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Post by fronstermog on Jan 21, 2022 22:48:12 GMT -6
A fairly simple addition, a crew count during a battle and casualty calculator, would allow a number of potential options:
1. Damage and fires having a logical "ship unusable/abandoned point", as crew being forced to jump or being incapacitated would eventually leave the ship unusable.
2. Coordination of crew within a ship to specific actions, IE damage control, normal stations, working on the engines, etc.
3. "Etc" there is a lot that could be done with this. Where the game already calculates crew when designing a ship, adding them in would make sense. Moreover, it gives some sense of the serious of actual engagements when a list of casualties comes with the list of ships lost.
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indy
Full Member
Posts: 118
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Post by indy on Jan 22, 2022 1:40:51 GMT -6
The more damage/fire a ship takes the more chance it also damages crew quality.
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Post by jwsmith26 on Jan 22, 2022 9:42:47 GMT -6
Welcome to the forum, fronstermog . I like the idea. It is easy to forget that there are (virtual) humans that are being killed on our ships. Might make it a bit less comfortable to throw those tin cans away in suicide torpedo runs.
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indy
Full Member
Posts: 118
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Post by indy on Jan 22, 2022 11:02:59 GMT -6
Welcome to the forum, fronstermog . I like the idea. It is easy to forget that there are (virtual) humans that are being killed on our ships. Might make it a bit less comfortable to throw those tin cans away in suicide torpedo runs. Heck, give the crew names! Let them be people, not numbers.
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Post by seawolf on Jan 22, 2022 19:03:23 GMT -6
Welcome to the forum, fronstermog . I like the idea. It is easy to forget that there are (virtual) humans that are being killed on our ships. Might make it a bit less comfortable to throw those tin cans away in suicide torpedo runs. Maybe this could be extended to a broader crew management- it would be historically relevant to be maintaining/paying naval officers, crew, and reservists to keep your fleet up and running, and that could make up a significant portion of the budget.
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Post by wlbjork on Jan 23, 2022 1:03:33 GMT -6
Welcome to the forum, fronstermog . I like the idea. It is easy to forget that there are (virtual) humans that are being killed on our ships. Might make it a bit less comfortable to throw those tin cans away in suicide torpedo runs. Maybe this could be extended to a broader crew management- it would be historically relevant to be maintaining/paying naval officers, crew, and reservists to keep your fleet up and running, and that could make up a significant portion of the budget. That's covered by the wartime/active/reserve/mothball system and the abstracted crew quality system though. It would take a lot of additional resources to slightly modify functionality.
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Post by vonfriedman on Jan 23, 2022 3:49:13 GMT -6
This trend towards ever greater micromanagement should be viewed critically. At this rate, the names of the sailors' mothers-in-law and news about their life, interests and bad temper could soon be included in the game.
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Post by christian on Jan 23, 2022 7:17:34 GMT -6
This trend towards ever greater micromanagement should be viewed critically. At this rate, the names of the sailors' mothers-in-law and news about their life, interests and bad temper could soon be included in the game. Agree we already have a mechanic that simulates crew dying which is crew experience level this is reduced by damage thus making them work slower/worse
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Post by fronstermog on Jan 23, 2022 14:54:22 GMT -6
Welcome to the forum, fronstermog . I like the idea. It is easy to forget that there are (virtual) humans that are being killed on our ships. Might make it a bit less comfortable to throw those tin cans away in suicide torpedo runs. Thanks! I'm impressed by how responsive you guys are. Specifically, I was thinking that it might give utility to something like a 2" gun. Historically, 40-60mm anti- Torpedo boat weapons were realistically about killing crewmen. Similar in some ways to large ships mounting Gatling or revolver style weapons in the 1880's-90's, those being their to kill torpedomen, essentially, a 2" is accurately represented as unable to effectively damage ship structure. A crew count could allow them their historical utility. General question, is there a place on the forum for a Q & A?
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Post by fronstermog on Jan 23, 2022 14:57:17 GMT -6
This trend towards ever greater micromanagement should be viewed critically. At this rate, the names of the sailors' mothers-in-law and news about their life, interests and bad temper could soon be included in the game. But, what I am proposing isn't about names. Not that it couldn't be interesting, but this was about (A) allowing crew to be shifted to specific tasks in lieu of others (firefighting?) Or (B) essentially expanding the crew efficiency effect.
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Post by wlbjork on Jan 23, 2022 22:49:59 GMT -6
This trend towards ever greater micromanagement should be viewed critically. At this rate, the names of the sailors' mothers-in-law and news about their life, interests and bad temper could soon be included in the game. But, what I am proposing isn't about names. Not that it couldn't be interesting, but this was about (A) allowing crew to be shifted to specific tasks in lieu of others (firefighting?) Or (B) essentially expanding the crew efficiency effect. It's still a lot of complexity to add for a function that's already covered, albeit in a simpler and abstracted fashion. It's a whole layer of additional calculations and processes that have to be worked out per ship - in a 40-50 ship battle it's going to hammer the processor (well, maybe not that extreme but there are times I've seen slowdown in big battles). It's also going to cause bloat in the save files. It's a heck of a lot of work for no practical gain.
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Post by tortugapower on Jan 24, 2022 23:08:34 GMT -6
Welcome to the forum, fronstermog . I like the idea. It is easy to forget that there are (virtual) humans that are being killed on our ships. Might make it a bit less comfortable to throw those tin cans away in suicide torpedo runs. You have no idea what a (virtual) monster I am.
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indy
Full Member
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Post by indy on Jan 26, 2022 18:34:12 GMT -6
Welcome to the forum, fronstermog . I like the idea. It is easy to forget that there are (virtual) humans that are being killed on our ships. Might make it a bit less comfortable to throw those tin cans away in suicide torpedo runs. You have no idea what a (virtual) monster I am. I'm a fan of your RTW2 vids. I'd like to see you play a mod that changes it up. There are some really good ones. However, I would not want to serve in your navy. You regularly order ships to commit suicide runs. I'd love it if you'd ask yourself before ordering a ship to do something dangerous like that to suppose you were personally the Captain of that ship, would you really do that?
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spacenerd4
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Appreciating our feline friends
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Post by spacenerd4 on Feb 4, 2022 19:20:49 GMT -6
There're already crew numbers, technically- when a ship sinks and survivors are rescued there's a (random?) amount of crew noted as picked up in the log
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Post by seawolf on Feb 5, 2022 16:05:49 GMT -6
There're already crew numbers, technically- when a ship sinks and survivors are rescued there's a (random?) amount of crew noted as picked up in the log A funny/unfunny consequence of this mechanic is that you actually score better if your ships go down with all hands rather than be saved by the enemy.
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