Crew: Difference between revisions
(page outlining mechanics for simulating ship's crews) |
(implemented crew status) |
||
Line 14: | Line 14: | ||
Currently, the only effect that crew has on a ship is manning damage control teams; crew does not have an effect on any other component. Spare crew currently do not refill depleted damage control teams. | Currently, the only effect that crew has on a ship is manning damage control teams; crew does not have an effect on any other component. Spare crew currently do not refill depleted damage control teams. | ||
=== Crew Status === | |||
During battle, fighting can start to wear down the nerves of the crew. Your crew is under a certain amount of '''pressure''', rated from 0 to 3000, based on the events going on around them and the amount of damage being sustained. The amount of pressure determines what state the crew is in, which affects the voice lines you receive when commanding the ship. Currently, crew status does not impact the performance of any components. The status levels are: | |||
{| class="wikitable" | |||
|+ Pressure thresholds for crew status | |||
|- | |||
! Pressure !! Status | |||
|- | |||
| <150 || Calm | |||
|- | |||
| <1000 || Heightened | |||
|- | |||
| <2500 || Rattled | |||
|- | |||
| ≥2500 || Panicked | |||
|} | |||
The following events change the pressure of your crew: | |||
{| class="wikitable" | |||
|+ Pressure changes due to events | |||
|- | |||
! Event !! Pressure Change | |||
|- | |||
| Shots on armor that do not penetrate || +5 | |||
|- | |||
| Penetrating shots || +0.5 × total damage | |||
|- | |||
| Component destroyed || +200 | |||
|- | |||
| (applied per second) || -8 | |||
|} | |||
Although pressure drops by 8 per second, it cannot fall below another variable called '''static pressure''' (SP). SP represents tension that prevents the crew from totally being at ease due to the danger of the situation. Every time a crew member is killed, a part changes its destroyed status (destroyed or repaired), or a part changes its functioning status, the SP is recalculated by this formula: | |||
<math>\text{SP} = (1000 \times \text{fraction of components not functional}) + (25 \times \text{number of active debuffs}) - (500 \times \text{fraction of crew still alive})</math> |
Revision as of 16:10, 1 June 2024
Crew are used to man the different components on your ships. Each hull comes with a standard crew complement, while Berthings increase your crew count based on the size of the compartment it is installed into.
Mechanics
Manning Components
Crew are assigned sequentially to components starting from the top of the component list going down. e.g. all the mounts will be assigned crew first, then the compartments, and finally the modules. Within those categories, slot 1 is filled first, then slot 2, etc
ReinforceLevels are currently not implemented, so all components have equal priority for crew
Currently, the only effect that crew has on a ship is manning damage control teams; crew does not have an effect on any other component. Spare crew currently do not refill depleted damage control teams.
Crew Status
During battle, fighting can start to wear down the nerves of the crew. Your crew is under a certain amount of pressure, rated from 0 to 3000, based on the events going on around them and the amount of damage being sustained. The amount of pressure determines what state the crew is in, which affects the voice lines you receive when commanding the ship. Currently, crew status does not impact the performance of any components. The status levels are:
Pressure | Status |
---|---|
<150 | Calm |
<1000 | Heightened |
<2500 | Rattled |
≥2500 | Panicked |
The following events change the pressure of your crew:
Event | Pressure Change |
---|---|
Shots on armor that do not penetrate | +5 |
Penetrating shots | +0.5 × total damage |
Component destroyed | +200 |
(applied per second) | -8 |
Although pressure drops by 8 per second, it cannot fall below another variable called static pressure (SP). SP represents tension that prevents the crew from totally being at ease due to the danger of the situation. Every time a crew member is killed, a part changes its destroyed status (destroyed or repaired), or a part changes its functioning status, the SP is recalculated by this formula:
[math]\displaystyle{ \text{SP} = (1000 \times \text{fraction of components not functional}) + (25 \times \text{number of active debuffs}) - (500 \times \text{fraction of crew still alive}) }[/math]