Crew

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Revision as of 04:58, 2 June 2024 by Jraamus (talk | contribs) (added clear before mechanics subheading)




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 thresholds for crew status.
Pressure Status
<150 Calm
<1000 Heightened
<2500 Rattled
≥2500 Panicked

The following events change the pressure of your crew:

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]\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

Abandoning your ship occurs when either all CICs (including Auxiliary Steering) and power sources are disabled and there are no DC teams, or CICs and power sources 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:

Maximum escape pods for each of the hulls.
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