Yep I'll ber grabbing this AP and using myself too. People already are using it as it goes so it's all a little moot I suppose since we already have it.
From the DDF, I'd repost because it an excellent idea the DEVS had.
Basic Ship Crew Functionality
Crew are either human or mechanical
Mechanical crew are not sentient – they are basically specialised robots capable of carrying out specific activities
Crew have a service contract
The service contract describes the remuneration package
Remuneration is defined as a credit salary (which may be zero based on circumstance) per time period
In the case of mechanical crew the remuneration package describes the maintenance schedule which must be paid for and carried out when docked
Crew can be acquired at docks or through missions and events
Once obtained, a remuneration package is automatically deducted from the commander’s credit account at the beginning of each time period; pay is in advance
At any time crew service contracts can be terminated
Terminated crew will disembark at the next habitable dock; the commander is reimbursed for any time not served
Mechanical crew that are terminated will become cargo canisters
If no cargo space is available they will be dismantled (the commander will be warned)
Mechanical crew in cargo-form do not require maintenance, and can be activated (re-hired) at any time
Failure to follow the maintenance schedule for mechanical crew increases the chance of malfunction
Crew have a type that determines how they may be used:
Gunner: rated to operate turret weaponry
Engineer: rated to repair internal modules
Pilot: rated to pilot vessels
Marine: rated to repel boarders (requires ship internals update)
Each ship has a maximum number of crew slots for each type
When crew slots are filled the commander has access to a number of benefits based on crew type:
Gunner: turret weapons are more accurate and can switch targets to make opportune attacks; the more gunners available, the more turret weapons can gain these benefits at the same time
Engineer: damaged modules will be repaired; the more engineers available the more modules can be repaired at the same time.
Pilot: the commander can initiate defensive manoeuvres, chase target and travel to location orders
Marine: marines will automatically engage ship invaders (requires ship internals update)
Crew have an ability level; this determines the effectiveness of their actions:
Gunner: ability determines the accuracy increase
Engineer: ability determines the speed of repair
Pilot: ability determines the quality of flying
Marine: ability determines combat effectiveness (requires ship internals update)
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