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{{Ver|0.8.1.9}}
<!-- DRAFT for review. Screenshots to capture: Crew reserve/assign panel, a CrewType tooltip, the Officers view with idle-income tooltip, an officer passive-bonus tooltip. -->


'''Crew''' are the people who serve aboard your [[Ship List|ships]]. They come in two distinct kinds: rank-and-file '''crew members''', who are hired in bulk and grant small stacking bonuses by profession, and '''[[#Officers|officers]]''', who are unique named individuals with [[#Officer rarities|rarities]], skills, a passive buff, and idle income. Both are recruited and managed at the [[Personnel Center]], and both are commanded through the [[Leadership]] skill tree.
'''Crew''' are the people who serve aboard your [[Ship List|ships]]. They come in two distinct kinds: unique named '''officers''', who come in different qualities (white to gold), [[skills]], a passive buff and idle income, and the rank-and-file '''crew members''' (grunts), who are hired in bulk to grant small stacking bonuses by profession.


Both are recruited and managed at the [[Personnel Center]], and both are commanded through the [[Leadership]] skill tree.
== '''Crew members''' ==

Crew members are generic, interchangeable personnel grouped by profession rather than tracked as individuals. Every crew member of a given type is identical. Their bonuses are '''per crew member and stack linearly''' — twice the crew, twice the bonus — with no cap.

A crew member only provides its bonus while '''assigned to a ship'''. Unassigned crew sit in your account-wide reserve pool.

=== '''Crew types''' ===

{| class="wikitable"
! Type !! Effect (per crew member) !! Role !! Approx. cost
|-
| '''Deckhand''' || Repairs the ship's hull over time (passive hull regeneration) || General / repair || 3,500
|-
| '''Gunner''' || Increases combat power || Combat || 7,000
|-
| '''Prospector''' || Increases [[Mining]] power (and minor hull repair) || Mining || 7,000
|-
| '''Scrapper''' || Increases [[Salvage]] power (and minor hull repair) || Salvage || 7,000
|-
| '''Marine''' || Specialised in [[Boarding]] — high boarding power and combat resistance || Boarding || 16,000
|}

The per-member combat/mining/salvage bonus is small but adds up across a fully crewed ship; bigger ships that hold many crew see a meaningful total. Marines provide no economic or combat-power bonus — their value is in [[Boarding|boarding actions]] and in resisting enemy boarders.

=== '''Crew capacity''' ===

The number of crew a ship can hold depends on the ship's '''size''' and '''role''':

* Larger ships hold dramatically more crew. Baseline capacity by size class rises roughly 5 → 15 → 25 → 50 → 80 → 120 → 160 → 200.
* '''Mining''' and '''Salvage''' hulls carry more crew than the baseline; '''Cargo''' hulls carry fewer; '''Combat''' hulls sit at baseline.
* Capacity can be increased further through the [[Leadership]] skill tree.

Separately from per-ship capacity, you keep an account-wide '''reserve''' of unassigned crew. The reserve size grows as your character levels up.

=== '''Acquiring crew''' ===

* '''[[Personnel Center]]''' — the primary source. Buy crew of any stocked type; sell unwanted crew back for 25% of their cost.
* '''Crew Capsules''' — pods recovered as loot. A recovered capsule can occasionally contain hostile crew, who are sent to your brig as [[Boarding#Prisoners|prisoners]] instead.
* '''Prisoners''' — willing prisoners in your brig can be recruited into your crew at a discount.

=== '''Casualties''' ===

Crew can be killed when a ship takes hull damage. Higher-resistance crew (such as Marines) are far less likely to die. Keep spare crew in reserve to top ships back up after a hard fight.


== '''Officers''' ==
== '''Officers''' ==
[[file:personnel.officers.png|thumb|right|500px|Hiring Officers]]


Officers are unique, named crew with their own portrait, level, [[#Officer rarities|rarity]], and a set of skills. Unlike rank-and-file crew, each officer is an individual you collect, level, and assign deliberately.
Officers are unique, named crew with their own portrait, level, quality, and a set of [[Officer Skills]]. Each officer is an individual you collect, level, and assign deliberately.


=== '''Officer rarities''' ===
=== '''Officer qualities''' ===


Officers come in five rarity tiers. Higher rarity means more skill slots and stronger idle income and passive bonuses:
Officers come in five quality tiers, same as equipment. Higher quality means more skill slots and stronger idle income and passive bonuses:


{| class="wikitable"
{| class="wikitable"
Line 69: Line 28:
|}
|}


Skill slots unlock gradually as the officer gains levels. The only way to raise an officer to '''Legendary''' is through the Personnel Center's [[Personnel Center#Training|Training]] service.
Skill slots unlock gradually as the officer gains levels. The only way to raise an officer to Exotic is through the Personnel Center's [[Personnel Center#Training|Training]] service, assuming they didn't start as purple.

