Posted by: Marv
« on: May 15, 2022, 03:12:31 AM »Date of promotion. . . . ah. . . thank you Sir!
This is very informative and the written format allows much more content in the end than doing a video. Also, quicker to find the info you search!
That's not to say I don't like the videos done, it's just that this text is very well laid out and explained and easy to recheck in time of need.
Fleet training is the VB6 taskforce training. It's what you're increasing when you put your ships under a Training naval command, and uses crew training as a max increase per-year. Percentages transferred to ships appear to be a percentage of that commander's skill.
- Fleet Training isn't listed as a separate skill, so I assume it just uses the Crew Training skill. I'm unsure what role ship officers/commanders play, if any, and I'd assume there isn't one. Fleet commanders might play a role, but I really don't know.
We're clearly reading the same formula in the same way. So, no disagreement there. My post - and I could perhaps have made this clear - is about language. The way the guide is written seems to suggest a formula of additive, not multiplicative, bonuses.The general equation governing the effect of commanders and admin HQs is not exactly as given above. It is, simplified:
Total multiplier to the stat = (1 + commander bonus) * (1 + first admin bonus) * (1 + second admin bonus), repeating for all admin bonuses.
The commander's bonus may be applied in full, or be halved. I give some examples of both below.
The admin bonus is the admin officer's bonus, multiplied by the admin HQ type's multiplier, as described by Steve and in this guide.
I said "simplified", because I have not tested the effect of supporting officers.
That was the formula I used, if I'm reading you right. Where do you disagree with my example?
1. The top-level command can be of any type. The type of HQ has its normal effect. My top-ranking officer happened to have a bonus to terraforming, so I made my top-level command an Industrial HQ, and got the expected bonus to terraforming.
The general equation governing the effect of commanders and admin HQs is not exactly as given above. It is, simplified:
Total multiplier to the stat = (1 + commander bonus) * (1 + first admin bonus) * (1 + second admin bonus), repeating for all admin bonuses.
The commander's bonus may be applied in full, or be halved. I give some examples of both below.
The admin bonus is the admin officer's bonus, multiplied by the admin HQ type's multiplier, as described by Steve and in this guide.
I said "simplified", because I have not tested the effect of supporting officers.
1. The top-level command can be of any type. The type of HQ has its normal effect. My top-ranking officer happened to have a bonus to terraforming, so I made my top-level command an Industrial HQ, and got the expected bonus to terraforming.
Mining (ship-board):
The rules operate normally. The commander on a ship contributes 100% of their bonus.
Terraforming (ship-board):
The rules operate normally. The commander on a ship contributes 100% of their bonus.
Surveying:
Testing using several gravitational survey ships, each mounting one ordinary grav sensor (base rate: 1/hour), and one geosurvey ship, mounting one ordinary geo sensor.
Survey (and general) commands appear to affect geo-surveys normally. The commander on a ship contributes 50% of their bonus. The effect of the science officer has not been tested by me. The effects of commanders and admin support take effect immediately. Survey commands do indeed get a 2x range bonus.
Grav surveys are weird. I could not get the rate at which they operate to change by any mix of commanders or admin HQs. The rate stuck at 1.45/hour, and attempts to reset things by cancelling commands, waiting for the next gravsurvey site, or even removing the admin command entirely all failed to change this in the slightest.
Tactical helps the To-Hit chance.
Fighter Combat helps with To-Hit rolls when commanding a fighter.
Fighter Operations helps with rearming and (possibly, not 100% sure) refueling fighters inside a hangar.
Production is named thus because it was speeding up jump gate construction. It should still speed up Jump Point stabilization as only the name changed, nothing else but I don't know if anyone has tested it enough to confirm.