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Old 03-16-06, 03:18 PM   #1
Maui
Seaman
 
Join Date: Mar 2006
Posts: 34
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Default Thoughts on RUB 1.45 crew fatigue

I recently moded for the first time: RUB + NYGM Damage

While I think the fatigue system of RUB 1.45 was a good idea on the surface, in practice I am finding that I just traded one micromanagement task for another.

With RUB1.45, since there is no way to "recharge" my crew, I find I am constantly trying to sneak in little jaunts of 64x compression to limit the amount of time my crew is "draining". Rather than take my time to enjoy charting a contact and moving in for the kill, I find myself doing a quick spurt of 64x inbetween periscope peeks or I find myself letting my uboat sail all the way through the night rather than stopping for a periodic check for hydrophone contacts.

Also, I like the idea of combat fatigue-- I just wish there was a way to do it based on only the amont of days at sea, and not the amount of time below 64x. For instance, I think it would be neat if crew members could only recharge to 100 - 3*[days at sea] percent of their original capacity, or something like that.

I've decided I am going to go back to the default fatigue model for now. Although I do find the crew micromanagement a bit tedious, I have a bigger distaste for the feeling of being rushed that I get with the rub 1.45 model. (NYGM sounds a bit better since it woud be possible to "recharge" with some good kills, but I still see the potential of feeling rushed there as well. )

Other than than, both RUB and NYGM Damage are great! Thanks to everyone who has contributed.
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