Crew system revisit •••••(complete) Nakamura

View previous topic View next topic Go down

Crew system revisit •••••(complete) Nakamura

Post by Nakamura on Thu Aug 22, 2013 11:29 pm

Another step for preparing the transition to NC, we're going to have a crew mechanic very similar to the CRM one. This includes no crew cells(evac cells remain), crew is recruited automatically, update-able through 3 levels of upgrades. 
I will also attempt to add a system of recruitment for Vaygr, but no promises about that.
AI gets double the rate of the human player.


Last edited by Nakamura on Sun Aug 25, 2013 6:27 am; edited 3 times in total
avatar
Nakamura

Posts : 1233
Reputation : 19
Join date : 2013-03-01
Age : 24
Location : Norway

http://www.moddb.com/mods/hw2rebirth

Back to top Go down

Re: Crew system revisit •••••(complete) Nakamura

Post by ALC on Fri Aug 23, 2013 2:39 am

Agree with losing the crew cells.
Lets not limit the crew count too much though, I like big fleets!

_________________________________________


ALC

Posts : 685
Reputation : 15
Join date : 2013-05-08

Back to top Go down

Re: Crew system revisit •••••(complete) Nakamura

Post by PurpleKalamar on Fri Aug 23, 2013 3:38 am

Agreed Smile

_________________________________________
"Earth is the cradle of humanity, but one cannot live in a cradle forever."
avatar
PurpleKalamar

Posts : 299
Reputation : 2
Join date : 2013-08-15
Age : 22
Location : France

Back to top Go down

Re: Crew system revisit •••••(complete) Nakamura

Post by Nakamura on Fri Aug 23, 2013 4:21 am

Current max crew is 1400(200 per level). Testing will tell if it's enough - we might have to extend it by 10-25 per level.
The recruitment rate will be faster this way, since the script won't wait for crew cells docking.
avatar
Nakamura

Posts : 1233
Reputation : 19
Join date : 2013-03-01
Age : 24
Location : Norway

http://www.moddb.com/mods/hw2rebirth

Back to top Go down

Re: Crew system revisit •••••(complete) Nakamura

Post by ALC on Fri Aug 23, 2013 10:49 am

Faster is certainly better in this case.

_________________________________________


ALC

Posts : 685
Reputation : 15
Join date : 2013-05-08

Back to top Go down

Re: Crew system revisit •••••(complete) Nakamura

Post by PurpleKalamar on Fri Aug 23, 2013 10:51 am

I usually play with 1800 crews and 80 officers. It's a bit too many, 1500 crews and 80 officers would be perfect, imo. Need testing.


Last edited by PurpleKalamar on Sat Aug 24, 2013 12:10 am; edited 1 time in total

_________________________________________
"Earth is the cradle of humanity, but one cannot live in a cradle forever."
avatar
PurpleKalamar

Posts : 299
Reputation : 2
Join date : 2013-08-15
Age : 22
Location : France

Back to top Go down

Re: Crew system revisit •••••(complete) Nakamura

Post by Nakamura on Fri Aug 23, 2013 11:30 pm

Yeah, I'd expect similar numbers.
avatar
Nakamura

Posts : 1233
Reputation : 19
Join date : 2013-03-01
Age : 24
Location : Norway

http://www.moddb.com/mods/hw2rebirth

Back to top Go down

Re: Crew system revisit •••••(complete) Nakamura

Post by ALC on Sat Aug 24, 2013 8:11 am

I play with a much higher crew cap — basically I don't like the idea of a low crew cap as it interferes with large fleet battles which I like. Totally selfish reasons here Very Happy

_________________________________________


ALC

Posts : 685
Reputation : 15
Join date : 2013-05-08

Back to top Go down

Re: Crew system revisit •••••(complete) Nakamura

Post by Nakamura on Sat Aug 24, 2013 8:14 am

The goal is to find the perfect number in order to have the players perfect their build orders until their crew will be full right as they get the promotion.
avatar
Nakamura

Posts : 1233
Reputation : 19
Join date : 2013-03-01
Age : 24
Location : Norway

http://www.moddb.com/mods/hw2rebirth

Back to top Go down

Re: Crew system revisit •••••(complete) Nakamura

Post by ALC on Sat Aug 24, 2013 12:07 pm

With respect, Boss, that sentence doesn't actually give any info at all on what the crew caps will be Very Happy) A good tactical answer!

_________________________________________


ALC

Posts : 685
Reputation : 15
Join date : 2013-05-08

Back to top Go down

Re: Crew system revisit •••••(complete) Nakamura

Post by Nakamura on Sat Aug 24, 2013 9:51 pm

That's because I don't know. It will be more than it is now, though.
avatar
Nakamura

Posts : 1233
Reputation : 19
Join date : 2013-03-01
Age : 24
Location : Norway

http://www.moddb.com/mods/hw2rebirth

Back to top Go down

Re: Crew system revisit •••••(complete) Nakamura

Post by Nakamura on Sun Aug 25, 2013 2:00 am

Crew recruitment is timed for every 15 seconds, where the number of added crew will be increase-able through research.
AI and Vaygr gets double the human rate(thereby a vaygr AI gets X4) Hiigaran will require the crew station for recruitment to work, whereas vaygr will require production capitals.
avatar
Nakamura

Posts : 1233
Reputation : 19
Join date : 2013-03-01
Age : 24
Location : Norway

http://www.moddb.com/mods/hw2rebirth

Back to top Go down

Re: Crew system revisit •••••(complete) Nakamura

Post by ALC on Sun Aug 25, 2013 6:07 am

Vaygr and AI Vaygr especially are getting a better deal there!

_________________________________________


ALC

Posts : 685
Reputation : 15
Join date : 2013-05-08

Back to top Go down

Re: Crew system revisit •••••(complete) Nakamura

Post by Nakamura on Sun Aug 25, 2013 6:27 am

This is a major nerf to Vaygr compared to how they were. Their crew until now didn't die, instead it instantly replenished and stayed at maximum. 

Task complete.
avatar
Nakamura

Posts : 1233
Reputation : 19
Join date : 2013-03-01
Age : 24
Location : Norway

http://www.moddb.com/mods/hw2rebirth

Back to top Go down

Re: Crew system revisit •••••(complete) Nakamura

Post by Sponsored content


Sponsored content


Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum