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Een vertaalprobleem melden
I tend to agree with you, but I have no idea how I would do that.
I don't know if there's anything actually tracking "crew experience".
Maybe I could make it so seawolves don't get seasick, but I'm not even sure on that.
I personally think there are two directions you could consider:
During combat situations (alarm), adrenaline secretion caused by tension, fear, or excitement, along with the diversion of attention, can medically counteract seasickness symptoms. Perhaps you could consider eliminating or pausing seasickness symptoms during the alarm period.
Add seasickness medicine to the port warehouse. After purchasing it, seasick crew members could automatically retrieve it from the storage room.
I have recommendation based off real life u-boats. During dives uboats would regularly have their internal temperatures rise to near unbearable levels, some crews even have recorded temperatures up to 155' F or 66' C, this is seen as the characters in game swet perfusly. however in your mod it still states that it somehow is cold during these moments, a change I would recommend would be to remove the debuff and state accurate temperatures for the interior of the sub during dives, maybe even add a debuff for discipline, and anxiety, because of such inhumane temperatures.
thank you,
Joewlpc.
Also regards the seasickness/experience problem mentioned above, could the number of patrols of crew members be used? Failing that the time at sea. After a few days everyone should have their sea-legs.