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Posted by: Charlie Beeler
« on: January 16, 2014, 08:02:17 AM »

From Steve post about the new v5.7/v6.0 crew morale changes:
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Under the new rules, the parent carrier now needs to provide accommodations for the crews of any parasite craft. That is provided for by Spare Berths. You will need to add enough extra crew quarters to provide space for the flight crews. If a ship has a hangar, this is shown on the class summary as "Flight Crew Berths" rather than "Spare Berths". A parasite craft tracks its own Last Shore Leave date but while on the carrier it uses the designed Deployment Time of that carrier. So assume a fighter that last had shore leave six months ago is transferred to a carrier that has been out in space for 4 years - a year past its Deployment Time of 36 months. The crew of the carrier is not happy, having been out in space a year longer than they expected. The crew of the fighter is fine. They have only been out in space 6 months and the carrier has nice spacious accommodations.

When a fighter is out in space (and may or may not have been launched from a carrier), it tracks both the "Months since Last Shore Leave" and "Months since Last Launch". If the last launch was later than last shore leave (which may not always be the case) then that is used for purposes of its current trip. For example, the crew of a fighter has been in space overall for four years but only on its current mission for several hours. During the morale check, it compares the last launch date against the accommodations actually on board the fighter, which will be far less generous than those on the carrier.

However, it is possible that the morale for (Months since Last Launch / Fighter Deployment Time) would result in a higher morale than (Months since Last Shore Leave/ Carrier Deployment Time). As the crew would still be suffering from the effects of being out in space so long on board the carrier, their morale can never be higher than it was when they launched. I know that sounds a little complicated. In summary, what you need to bear in mind is that when you launch a fighter, you need to worry about the length of its deployment from the carrier. That will have an effect on the morale of its crew based on the time since launch and the accommodation on the fighter. However, if the crew was unhappy when they launched, they aren't going to get any happier during the mission.

Functionally, when fighters ar in the hangers they count against the crew total for potentional overcrowding penalties. 
Posted by: MarcAFK
« on: January 16, 2014, 06:18:06 AM »

I guess when you run out of oxygen you're a little too preoccupied with suffocation to bother with being annoyed by not having enough personal space.
Posted by: Nathan_
« on: January 16, 2014, 12:31:16 AM »

So it just overloads life support but doesn't cause morale failure? I would ave thought it did both.
Until you run out of parts you aren't in any trouble, then your crew starts dieing.

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Cryogenic storage can hold rescued crew, right? I've been adding the Emergency Cryo Storage modules to my ships for that.
It can.
Posted by: JacenHan
« on: January 16, 2014, 12:16:43 AM »

Cryogenic storage can hold rescued crew, right? I've been adding the Emergency Cryo Storage modules to my ships for that.
Posted by: MarcAFK
« on: January 15, 2014, 08:29:28 PM »

So it just overloads life support but doesn't cause morale failure? I would ave thought it did both.
Posted by: Nathan_
« on: January 15, 2014, 10:50:19 AM »

Aside from my mental lapse in spelling  ??? What actual effect do the berths have? If I design a carrier with zero extra berths and load it up with fighters what will happen to the pilots? If I also design a ship with lots of free berths for no apparent reason will that ship be able to perform any extra functions?

From an RP standpoint I can understand them (TNG Enterprise always seemed to have spare quarters for visitors). But what are the game mechanics of them?

Then your fighter crews live on their fighters, and suffer morale penalties when their deployment time is exceeded.

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I'm not sure exactly what happens to fighter crew if your carrier doesn't have enough extra berths, but one reason for including extra berths is for rescuing lifeboats, you don't want your carrier to mutiny because they picked up the crew of a destroyed frigate or something.
ships with overloaded life support systems suffer crew quarters related maintenance failures, which in turn prompts more life support failures,etc. it will chew through maintenance so you want to get that ship back to a planet as soon as possible, but its not an immediately fatal type thing.
Posted by: Charlie Beeler
« on: January 15, 2014, 08:07:31 AM »

It's covered under the v6 changes for crew morale.  This detailed in the topic in Mechanics for the v6 changes. (originally v5.7)
Posted by: MarcAFK
« on: January 15, 2014, 07:05:43 AM »

I'm not sure exactly what happens to fighter crew if your carrier doesn't have enough extra berths, but one reason for including extra berths is for rescuing lifeboats, you don't want your carrier to mutiny because they picked up the crew of a destroyed frigate or something.
Posted by: Rich.h
« on: January 15, 2014, 06:20:57 AM »

Aside from my mental lapse in spelling  ??? What actual effect do the berths have? If I design a carrier with zero extra berths and load it up with fighters what will happen to the pilots? If I also design a ship with lots of free berths for no apparent reason will that ship be able to perform any extra functions?

From an RP standpoint I can understand them (TNG Enterprise always seemed to have spare quarters for visitors). But what are the game mechanics of them?
Posted by: boggo2300
« on: January 14, 2014, 02:34:09 PM »

confusion, damn,  I thought it was a new feature ;)  one that comes with slide guitar and bad moustaches

Matt
Posted by: Bgreman
« on: January 13, 2014, 04:49:22 PM »

in version 6.XXX?

Matt

To clear up all the confusion, birth != berth.  The former is the emergence of a new organism from the egg or womb.  The latter is an accommodation area aboard a vehicle.
Posted by: boggo2300
« on: January 08, 2014, 02:49:52 PM »

The flight crew really shouldn't be flying while pregnant anyway. As to increasing the number of births, Aurora is detailed but not that detailed!

Steve

in version 6.XXX?

Matt
Posted by: Conscript Gary
« on: January 08, 2014, 07:19:43 AM »

As far as adding extra berths to a design, you'll have to check the box for keeping excess quarters in the design screen and then slap a few more crew quarters on
Posted by: Hawkeye
« on: January 08, 2014, 05:56:13 AM »

The flight crew really shouldn't be flying while pregnant anyway. As to increasing the number of births, Aurora is detailed but not that detailed!

Steve

LOL
Posted by: Nathan_
« on: January 07, 2014, 06:10:02 PM »

If they don't have the available berths then they do live in their cockpits. It is a good idea to not have that happen however.