Crew: Difference between revisions
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Crew are used to man the different components on your ships. | Crew are used to man the different components on your ships. At the moment ships are automatically filled with all the crew they need and there are no components that solely provide crew. | ||
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Revision as of 12:21, 9 October 2024
Crew are used to man the different components on your ships. At the moment ships are automatically filled with all the crew they need and there are no components that solely provide crew.
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]
Crew Damage
Crew inside components can be damaged when the component is damaged.
When the component is below 50% health after being damaged, the crew has a chance to be damaged based on the hull's vulnerability stat and the attack's crew damage multiplier. e.g. a ship with 40% crew vulnerability would normally have a 40% chance, but a shell with a 0.75 or -25% crew vulnerability multiplier reduces that to 30%, reducing that shell's capability to damage crew. Conversely, a shell with 1.50 or +50% crew vulnerability multiplier increases that to 60%, boosting the shell's capability to damage crew.
If the chance succeeds, the amount of crew is reduced by [math]\displaystyle{ \frac{D}{12\times \text{MaxHp}} }[/math] where D is the incoming damage on that component and MaxHp is the maximum hp of the component they are in. This has a 50% chance to round up or round down.
Abandoning Ship
Ships are automatically abandoned when all CICs (including Auxiliary Steering) or all powerplants (drives, reactors), are disabled and there are no DC teams; or all CICs or powerplants are destroyed, and there are no restores. While ammunition cook-offs and fuel line fires often deal enough damage to cause an evacuation, it is not guaranteed. Evacuation can also be preformed manually, by holding the evacuation button in the DC screen for 3 seconds. Abandoning ship makes the ship uncontrollable and spawns escape pods.
Externally, escape pods can be seen embedded in the hulls under normal conditions. When evacuating, the escape pods spawn at these points and move towards the withdrawal zone at around 30 m/s. The radar marking for an escape pod appears as a circle with an x inside (⊗). Escape pods can be targeted and shot by anti-ship weapons, and doing so will result in the crew protesting the order.
The max amount of escape pods launched from each hull are shown below:
ANS | OSP | ||
---|---|---|---|
Hull | Escape Pods | Hull | Escape Pods |
Sprinter | 2 | Ferryman | 4 |
Raines | 4 | Draugr | 4 |
Keystone | 4 | Flathead | 2 |
Vauxhall | 10 | Ocello | 12 |
Axford | 11 | Marauder | ∼8 |
Solomon | 22 | Moorline | ∼8 |