Aurora 4x

VB6 Aurora => VB6 Mechanics => Topic started by: Chairman on August 12, 2010, 03:22:55 AM

Title: Crew losses
Post by: Chairman on August 12, 2010, 03:22:55 AM
When a system is damaged/destroyed, there is a loss of crew, how are these replaced??

I presume that they are not repairded :D  with the system, how little crew can a ship have before in will go uncontrolled??
Title: Re: Crew losses
Post by: waresky on August 12, 2010, 03:45:57 AM
When u return on SHipyard home system..probable,and fix'em.
"Repair" comamnd "probable" replace any losses...?:D
Title: Re: Crew losses
Post by: UnLimiTeD on August 12, 2010, 05:40:28 AM
I think Crew doesn't do anything for now.
So that half dozen tought elite dudes that survived the attack better stay alone, because they do the job better.
Title: Re: Crew losses
Post by: Count Sessine on August 12, 2010, 05:57:32 AM
Crew experience is tracked. When your ships receive damage, they often have casualties among the crew. This crew is replaced when you repair ships at shipyards and crew average experience levels is reduced accordingly.
Title: Re: Crew losses
Post by: UnLimiTeD on August 12, 2010, 06:21:55 AM
And as such, 4 guys with 100% bonus of a 500 crew are definitely the way to go.
Title: Re: Crew losses
Post by: Hawkeye on August 12, 2010, 11:16:14 AM
Quote from: "UnLimiTeD"
And as such, 4 guys with 100% bonus of a 500 crew are definitely the way to go.

Of course, if your enemy manages to land a breeching pod, those 4 guys will have a REALY hard time fighting the boarderes off ;)
Title: Re: Crew losses
Post by: UnLimiTeD on August 12, 2010, 12:29:09 PM
"manages".
They are far more likely to shoot it down.
Title: Re: Crew losses
Post by: Hawkeye on August 12, 2010, 03:27:56 PM
agreed.

Hm, might make a suggestion about that.

Reduce the crew grade according to the amount of missing crew, i.e. if 50% crew are missing, crew grade is -50%

Of course, usually crew is missing due to destroyed machinery. That engine, that just blew up doesn´t need crew to keep looking after it, so crew requirement on a damaged ship would probably be less than on an intact one.
As crew seems to be replaced when a ship is repaird in the dock, the missing crew wouldn´t be much of a problem during or immediately after a fight. The problem starts when parts are repaired with on-board parts.


Still, for simplicitys sake, I´d go for a streight modifier.
Title: Re: Crew losses
Post by: UnLimiTeD on August 12, 2010, 06:21:38 PM
However, Crews are suppsed to work with three shifts.
I think you should be able to cycle seasoned combat crews with rookies for Patrol duty.
And here it starts getting needlessly complicated.  :D
Title: Re: Crew losses
Post by: Chairman on August 13, 2010, 08:33:00 AM
Well if possible it should be included.   A easy formula is ' start crew grade + 10% - crew loss in %=+/- to actions'        Ex.  Grade 18+10-48%= -20% to all relevant actions.