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Old 10-26-05, 11:33 AM   #1
BladeHeart
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Default Crew transfers

Does anyone know how frequently crew were transferred off a boat or were "lost" whilst on shore leave? :hmm:

Thanks
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Old 10-26-05, 02:42 PM   #2
Twitchy
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Usually it's not my crew you have to worry about rounding up, its ME. :hmm:
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Old 10-26-05, 05:41 PM   #3
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Apart from the drink issue, I was wondering about transfers on promotion for the NCOs and seamen, etc.
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Old 10-27-05, 01:56 AM   #4
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I know Beery did some analysis when we built the current feature into SH3Cmdr...the one crewmen per patrol average is just about right I think.

In fact, SH3Cmdr may transfer a tad less than what really happened - I was concerned that a guaranteed crewman loss per patrol may be a bit too much for the general player, so we decreased the chances a bit (from 78-88% likelyhood down to 66% likelyhood of transfer per patrol).

In a transfer situation:
-there's an 11% chance the crewman will be an officer;
-a 22% chance the crewman will be a petty officer;
-and a 33% chance the crewman will be a sailor.

All roughly indicative of Beery's findings.
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Old 10-27-05, 05:35 AM   #5
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Given that it was the SH3Cmdr transfer aspect I have been thinking about, that answers a few questions. :hmm:

Thanks

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Old 10-27-05, 11:23 AM   #6
Nedlam
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I wish my poor sailors where just transfered.

I've had one killed in a bar fight (right after i promoted him) and I've had two arrested for getting drunk.

I think I'm going to stop handing out schnapps after we sink a ship. My crew has a little drinking problem.

I do like the feature.
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Old 10-27-05, 12:32 PM   #7
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Giving this some more thought, the rate of transfers has a direct effect on the type of fatique model used by us. So it is another case of ends rather then means.

One can select an unrealistic means in order to achieve a realistic end; ideally you would want both but some games......
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Old 10-27-05, 12:58 PM   #8
wetwarev7
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Quote:
Originally Posted by Nedlam
I wish my poor sailors where just transfered.

I've had one killed in a bar fight (right after i promoted him) and I've had two arrested for getting drunk.

I think I'm going to stop handing out schnapps after we sink a ship. My crew has a little drinking problem.

I do like the feature.
Oh! You're supposed to give them a drink AFTER you sink a ship? No wonder we have so many torp misses. :hmm:

I like the crew transfer feature as well.
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Old 10-27-05, 01:13 PM   #9
Beery
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Quote:
Originally Posted by Nedlam
I wish my poor sailors where just transfered.

I've had one killed in a bar fight (right after i promoted him) and I've had two arrested for getting drunk.

I think I'm going to stop handing out schnapps after we sink a ship. My crew has a little drinking problem.

I do like the feature.
I suggested to Jaesen that, as a bit of light relief, every non-transfer crew loss should be alcohol-related. I think Jaesen eventually chose some alcohol-related accidents and other non-alcohol-related ones. Anyway, non-transfer losses should be rare. You've just had a run of drinking-related bad luck.

A good thing about this feature is that it adds a bit of character to your crew. You can now imagine that your crew are a bunch of drunken misfits. Perhaps if they settle down after this, you can imagine that a guy who was recently promoted has instituted a bit of discipline. With the stock game we had no transfers and the crew were like cardboard cut-outs. With SH3 Commander they start acting like real people - now we can more easily imagine them with desires, character flaws and real lives.
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Old 10-27-05, 03:15 PM   #10
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Did Seamen promoted to Petty Officers remain on the boat, or did they transfer on promotion?

For that matter were Petty Officers ever promted to officers?
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Old 10-27-05, 05:51 PM   #11
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Here's a thought to add more flavor to SH3 Commander careers. If it could could be made to look at your last three patrols and evaluate how successful your boat has been recently... A crew of a successful boat is more likely to take pride in their work and be noticed by the BdU (transfers). A crew of a boat that isn't doing so well is more likely to lose crew to drunken bar fights and jail.

The real trick would be in appropriately measuring "success." Sending 10,000 tons to Davey Jones' Locker is a pretty good patrol in a Type II, but rather anemic for a Type VII.
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Old 10-27-05, 06:40 PM   #12
Marhkimov
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Just a thought, Beery / Jaesen...


Since you have implemented crew outgoing transfers, what about incoming transfers???

It could be done in the same random fashion. SH3Cmdr could check to see if the player has any available room remaining in his u-boat, and if there is room, a pop-up box could pop up asking the player to accept or deny the incoming transfer. And plus, I don't think this will be a very complicated thing to program.

IMOH, this sounds like a great idea, and it could even be dynamic. Cmdr could send more experienced crewmen to a u-boat full of inexperienced crewmen, and vice versa. It would only take simple sub-routines... For example, Cmdr could add up all of the total experience levels of a crew, and if that value were lower than a certain fixed number, then the player would be more likely receive highly qualified transfers. On the other hand, if the player has a highly experienced crew, then he would only receive "green" recruits/transfers.


I reeally hope you guys can implement this!!!




And another idea for dynamic drunkedness:

Have SH3Cmdr add up the total amount of experience points of the u-boat officers. I think you know where I am going with this idea...

The more experiece that your officers have, the less likely that your crew will go nuts and die in drunken bar fights...

And vice versa to the inexperiened and unrestrained crew.
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Old 10-28-05, 12:03 AM   #13
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Enlisting crew could be an interesting feature, but is that not already handled by SH3 and expenditure of renown?

Unless of course you are talking about receiving these crewmen for free and then dismissing them if you want, and purchasing as per normal.

Receiving Petty Officers with qualifications could be good, but I amnot sure it can be done on an automatic basis. :hmm:

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Old 10-28-05, 12:11 AM   #14
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Quote:
Originally Posted by marhkimov
Just a thought, Beery / Jaesen...

And another idea for dynamic drunkedness:

Have SH3Cmdr add up the total amount of experience points of the u-boat officers. I think you know where I am going with this idea...

The more experiece that your officers have, the less likely that your crew will go nuts and die in drunken bar fights...

And vice versa to the inexperiened and unrestrained crew.
But you know that the most uber-squared-away officers get that way at a price and will eventually go bat-****. Then it will be up to their crew to hustle them back to the boat or let them get fragged, depending on how much they love him. The possibillities are endless.
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Old 10-28-05, 12:45 AM   #15
Marhkimov
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Quote:
Originally Posted by BladeHeart
Enlisting crew could be an interesting feature, but is that not already handled by SH3 and expenditure of renown?

Unless of course you are talking about receiving these crewmen for free and then dismissing them if you want, and purchasing as per normal.

Receiving Petty Officers with qualifications could be good, but I amnot sure it can be done on an automatic basis. :hmm:

You'd be surprised. I pretty much know how SH3Cmdr works, and it can do just about anything... Besides, programming it so that we can receive qualified petty officers would be a real simple...
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