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Looks like the devs are alive and well, keep working on that next patch...

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Old 04-26-07, 03:58 PM   #6
_alphaBeta_
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Quote:
Originally Posted by maerean_m
3. The leader of a watch on a compartment affects all subordonates. The leader of the current watch in the Command Room affects everybody on the sub.

4. The skills of a crewman are the areas where he can be good at. The specializations are a set of predefined set of skill values for some (usualy 2) of the skills.

5. People with mechanical and electrical skills do better in the Damage Control team.

6. The crew's health increases automatically in time (all the time, not just when sleeping).
Thanks everyone for the response. Can you explain the nitty-gritty of where these efficiency numbers are coming from? I can't make much sense out of it, and it's being displayed for a reason I imagine. How about the same for experience?



When you say the leader affects the other members of the compartment, do you mean an increase in efficiency? If so should that person have a "leadership" skill? I'm still not fully understanding what purposes skills have (I get specialization). Does the skill attribute just make it easy to spot what their highest trait score is out of these attributes: leadership, electrical, mechanical, guns and watchman?

In addition, having a speciality, and being placed in the correct compartment, would yield a further boost?
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