The N.C. crew system : differences

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The N.C. crew system : differences

Post by Nakamura on Wed Jul 03, 2013 6:58 am

1) Recycled ships currently make the available crew disappear. They need to be accounted for.

2) Vaygr needs a growth rate for crew. The more production ships, the higher the growth rate. Currently the available crew equals the maximum crew - whether the ships explode or not doesn't change this. It all needs to work like the hiigaran system, minus the crew cells, of course.

3) Vaygr should get evacuation cells as well.


If there is any more problems, please make a note.
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Re: The N.C. crew system : differences

Post by Nakamura on Sun Jul 07, 2013 11:46 pm

Due to realistic limits of how far we can go with the scripting, the crew pods have to go.
In the future, there will be a steady recruitment rate for both races. For Vaygr, the rate will depend on the number of upgrades, and for Hiigaran it will depend on the number of modules.
Both races will also have evacuation systems for capital class ships.
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Re: The N.C. crew system : differences

Post by ALC on Mon Jul 08, 2013 11:57 am

Losing the crew pods is a good side effect. It is an unnecessary level of detail which adds little to gameplay.

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Re: The N.C. crew system : differences

Post by IGBC on Fri Aug 09, 2013 12:41 am

I have no Idea how to make evacuation cells.

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Re: The N.C. crew system : differences

Post by Nakamura on Fri Aug 09, 2013 5:50 am

We can drop them, it's not super important. If at a later point we figure it out, we can add it to the code.
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Re: The N.C. crew system : differences

Post by IGBC on Fri Aug 09, 2013 7:15 am

ok, I'll make a footnote on the editing notes to add them in a later release

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