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And no, at least not right now - the only thing you can currently do about supplies is to plan accordingly. If you're headed waaaaay out there, you need to pack as much food as you can, potentially at the cost of another piece of equipment or stack of replacement parts or whatever.
-I'd like more crew control, period - I don't think an officer should be absolutely *required* to fire the deck guns, or that only a mechanic or the chief engineer can warm the torpedoes, or that an officer has to go turn the pump on. It's silly, and this can be resolved by adding an 'assign/send crew' type option to the menu wheel when selecting one of the stations or duties via tab. Give a speed and/or accuracy bonus to the officer if you have them complete it directly, but maybe I don't want my first officer worrying about the pump while he and everyone else is working on targeting and/or repairing.
I also agree that the crew panic way too easily/quickly.... This is actually probably my biggest gripe with the game as most everything that bugs me revolves around it in some way:
-The crew discipline/morale system is more hassle than necessary right now - I don't think it's realistic for everyone to immediately start losing their minds because the sub is at a certain depth for what amounts to a few hours. I wouldn't mind if an RNG revealed a coward every now and then on a crew member that hasn't got a defining trait yet, causing a scene and putting others on edge, or for things to get a bit more hectic when the oxygen get's too low, even though they'd presumably have been trained to remain calm to help conserve said oxygen, especially if you're running silent to escape a destroyer or something...whatever the case, that thing drops WAY too fast for what should be, for these guys, a typical Wednesday afternoon.
-The same deal for "too much work from officers" - if the officer has assigned assistants, they should be able to rotate in and out of service. That's what the crew is for, no? I'd give it more of a pass if they handle this later via upgrades, promotions, experience, etc. through both crew and officers alike.
-I'd like to be able to turn the 'Alarm' off. If I pass a couple freighters on the way to my target that I don't want to burn my ammo on, let me turn it off and continue. It just drops the aforementioned meter that much faster, and keeps knocking me out of travel mode.
-Speaking of travel mode, unless I've got a course that is heading straight into a landmass, it's incredibly irritating being constantly knocked out of it because the port I sailed out of is buried behind an island and the geography weaves in and out of the channel I'm traveling through. Just let me go!
Again, maybe a lot of this will be resolved in later updates anyway so it's a non-argument, just seems like practicality was sacrificed to shove in a mechanic that makes the whole crew incredibly fickle and relatively useless.
Yep, lots lessons learned through my really dumb mistakes in this game.
I guess not, but will mention it anyway, you didn't run out of battery power, fast travelling and submerged?
It's supposed to be a parachute flare, fire it up, slowly descends, aimed right, backlighting your target.
Obviously, not working at all yet.