Crew system revisit •••••(complete) Nakamura
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Crew system revisit •••••(complete) Nakamura
Another step for preparing the transition to NC, we're going to have a crew mechanic very similar to the CRM one. This includes no crew cells(evac cells remain), crew is recruited automatically, update-able through 3 levels of upgrades.
I will also attempt to add a system of recruitment for Vaygr, but no promises about that.
AI gets double the rate of the human player.
I will also attempt to add a system of recruitment for Vaygr, but no promises about that.
AI gets double the rate of the human player.
Last edited by Nakamura on Sun Aug 25, 2013 6:27 am; edited 3 times in total
Re: Crew system revisit •••••(complete) Nakamura
Agree with losing the crew cells.
Lets not limit the crew count too much though, I like big fleets!
Lets not limit the crew count too much though, I like big fleets!
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PurpleKalamar- Posts : 299
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Re: Crew system revisit •••••(complete) Nakamura
Current max crew is 1400(200 per level). Testing will tell if it's enough - we might have to extend it by 10-25 per level.
The recruitment rate will be faster this way, since the script won't wait for crew cells docking.
The recruitment rate will be faster this way, since the script won't wait for crew cells docking.
Re: Crew system revisit •••••(complete) Nakamura
Faster is certainly better in this case.
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Re: Crew system revisit •••••(complete) Nakamura
I usually play with 1800 crews and 80 officers. It's a bit too many, 1500 crews and 80 officers would be perfect, imo. Need testing.
Last edited by PurpleKalamar on Sat Aug 24, 2013 12:10 am; edited 1 time in total
PurpleKalamar- Posts : 299
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Re: Crew system revisit •••••(complete) Nakamura
I play with a much higher crew cap — basically I don't like the idea of a low crew cap as it interferes with large fleet battles which I like. Totally selfish reasons here
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Re: Crew system revisit •••••(complete) Nakamura
The goal is to find the perfect number in order to have the players perfect their build orders until their crew will be full right as they get the promotion.
Re: Crew system revisit •••••(complete) Nakamura
With respect, Boss, that sentence doesn't actually give any info at all on what the crew caps will be ) A good tactical answer!
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Re: Crew system revisit •••••(complete) Nakamura
That's because I don't know. It will be more than it is now, though.
Re: Crew system revisit •••••(complete) Nakamura
Crew recruitment is timed for every 15 seconds, where the number of added crew will be increase-able through research.
AI and Vaygr gets double the human rate(thereby a vaygr AI gets X4) Hiigaran will require the crew station for recruitment to work, whereas vaygr will require production capitals.
AI and Vaygr gets double the human rate(thereby a vaygr AI gets X4) Hiigaran will require the crew station for recruitment to work, whereas vaygr will require production capitals.
Re: Crew system revisit •••••(complete) Nakamura
Vaygr and AI Vaygr especially are getting a better deal there!
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Re: Crew system revisit •••••(complete) Nakamura
This is a major nerf to Vaygr compared to how they were. Their crew until now didn't die, instead it instantly replenished and stayed at maximum.
Task complete.
Task complete.
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