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[FAQ
Forum Index » » Developer Feedback » » systems repair and crew system proposal.
 Author systems repair and crew system proposal.
Flyer
Admiral

Joined: December 07, 2001
Posts: 143
From: Belgium
Posted: 2003-05-15 07:39   
Right now capturing enemy ships isn't possible.
And a scout repairs it systems at the same rate of a Dreadnought ,the latter has a lot more systems and takes ages to be repaired completly whitout the help of a supply.

therefore i propose the following change.
- crew units : these are the people who man the ships. they have limited combat experiance ( they are part of the military) but aren't as good a elite troops.
- troops : the troops we have now ( elites )
- automated internal defences : automated guns , traps , etc.

these units should be transportable in your cargohold. and each ship should have a number of crewunits depending on their size. maybe something like.

scout 2
frigate 3
destroyer 4
cruiser 5
dreadnought 6
station 8
supply, eng , transport 4

so the scout has 2 crewunits needed to man the ship. and can (if the player picks them up on a starbase ) have 1 unit in the cargohold ( crew or infantry or automated defences)

the speed at wich repairs to systems are done depends on the nr of crew available. max 2 crew per system. a scout has the normal system repair rate 1*2 = 2 (like it is now ), while a cruiser can repair 2 systems at the same rate and a third system at half the speed. 2*2 +1 = 5.
however if the scout has a crew unit in the cargobay they would aid in the repair of the ship and make it that 1.5 systems are repaired at the same time.

Also the crew would fight of hostile infantry units on board of your ship. For this i would use the following comparison ( 2 crew units = 1 elite infantry )
and so would infantry in your cargohold. ( maybe give the defending units a bonus , it's their ship , maybe a bonus of 20% )

automated defences would only fight of enemy troops at a rate off (1 automated defence = 2 elites = 4 crewmembers)

When all units on board are destroyed and the enemy still has at least 1 troop on board the ship is captured.


this would put the player for the chose which units he loads up.
crew = systems will be repaired faster but this makes the ship easier to be captured
infantry = medium on the fighting but can cap other ships ( if enough of them) and planets
automated defences = best defence versus capture but not good against anything else


a few figures.
a scout whith 1 automated defence in the hold will take ( 0.5(crew) + 2(auto def))*1.2 ( 20% bonus ) = 3 elites to cap

a destroyer whith 3 automated defences will be (1.5 + 6) *1.2 = 10 elites to capture.


I would suggest that all ships come standard loaded whit the max nr of automated defences ( they will be free ) to prevent stocks ships to be captured to easy.

sorry for the bad english

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  Email Flyer
Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2003-05-15 09:27   
ive always wanted to capture a dessie =)
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Ashatwork
Cadet

Joined: April 03, 2003
Posts: 116
Posted: 2003-05-15 09:51   
Umm... without a supply ship scouts and dreads fix their systems at DIFFERENT rates.

Scouts have fewer devices compared to dreads.

If you get fluxed in a scout you might have 5 systems offline.

If you get fluxed in a dread you will probably have 15 systems offline. That's 3 times the systems to repair at 1% every second or so.

Capturing was turned off because there were problems with transports loaded with elites flying up to dreads and unloading 10 troops on them.

_________________


Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3697
From: San Francisco Bay Area
Posted: 2003-05-15 12:36   
I've been pushing for ships crew counts and skills for months, actually a year now...
_________________


  Email Tael
Flyer
Admiral

Joined: December 07, 2001
Posts: 143
From: Belgium
Posted: 2003-05-15 13:39   
why do you disagree ??

_________________


  Email Flyer
Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2003-05-15 16:41   


ya, ya.. get something nifty here..
dont even need a fully worked out crew system (same goes for planets w/ sy, captical worlds), as i always say "KISS", a few well tuned parameters and a simple system can work wonders...

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