Author Topic: How Do I Get My Teams to WORK?  (Read 3180 times)

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Offline Din182

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Re: How Do I Get My Teams to WORK?
« Reply #15 on: October 19, 2011, 08:41:58 PM »
If they find something, they get more skill points.
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Offline Xelanthol

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Re: How Do I Get My Teams to WORK?
« Reply #16 on: October 19, 2011, 08:56:56 PM »
Right on-So academies just train officers with a higher starting skill?
 

Offline Din182

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Re: How Do I Get My Teams to WORK?
« Reply #17 on: October 19, 2011, 09:16:48 PM »
Yes, I believe so.
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Offline sloanjh

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Re: How Do I Get My Teams to WORK?
« Reply #18 on: October 19, 2011, 09:28:09 PM »
Okay so I guess Academies allow officers to train up their skill levels? Or does it just produce higher level skilled officers?
They produce officers (and administrators and scientists).  Period.  But if you create enough of them, the luck of the draw will give you some good ones.

Also, officers in command of survey (both geo and warp) will gradually increase their survey skill level.  I tend to only have 1 or 2 geo survey teams active, and I only use the very best from all my operators (in other words they have top priority).  Once they start to find stuff, the entire teams bonus goes up with each find, so they'll eventually become VERY good.
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Also-Will my team every find anything? And if they do will it raise their survey skill? And yeah I prefer shuffling them from the planet, unless maybe they were born there or something. 

Yes.  Yes.  The thing to be careful of is low-rating teams can "spoil" a planet by giving a "nothing left" result.

John
 

Offline Xelanthol

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Re: How Do I Get My Teams to WORK?
« Reply #19 on: October 19, 2011, 09:51:47 PM »
Ahh I see. So it would probably be a good idea to drop my team off on some asteroids first for training :D

Two more quick questions-What benefit do you have to surveying a warp point? (If i am interpreting that correctly) Once it is grav-surveyed by a vessel doesn't it just lead somewhere?
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How much of a role do officers play in ship combat? If I have extra should I just give each ship a commander? Is there a "task force commander" similar to the sector command for planet administration or something? How do I train them in formations and all that? What do the officer traits do (Not the personality ones, I know they don't do any but the combat ones like logistics etc)?

Well I guess that one is not really quick, but every bit you guys are helping me really lets me enjoy the best aspects of the game-Gotta love the depth.
 

Offline blue emu

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Re: How Do I Get My Teams to WORK?
« Reply #20 on: October 19, 2011, 10:59:51 PM »
Ahh I see. So it would probably be a good idea to drop my team off on some asteroids first for training :D

Two more quick questions-What benefit do you have to surveying a warp point? (If i am interpreting that correctly) Once it is grav-surveyed by a vessel doesn't it just lead somewhere?
   and
How much of a role do officers play in ship combat? If I have extra should I just give each ship a commander? Is there a "task force commander" similar to the sector command for planet administration or something? How do I train them in formations and all that? What do the officer traits do (Not the personality ones, I know they don't do any but the combat ones like logistics etc)?

Well I guess that one is not really quick, but every bit you guys are helping me really lets me enjoy the best aspects of the game-Gotta love the depth.

Asteroids take a very, very long time to survey by Team... not much good for training. Moons or junk (no minerals) planets are better for training.

Ships with jump engines can transit already-mapped warp points. Commercial ships need commercial jump engines, military ships need military jump engines. Or you can use a Jump Tender (a large, jump-drive-equipped ship that sits on the jump point and holds it open for other vessels), or build a jump gate.

All ships should have commanders, yes. Crew Training is a good trait, as is Fleet Movement Initiative. Other traits are more specialized... Factory Production for Jump Gate Constructors, Logistics fo Cargo/Colony ships, Survey for Geo/Grav scout ships, Intel for sensor ships, Terraforming for Terraformers, and so on.

You can include a Flag Bridge on a command ship if you want to bring some senior officers along, similar to what a a Sector Commander does for planets.
 

Offline LizardSF (OP)

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Re: How Do I Get My Teams to WORK?
« Reply #21 on: October 20, 2011, 09:27:28 AM »
Somewhat related, I guess... I've had a fleet of 5 ships doing Task Force training for three years, and they're still at 0.0%. Most of the officers have a bonus to crew training. What else do I need? (Some have managed to get 1% to 3% in "grade", but TF Training is stuck at 0.0, with a side of 0.
 

Offline LoSboccacc

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Re: How Do I Get My Teams to WORK?
« Reply #22 on: October 20, 2011, 09:29:39 AM »
Somewhat related, I guess... I've had a fleet of 5 ships doing Task Force training for three years, and they're still at 0.0%. Most of the officers have a bonus to crew training. What else do I need? (Some have managed to get 1% to 3% in "grade", but TF Training is stuck at 0.0, with a side of 0.

you need someone assigned to Operations in the task fleet command. better if you have all task fleet position assigned.

you can do that from the f4 screen.
http://aurorawiki.pentarch.org/index.php?title=Leaders
 

Offline LizardSF (OP)

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Re: How Do I Get My Teams to WORK?
« Reply #23 on: October 20, 2011, 01:36:01 PM »
you need someone assigned to Operations in the task fleet command. better if you have all task fleet position assigned.

you can do that from the f4 screen.
http://aurorawiki.pentarch.org/index.php?title=Leaders

There was someone in Ops, but they didn't have Crew Training. I swapped them out for someone who did, and my fleets started to train! Woo hoo!

Do they need 100% training before they're any good? That could take a while, and the way the clumsy little idiots break engines and missile launchers during training exercises is astounding... of course, that's why we're training them, I guess. ("Ensign Jones, that missile launcher represents the work of one of our most brilliant biologists[1] controlling half the military research labs on Earth for the better part of a year. It cannot be made to 'work better' if you rub the loading mechanism with butter from the ships galley, even if DOES taste like motor oil!")

Do they retain the training if the TF composition changes? Or do they forget everything they've learned if the ship moves from Patrol Group One to Patrol Group Two?

[1]Hey, when your biologist has a bonus of 35%/25 labs and your "missile" scientist has a bonus of 0%/10 labs, your biologist gets to work in many fields. (I figure she's like Nathan Stark from 'Eureka': A brilliant scientist in her field, but also a good administrator.)
 

Offline sloanjh

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Re: How Do I Get My Teams to WORK?
« Reply #24 on: October 20, 2011, 10:03:52 PM »
Do they need 100% training before they're any good?
No.  Note that TF training affects the time it takes them to respond to orders/recover from jump lag.  Crew training is what affects things like hit probability for those missile launchers they're busy breaking.

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Do they retain the training if the TF composition changes? Or do they forget everything they've learned if the ship moves from Patrol Group One to Patrol Group Two?
Yes.  There used to be a penalty for moving around, but that went away.

John