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Crew system revisit •••••(complete) Nakamura

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Post by Nakamura Thu Aug 22, 2013 11:29 pm

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.


Last edited by Nakamura on Sun Aug 25, 2013 6:27 am; edited 3 times in total
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Post by ALC Fri Aug 23, 2013 2:39 am

Agree with losing the crew cells.
Lets not limit the crew count too much though, I like big fleets!

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Post by PurpleKalamar Fri Aug 23, 2013 3:38 am

Agreed Smile
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Post by Nakamura Fri Aug 23, 2013 4:21 am

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.
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Post by ALC Fri Aug 23, 2013 10:49 am

Faster is certainly better in this case.

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Post by PurpleKalamar Fri Aug 23, 2013 10:51 am

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
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Post by Nakamura Fri Aug 23, 2013 11:30 pm

Yeah, I'd expect similar numbers.
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Post by ALC Sat Aug 24, 2013 8:11 am

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 Very Happy

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Post by Nakamura Sat Aug 24, 2013 8:14 am

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.
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Post by ALC Sat Aug 24, 2013 12:07 pm

With respect, Boss, that sentence doesn't actually give any info at all on what the crew caps will be Very Happy) A good tactical answer!

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Post by Nakamura Sat Aug 24, 2013 9:51 pm

That's because I don't know. It will be more than it is now, though.
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Post by Nakamura Sun Aug 25, 2013 2:00 am

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.
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Post by ALC Sun Aug 25, 2013 6:07 am

Vaygr and AI Vaygr especially are getting a better deal there!

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Post by Nakamura Sun Aug 25, 2013 6:27 am

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.
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