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What makes a good captain?
Captain Smollett:
That's what I always thought, must be doing it wrong.
Xemkobankavareniya:
What makes a good captain?
A good crew... :D
FightBoyVash:
--- Quote from: Letus on May 21, 2013, 04:02:58 pm ---Must have played 10 days while drunk.
--- End quote ---
Heh.
Sammy B. T.:
People have brought up communication quite a few times so I will expand on another point partially brought up by Letus pertaining to understanding your ship and understanding your crew.
You need to understand your ship and have a clear plan on how you will use your ship to defeat your enemy. Know your guns. How many can you train on your enemy? How well can you stay in firing arc? Do your two main guns complement each other (such as gat/flak or heavy flak/lumberjack). Can you bring up a third gun, if so does it further complement like another gatling gun to a gat/flak combo, or does it supplement like throwing a carousel or flamer into the gat flak? Can you sustain the loss of repairs for that third gun? Do you need to focus on repairs and lose all your guns?
Not only do you need to know the answer to all these questions (and more) you need to understand the implications of these in a quick enough fashion so you can then pass on the relevant information to your crew. This is where a good crew comes in. When I have Veyka and Silas on my ship as my primary engineer and secondary engineer, they know what they are doing. Veyka is able to take over answering the question concerning shooting the thrid gun or repairing the hull. Sylas is able to take over questions of shooting the knockout guns or repairing my engines.
But what is important for me to remember is I don't always have them. I can't assume a new engineer on my ship will understand my fly style (abuser of kerosene and tar). Therefore I have to make sure I take time at the begining of my game to explain not only what someone's role is but why their role is important.
If my below deck gunner doesn't understand the chain gun has to keep firing, that is because I failed to explain why I need that constant armor stripping. If my primary engineer doesn't understand that the third gun is a supplemental gun and therefore is a lower priority than hull repair, the once again I failed to explain the nature of the third gun on my ship. If my back engineer doesn't understand that when enemy hull armor is up, his bigger priority is repairs, you guessed it, I failed in explain the nature of explosive vs piercing damage.
You can do ALOT with a responsive crew with just some communication, but you need to be communicating from a position of knowledge. You have to know your ship, its abilities and limitations, and somehow you have to put this information into your crew.
If you can do that you will be a good captain.
Lord Dick Tim:
I did say "reasonably" sober in the CA oath, so I cover one of those areas.
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