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Author Topic: Crew Hullmods  (Read 762 times)

SonnaBanana

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Crew Hullmods
« on: November 07, 2019, 08:54:01 PM »

The two basic crew hullmods, mutually exclusive.
(For the sake for not complicating things too much, the two hullmods do not do anything if crew understrength is happening)

Unskilled crew - Costs OP depending on ship class (fri/des/cru/cap), crew pay for (skeleton crew req of ship) numbers of crew reduced by 30%

Skilled crew - Gives OP depending on ship class (fri/des/cru/cap), crew pay for (skeleton crew req of ship) numbers of crew increased by 30%.

Specialized crew hullmods can be mounted if ship has skilled crew hullmod, all specialized crew cost of the same amount of OP as given by skilled crew hullmod. Only one specialized crew hullmod can be installed at a time. Some (example) specialized crew mods:

Expert Gunnery: Increases the accuracy and range of all weapons.

Damage Control: Increased hull integrity and ship repair speed.

Ace pilots: Increases speed and armor of strike craft.

Marine Armory: Increases combat effectiveness of 25/50/75/100 marines like Ground Support Package.
« Last Edit: November 27, 2019, 06:57:32 PM by SonnaBanana »
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RogueVector

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Re: Crew Hullmods
« Reply #1 on: November 11, 2019, 11:27:20 AM »

I think that a hullmod (which costs OP) that gives OP is rather... circular? If it gives more OP than it requires, then paying 2250/month (= 750 crew x 10 cred/month x 30%) for extra OP on an Onslaught would be pennies.
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bobucles

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Re: Crew Hullmods
« Reply #2 on: November 11, 2019, 11:45:06 AM »

Ordinance points reflect the physical function of the ship. Changing the crew won't change how many guns your ship gets to have.

The quality of the crew are reflected with officers. Better crew make a better running ship.