'''Note''': There are no legendary officers in the game yet, and no way to upgrade an officer to legendary/gold quality.


=== '''Officer skills''' ===
=== '''Officer skills''' ===


Each officer carries a number of skills (per the table above) drawn from the same pool used across the [[Skills|skill trees]]. Skills provide flat or percentage bonuses to a stat. Examples:
Each officer carries a number of [[Officer Skills|officer skills]] (per the table above) drawn from the same pool used across the [[Skills|skill trees]]. Skills provide flat or percentage bonuses to a stat. Every skill an officer possesses grants +1 skill point to that particular skill, and is combined with the captain's own skill investment.


{| class="wikitable"
{| class="wikitable"
|+ Examples of skills that officers can grant a single point in.
! Skill !! Effect
! Skill !! Effect
|-
|-
Line 87: Line 49:
|}
|}


See [[Officer Skills]] for a full explanation and listing of possible skills.
=== '''Passive buff''' ===


=== '''Passive Bonus''' ===
An officer assigned to your '''active ship''' grants a small passive bonus to a stat tied to that officer's profession. The bonus scales with the officer's level and rarity, so a high-level Legendary officer gives a noticeably larger buff than a low-level Standard one.


[[File:Officer.passive.png|400px|thumb|right]]Officer Passive Bonus
The passive buff must first be unlocked by the '''Officer Expertise''' node in the [[Leadership]] skill tree, and can be strengthened further by the '''Elite Officers''' node.

An officer assigned to your '''active ship''' grants a small passive bonus to a stat tied to that officer's profession. This bonus scales with the officer's level and quality, so a high-level Exotic (purple) officer gives a noticeably larger buff than a low-level Standard (white) one.

The passive bonus must first be unlocked by the '''Officer Expertise''' node in the [[Leadership]] skill tree, and can be strengthened further by the '''Elite Officers''' node.


=== '''Idle income''' ===
=== '''Idle income''' ===


An officer who is '''not''' aboard your current ship earns credits passively over real time, deposited automatically into your account. Income scales with the officer's level and rarity — by rarity, roughly:
An officer who is '''not''' aboard your current ship earns credits passively over real time, deposited automatically into your account.

Income scales with the officer's level and quality, roughly:


{| class="wikitable"
{| class="wikitable"
! Rarity !! Idle-income multiplier
! Quality !! Idle-income multiplier
|-
|-
| Standard || ×1
| Standard || ×1
Line 113: Line 81:
Idle income only accrues while you are playing (it is not offline progress) and must first be unlocked by the '''Off-Duty Contracts''' node in the [[Leadership]] skill tree. This turns a deep officer roster into a steady credit stream from the officers you aren't actively flying with.
Idle income only accrues while you are playing (it is not offline progress) and must first be unlocked by the '''Off-Duty Contracts''' node in the [[Leadership]] skill tree. This turns a deep officer roster into a steady credit stream from the officers you aren't actively flying with.


== '''Where to recruit''' ==
== '''Crew members''' ==
[[File:Crew.crew-ui.png|thumb|right|Crew]]
Crew members are generic, interchangeable personnel grouped by profession rather than tracked as individuals. Every crew member of a given type is identical.

Their bonuses are granted per crew member and stack linearly; twice the crew, twice the bonus, with no cap.

A crew member only provides its bonus while assigned to an active ship. Unassigned crew sit in your reserve pool.

=== '''Crew types''' ===

{| class="wikitable"
! Type !! Effect (per crew member) !! Role !! Approx. cost
|-
| '''Deckhand''' || Repairs the ship's hull over time (passive hull regeneration) || General || 3,500
|-
| '''Gunner''' || Increases combat power, fights well when boarding || Combat || 7,000
|-
| '''Prospector''' || Increases [[Mining]] power (and minor hull repair) || Mining || 7,000
|-
| '''Scrapper''' || Increases [[Salvage]] power (and minor hull repair) || Salvage || 7,000
|-
| '''Marine''' || Specialized in [[Boarding]]: high boarding damage and HP || Boarding || 16,000
|}

The per-member combat/mining/salvage bonus is small but adds up across a fully crewed ship; bigger ships that hold many crew see a meaningful total.

Marines provide no economic or combat-power bonus. Their value is in [[Boarding|boarding actions]], and assaulting high level or large ships without marines is next to impossible.

=== '''Crew capacity''' ===

Every ship class has its own maximum crew, fixed by two things: the ship's '''size''' and its '''role'''. The ship capacity for crew is fixed.

