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Thread: Monday's question | Forums

  1. #1
    Senior Member
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    (Taskforce1x1): What advice or options do you have on reversing bad crew fatigue?
    (Devteam): The U-Boat structure includes crew quarters compartments. Any crewmember placed in these compartments will automatically start recovering the fatigue.
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  2. #2
    Senior Member
    Join Date
    Jun 2004
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    4,164
    (Taskforce1x1): What advice or options do you have on reversing bad crew fatigue?
    (Devteam): The U-Boat structure includes crew quarters compartments. Any crewmember placed in these compartments will automatically start recovering the fatigue.
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  3. #3
    thats pretty cool ! imagine if you been on the surface in a storm for to long , then dive to 60 meters as , much of the crew as possible in there rack,s
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  4. #4
    your going to love me for this but here goes..

    could you tie the recovery rate to the co2 levels in the boat?

    to kind of simulate the problems encountered with fatigue and co2 during extended submerged periods during dc attack (perhaps?)


    thinking that crews were sent to their bunks to conserve oxygen with high co2 levels their recovery would be extremely slow even non-existant..

    the higher the co2 levels the slower the recovery rate...etc...bit of overkill maybe but would certainly add another element of dynamics
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  5. #5
    You didn't post Friday's question.

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  6. #6
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    The question to the answer of the previous question is, how much of the basic day to day crew management can/will be able to be scripted.

    As when I am sailing around for weeks looking for targets I don't wish to have to de-compress time to move the crew around etc

    Cheers,

    Teddy Bär
    Cheers,

    Teddy Bär

    One of the stupidest things in game design is the lack of uncertainty given to the player

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