Aurora 4x
New Players => The Academy => Topic started by: Icecoon on October 23, 2012, 03:55:51 AM
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I have some FHBs around Uranus and their intended deployment time(12 months) is ending. So the question is, how do I relieve the crew? In Steve's Crusade campaign his FHB's have 3 months of deployment time IIRC.
Here is my design.
Boreum Planum class Fuel Harvester Base 49,100 tons 164 Crew 1877.4 BP TCS 982 TH 0 EM 0
1 km/s Armour 1-119 Shields 0-0 Sensors 6/6/0/0 Damage Control Rating 1 PPV 0
MSP 24 Max Repair 30 MSP
Intended Deployment Time: 12 months Spare Berths 1
Fuel Harvester: 15 modules producing 360000 litres per annum
Fuel Capacity 10,000,000 Litres Range N/A
Changzhou SSP-6T (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
Changzhou SSP-6EM (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
This design is classed as a Commercial Vessel for maintenance purposes
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You either tow them back for R&R or just ignore the morale penalty as it will have no effect for a commercial fuel harvester.
As far as I can tell the only actions that can be taken by Commercial ships that would be effected by the morale penalty are geosurveying and jumping.
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Towing them back and forth every year is quite inconvenient. It would be cool if there were some sort of crew transport craft, ferrying new crew members to relieve them.
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That is true. It would also be nice if an option for "Tour almost over" or "Tour x% over" was added to the conditional orders list so that we can automate the R&R and than make them return to their tasks automatically.
I'm pretty early on in 6.1 but I'm worrying that it can add quite a bit of micromanagement in the later stage where I would have a large number of fleets scouting out systems and patrolling the perimeter.
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I think I will change their deployment times to 240 months of
forced labour deployment until Steve will handle this problem. ;D
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I think I will change their deployment times to 240 months of forced labour deployment until Steve will handle this problem. ;D
At 240 months, you're basically giving them a house for quarters and a park with actual living trees for recreation. Maybe it even has a duck pond.
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There ought to be a checkbox to turn off crew morale.
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At 240 months, you're basically giving them a house for quarters and a park with actual living trees for recreation. Maybe it even has a duck pond.
Let's rename it Deep Fuel 9. ;D
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I think I will change their deployment times to 240 months of forced labour deployment until Steve will handle this problem. ;D
There is no problem to handle. Just leave them at three months. Morale will have no effect on fuel harvesting.
Steve
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I have some FHBs around Uranus and their intended deployment time(12 months) is ending. So the question is, how do I relieve the crew? In Steve's Crusade campaign his FHB's have 3 months of deployment time IIRC.
Here is my design.
Looking at your base I am a little surprised that you have no cargo area to store all that fuel until a civvy freighter comes and hauls it back to Earth, is is storage not needed on here?
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Fuel tanks store fuel, and there is no civilian tanker functionality as yet.
I have some fuelharvesters with a crew MTHs at over 300, and its only going down by 10 a month, so no R&R for them. Thematically though I'm puting engines and 12 month deployment times on all of my ships except pdcs. Orbital habs are the only other thing that doesn't have engines, and I'm not going to build any megaformers/harvesters.
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now if only the civs would create commercial fuel harvestors in my game they do just about everything else
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Do they have a path to a sorium giant?