Posted by: ollobrains
« on: June 05, 2012, 03:13:38 PM »capturing enemy crews if u get enough of them by the sounds of it can be put on a colony planet that might be quite unsuitable for the base species Could be useful just to farm enemy ships
To improve morale, a ship needs to spend time on orbit of a planet with at a population of at least 10,000. This should be enough to provide bars, nightclubs, brothels, art galleries, etc.. Note that maintenance facilities are not required. You just need people. While in orbit, the Last Shore Leave date will increase at the rate of 10x actual time.Random thought: An easy way to distinguish planets would be to have the LSL increase scale with the Services % of a colony, simulating the better and more varied facilities available in a larger colony. Alternatively, it could scale inversely with Agricultural %, representing that hostile environments / frontier planets arn't as hospitable.
On military ships, you wouldn't want that, you want your Elite crews to stick on one ship.
--> Opens the door for new longevity/cybertech biology techs that increase pop growth and reduce crew bleed rates.I see that more as an officer retention thing. But it could work for this, too.
Also, people should leave the pool. Maybe 5% a year, of average points. There might be a way to stop it, but only in wartime, and I'm not sure how that would work.--> Opens the door for new longevity/cybertech biology techs that increase pop growth and reduce crew bleed rates.
Third, allow picked crews, and maybe unpicked crews. These have maybe 150% and 50% of normal points, respectively, taking the appropriate number of people and points from the pool, and getting those values when the crew rotates.I like this. It would be a simple and elegant solution to the weirdness of crew grade. Also, when you scrap an older ship, your highly trained crew would no longer vanish into the void. xD
I REALLY like this idea - I've been worried about the micromanagement that would need to be associated with my small WP picket stations. The "realistic" way to manage it would be to allow crew rotation through the "CFN", but since that's not representable in Aurora mechanics it's easier just to ignore crewing for commercials. NOTE: In order to avoid exploits, you should probably require something like 3 month's worth of berthing space in order for a design to be classified as commercial (and avoid the morale degradations).
John