Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If an officer with assigned sailors goes off duty because his shift ended his sailors will also go off duty. They'll also get back to work when that or any other officer needs them (as long as some are available).
Anyway they should sleep/go off duty when their officer does, I absolutely agree with that.
What/Where is the "implemented crew management"? Is it a button, link, concept? I would like this if I knew what it was or how to use it.
I got this game at launch and still don't understand "Squads". Some people say one thing but others say the opposite. It doesn't seem to do anything regardless if I set 4 crew per shift or 20.
Engines
Watch (might be 4 for conning tower)(unconfirmed)
Dive planes
Tasks that can hold 1 sailor max:
Helm
Cleaning
Cooking
Radio
Valves (Type VII only)
Switch tasks can be done by anyone; sailor or officer
Adding more sailors (say, 4 on engines) does nothing. If you give a squad two tasks (say, engines and watch has a squad of 4), then it will split 2 for engines and 2 for watch
It can be totally automated once you have three leader classes (between two). Until then the micromanagement management is part of the fun when you are understaffed. the 1800x / 15000x still speeds up the game considerably IMO until you can get targets.