Crew.
RE: Crew.
Crew on board your ship will slowly improve. Basically, each week when they get paid they get another point to allocate to their skill sheet. This is allocated to their best skills first, unless they're getting very high, in which case they will start to round their skills out.Now why did that make me laugh? :drag:Seriously, this looks really good.
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Metamartian
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RE: Crew.
this could open up some interesting mission possibilities....like employing a crew member to sneak onboard another vessel and sabotage it's hyperdrive so you can chase it down and blow it up.nice ideas.
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Metamartian
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RE: Crew.
given the snow situation, i'm hoping no one else can make it into the office tomorrow so i plan to play all day...shame i only live 5mins from the office.
RE: Crew.
Find a pilot. It'll say "Pilot" on their photo. They're much better at taking over than a similarly qualified all-rounder.Also, as they gain experience, they'll be able to take the controls more reliably.For me, the most valuable asset is an engineer. Given metal alloys, they can repair the hull. Also, if you don't manage to get your engine serviced, they can save your hyperdrive before it fails. They're not perfect (a full service from a reputable company is certain to help) but three or more highly qualified engineers means that you could probably cross the galaxy without needing to service your engine.By the way, *you* have an engineering stat. It's only 15 by default (which is pretty rubbish, the same as a $10 per week crew member) and it doesn't improve over time, but there's always a chance that you can save your own hyperdrive or repair your own hull. There's room here for a "training course" bulletin board ad, which will boost your stats a little in exchange for some cash.Oh yes, nearly forgot - if you or your crew bodge a hull repair, they can do more harm than good.If you want to cheat yourself some random (and almost certainly better) stats, you can use this in the Lua console:PersistentCharacters.player:RollNew(true)If you want to make all of your crew totally amazing at piloting, such that they'll always be able to take on an order to destroy your target, use this one:for crew in Game.player:EachCrewMember() do crew.piloting = 65 end65 is as good as a skill gets, as long as it's an unmodified test. Your crew roll a virtual 4d16, which is impossible to roll over.
RE: Crew.
Maybe if possible giving commands to crew should be done more easily if you could use the same UI as when you control autopilot. (haven't really checked if that is possible at all from lua)Going F3, then clik the tab is abit jerky if you want to have easy/fast access to your crew commands, I don't know.. Just my opinion.Otherwise I think this will greatly enrich the gameplay especially for bigger vessels, this could also be expanded for future surface/mining operations, quite some possibilities.This also inspired me to improving the pirates in the game.
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Metamartian
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- Joined: Tue Mar 08, 2011 3:53 pm
RE: Crew.
I need to learn how to compile pioneer. I'm feeling left out.
RE: Crew.
The ship def is the right place for this information. Originally, there was a Lua table with the crew values in it. You can see the work that took place between 4b49097 and f71c2df.So yes, we thought of other solutions, and even used one - but right from the start we always knew it was temporary.