The command for weapons is greatly in depth in comparison to other parts of the ship, 3 speeds (rapid, aimed and normal). It would be interesting to see equal command with all sectors of your ship like double coal to the engines for speed, more firefighters/repair crew or even more medics if the situation arrives. This also will apply in the opposite means meaning less medics, less firefighters and less coal. It would stem the issue of maxing everything's crew capacity, yet it can be used as a resource of how many members you have and which are utilized. I just found the combat is mostly a sandbox test of designs and the current real time commands mean very little to the overall outcome (besides moving).
If you compare the Gatling gun on rapid, to normal, to aimed you can really see a difference in both ammo consumption and damage output. Not sure on how much it effects accuracy and if it does have an effect over distance...
We already have a focus on Combat, Firefighting and, uhh, repairs? (Christ, cant quite remember) that I find quite noticeable depending massively on the ship layout. But as you say, it might be better to have a larger degree of command, maybe with a Numerical Medium (1,2,3) so we can split our crews depending on the ship and situation into Combat, repairs/damage control/power with a minimal keeping in command and the left overs filtering into the other sections.
Your actually quite right about the Gatling gun's differences in settings being very little. The numerical medium you mentioned is really the main idea even though i never mentioned it by word. Thanks though for the more definitive continuation elaborating the idea a bit more (with 1,2,3).
Cabin Boy
The command for weapons is greatly in depth in comparison to other parts of the ship, 3 speeds (rapid, aimed and normal). It would be interesting to see equal command with all sectors of your ship like double coal to the engines for speed, more firefighters/repair crew or even more medics if the situation arrives. This also will apply in the opposite means meaning less medics, less firefighters and less coal. It would stem the issue of maxing everything's crew capacity, yet it can be used as a resource of how many members you have and which are utilized. I just found the combat is mostly a sandbox test of designs and the current real time commands mean very little to the overall outcome (besides moving).
Commander, Engineering Corps
If you compare the Gatling gun on rapid, to normal, to aimed you can really see a difference in both ammo consumption and damage output. Not sure on how much it effects accuracy and if it does have an effect over distance...
We already have a focus on Combat, Firefighting and, uhh, repairs? (Christ, cant quite remember) that I find quite noticeable depending massively on the ship layout. But as you say, it might be better to have a larger degree of command, maybe with a Numerical Medium (1,2,3) so we can split our crews depending on the ship and situation into Combat, repairs/damage control/power with a minimal keeping in command and the left overs filtering into the other sections.
Cabin Boy
Your actually quite right about the Gatling gun's differences in settings being very little. The numerical medium you mentioned is really the main idea even though i never mentioned it by word. Thanks though for the more definitive continuation elaborating the idea a bit more (with 1,2,3).