Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: Snoman314
« on: December 10, 2023, 11:47:33 AM »

There are two counters on each ship: Deployment clock and Maintenance Clock. Both count up at the same rate while a ship is flying around.
Being at a recreation location (population of (I think) 50k or more, or a recreation module), will cause the Deployment Clock to count back down to zero. If the deployment clock goes over the ships designed deployment period, morale starts to drop.
Being at a maintenance location with sufficient capacity (either staffed maintenance facilities at a population, or maintenance modules on ships or stations), will cause the Maintenance Clock to stop increasing. Maintenance locations also allow a ship to go into Overhaul, and start reducing the Maintenance Clock, at the cost of MSP.
Maintenance modules do not need to be at a population. Neither do recreation modules. Using both allows creating a deep space location that can allow ships to reset both clocks, but you will need to freight in MSP for the maintenance modules.
Posted by: Black
« on: December 10, 2023, 08:31:36 AM »

Recreation module is for keeping morale stat high, so it replaces planetary population. It is maintenance for the crew not the ship.
Posted by: Kaiser
« on: December 10, 2023, 07:36:47 AM »

As per title, what's exactly the difference?

As I understood with the maintenance module you can design a maintenance ship which Is then capable to maintain other military ships (but it has to stay in the orbit of a population).

Does the recreational module archive the same result without the need to stay in orbit?