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Why didn't the "Developers" unlock or program them?
Also, there only appears to be approximately a half dozen Programmers on the Forum that I am aware of, most of them are probably working on their own projects.
https://steamcommunity.com/sharedfiles/filedetails/?id=2587902178
The devs have proven they know a fair bit about the technical and logistic details around u-boats. They took the time to model in all the bunks into that compartment. One of the bunks is being used with the table in the deployed position so the officers can play cards.
If you watch my "18 or 50 men" video on YT, I point out that there was a limited amount of duties for your player-controlled officers to perform. The developers even combined the duties of the chief petty officers and officers together because of this limitation, so they did their research in that regard.
So in the name of 'resource management' my guess is they limited the amount of beds to let the player experience the logistics side of 'bunk management' like you would have to for the petty officers and enlisted sailors, but limited to the 7 men you can control rather than the full 8 COs, 12 NCOs and 25 enlisted sailors.
They could add the bunk management portion back into the game by letting you manage your petty officers or enlisted men but that first and foremost means they'd have to add more men to the u-boat. The default is 18 enlisted and there are 20 beds in total for them to use. 12 forward, 8 aft.
But then adding more men comes with it's own issues such as a lack of duties and animations to keep them out of the player's hair. I don't mean to derail your thread, OP. I am supportive of your idea I'm not just not sure how to implement it.
It was much easier in SH when they were just little icons on a 2D panel.
Probably some of the NCO’s.
Not that I am requesting that, the game seems to work the way it is.
12 petty officers who hot-bunked the 8 beds in the after battery compartment
And 24-25 enlisted sailors who hot-bunked the 12 beds in the forward torpedo compartment.
https://youtu.be/9JEWha2s5a0
It would be nice, yeah. I'm hoping someone will draft up some ideas on how that would work out.
They already have the code for Classes and for Bunk Assignments. They even have NCO caps. It would seem like it would mostly be cut and paste.
As I stated in the video, there just aren't enough tasks available to warrant-warrant officers (hee). The question is what would you do with NCOs in Uboat?
You could make them use the deck gun since that was a warrant officer/crewmen job. You could make them reload and maintain torpedoes since that was also a warrant officer job.
But other than simply copying existing officers tasks I was hoping someone would come up with more nifty ideas on how to use warrant officers if we're to expand the crew management system. More tasks would be a start or maybe even come up with entirely new systems such as a damage control party led by a warrant officer?
Needs more discussion.
If crew management was the true focus of the game, then you'd set up a proper chain of command, and the roles you assign as captain would have more immediacy. The people under your command would then be able to function in those roles fairly autonomously and with a fair degree of intelligence and self-motivation. They would be able to turn light switches on and off without being ordered to. The trick would be in assigning those delegated responsibilities to the correct people and then maintaining order on the ship.
An easy example is that often enough the ship's engineer would be senior in experience and ability to the captain, but not in rank. There are many opportunities for these two officers to be in disagreement. Who should prevail, and how could this be enforced?
Another example would be junior officers that entered service with insufficient training. While an experienced crew may be able to crash dive a sub in half a minute, a green crew might make some sort of horrible mistake that kills the ship.
On the other hand, if you are the all-controlling force, then the crew all gets along like a Star Trek episode with Wesley Crusher in it. They obey your orders without question and all operate at maximum efficiency, most times anyways. That way, the crew does not interfere with your desire to operate things all by yourself. And what would the point of that crew be anyways? That's the Silent Hunter mode of subsim, and it's something we are all used to and seem to expect.
I guess something like Crusader Kings would be great, where the characters have personalities and for a lack of better term DNA. They mesh as a team or they create conflict and trouble. There's deceit and laziness and stupidity and backstabbing, glory and bravery and terror and hope. The narrative is emergent depending on the traits of your crew: they aren't robots anymore and a true commander would have to carefully take these factors into account. You'd have to spend time to get to know your crew.
EDIT: McDewgle, to get closer to answering your question about NCO's, you could look at Out Of The Park Baseball. That's another game where everybody has a personality. You can build a team out of superstars, but if they don't get along then you will have a hard time reaching the pennant. You can attempt to control the entire team as GM and Manager/Coach, or you can be GM and hire underlings. Managers would be officers and coaches and scouts would be NCOs.
In OOTPB, if you enable coaches, then the game filters your view of how your players are doing through the reports your coaches make. If you have good coaches, then these reports can be reasonably accurate. But if you've hired bad coaches, or the coaches and the players are feuding, then you get skewed reports. Sometimes it takes months do diagnose these issues, if you even catch them at all.
You can use coaches to create rosters and rotations. Based on specific situations, you can have the coaches create depth charts that mirror your desires, or else you can allow the coach to create charts based on their own experience and biases: coaches aren't typically great at everything, so you might have coaches that favours rookies over veterans, or that prefer speed over power, or whatever. Because you have to trust your coaches, you end up doing your own research into the stats to ensure that you and your coaches share the same vision. It can really be a learning experience when that vision is not shared at all.
There are gamers who insist on dealing with raw stats and manipulating every team asset themselves, including formulating their own depth charts - something that when performed manually makes creating crew shifts in UBOAT seem like napkin doodles in comparison. However, if you delegate to your hired managers and coaches, you get a team where front office roles matter, and you get all sorts of emergent gameplay that isn't possible if you have access to all of the stats, data, and controls all at once.
Here's a feature I'm really keen on: 2 sailors on duty in each compartment, and orders in each compartment will first be assigned to them, instead of some sailor assigned to an officer wakes up in bow torp room and go all the way back to stern (which is how it's presented currently).
Nice. And a Qualification System of Seamen. Your senior Matrosen would be qualified at every station, and maybe certain ones would show a proficiency in a particular system and eligible for promotion to Petty Officer. Most would just remain experienced seamen.
Really you need a stat system in all the tasks on the sub so you can identify you are your best seamen.
There should be a post in the Control for the LI where he can manage seamen at the depth keeping and steering stations.
Their crew management started as one thing, but I think it morphed into something else.
It seems like you need to put together your best shifts like you were putting together lines in "Hockey Manager"