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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Topics - Chroma

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General Discussion / Crew Readiness: A great concept, but WHY U SO HARD?
« on: October 13, 2013, 02:04:57 PM »
I'm a newb to the alpha of Starsector, so pardon me coming in here and being a big greenhorn and everything! I'm loving everything I've seen so far and i've been able to learn most aspects of the campaign by flipping through the forums and looking at tooltips in the campaign itself, and I assume a tutorial for the campaign will come when the game is more complete, but there's one thing I haven't been able to fully understand.

Crew Readiness, aka ER MA GERD MAH SHIPS CAN'T FIGHT!

I'm not mad or anything of the like - I actually like having a unique resource such as "Crew Readiness" that makes your fleet management much more intuitive and thought demanding than just "Whole fleet, go and ruin all things all the time." But, I don't really have a full understanding of all the ways you can regain Crew Readiness or what it means to set the maximum CR that a ship/fleet can have. In particular, is there any way to just dock with a station and regain CR by waiting while docked within the station, like a kind of shoreleave? I know you can fully repair your ships, but according to my CR log I have like a total of -200% CR readiness due to recent combat/some hull damage, and only like +90% or so due to hull repairs. I understand that you can regain combat readiness by letting time fly, but I find myself getting into fights when my CR readiness is like at 0 even while i'm at the Hegemony home base.

Is there a thread explaining the inner-workings of CR? I tried to skim through the manual for Starsector but I couldn't find anything speaking of CR. That's 100% fine since the game isn't complete, so obviously the manual can't be complete. Still, I'd just like to understand the CR resource better so that I can have more fun working with it!

Thanks.

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