'''Size''' and '''role''' set the crew capacity. Bigger hulls hold far more:

{| class="wikitable"
! Size class !! Combat !! Mining/Salvage !! Cargo
|-
| Size 1 (small) || 5 || 6 || 4
|-
| Size 2 (small) || 15 || 18 || 12
|-
| Size 3 (medium) || 25 || 30 || 20
|-
| Size 4 (medium) || 50 || 60 || 40
|-
| Size 5 (large) || 80 || 96 || 64
|}

This per-class cap can be raised further through the '''Expanded Quarters''' node in the [[Leadership]] skill tree, and by Leadership tree mastery.

Separately from each ship's cap, you keep an account-wide '''reserve''' of unassigned crew to draw from. The reserve size grows as your character levels up.

=== '''Acquiring crew''' ===

* '''[[Personnel Center]]''': This is the primary source. Buy crew of any stocked type; sell unwanted crew back for 25% of their cost.
* '''Crew Capsules''': Pods recovered as loot. A recovered capsule can occasionally contain hostile crew, who are sent to your brig as [[Boarding#Prisoners|prisoners]] instead.
* '''[[Boarding#Prisoners|Prisoners]]''': Unwilling prisoners go to the brig, once they become willing they can be recruited into your crew at a discount.

=== '''Casualties''' ===

Crew can be killed when a ship takes hull damage. Higher-resistance crew (such as Marines) are far less likely to die.


When boarding ships and installations, crew can get wounded. If wounded, they try to get to the staging area to recover, before rejoining the fight.
Both crew and officers are hired at the '''[[Personnel Center]]''', a station facility found on most stations. Don't confuse it with the '''[[Omnitac Agency#Mercenary Guild|Mercenary Guild]]''', which hires temporary AI wingmen who bring their own ship — not crew for yours.


== '''Commanding your crew''' ==
== '''Expanding your crew''' ==


The '''[[Leadership]]''' skill tree governs almost everything on this page: it unlocks officer idle income and passive buffs, boosts crew bonuses and boarding power, expands crew and brig capacity, and improves what you get from [[Boarding|prisoners]]. See [[Leadership]] for the full node list.
The '''Leadership''' skill tree governs almost everything on this page: it unlocks officer idle income and passive buffs, boosts crew bonuses and boarding power, expands crew and brig capacity, and improves what you get from [[Boarding|prisoners]]. See [[Leadership]] for the full node list.


[[Category:Game Concepts]]
[[Category:Game Concepts]]

Latest revision as of 10:38, 21 June 2026

β 0.8.1.9

Crew are the people who serve aboard your ships. They come in two distinct kinds: unique named officers, who come in different qualities (white to gold), skills, a passive buff and idle income, and the rank-and-file crew members (grunts), who are hired in bulk to grant small stacking bonuses by profession.

Both are recruited and managed at the Personnel Center, and both are commanded through the Leadership skill tree.

Officers

Hiring Officers

Officers are unique, named crew with their own portrait, level, quality, and a set of Officer Skills. Each officer is an individual you collect, level, and assign deliberately.

Officer qualities

Officers come in five quality tiers, same as equipment. Higher quality means more skill slots and stronger idle income and passive bonuses:

Rarity Skill slots
Standard 2
Enhanced 3
High-Grade 5
Exotic 6
Legendary 8

Skill slots unlock gradually as the officer gains levels. The only way to raise an officer to Exotic is through the Personnel Center's Training service, assuming they didn't start as purple.

Note: There are no legendary officers in the game yet, and no way to upgrade an officer to legendary/gold quality.

Officer skills

Each officer carries a number of officer skills (per the table above) drawn from the same pool used across the skill trees. Skills provide flat or percentage bonuses to a stat. Every skill an officer possesses grants +1 skill point to that particular skill, and is combined with the captain's own skill investment.

Examples of skills that officers can grant a single point in.
Skill Effect
Efficient Miner +5% Mining power
Harvester +2.5% ore yield
Loadmaster +5% cargo-related bonus
Fire Control Officer +12% combat bonus

See Officer Skills for a full explanation and listing of possible skills.

Passive Bonus

Officer Passive Bonus

An officer assigned to your active ship grants a small passive bonus to a stat tied to that officer's profession. This bonus scales with the officer's level and quality, so a high-level Exotic (purple) officer gives a noticeably larger buff than a low-level Standard (white) one.

The passive bonus must first be unlocked by the Officer Expertise node in the Leadership skill tree, and can be strengthened further by the Elite Officers node.

Idle income

An officer who is not aboard your current ship earns credits passively over real time, deposited automatically into your account.

Income scales with the officer's level and quality, roughly:

Quality Idle-income multiplier
Standard ×1
Enhanced ×2
High-Grade ×5
Exotic ×10
Legendary ×20

Idle income only accrues while you are playing (it is not offline progress) and must first be unlocked by the Off-Duty Contracts node in the Leadership skill tree. This turns a deep officer roster into a steady credit stream from the officers you aren't actively flying with.

Crew members

Crew

Crew members are generic, interchangeable personnel grouped by profession rather than tracked as individuals. Every crew member of a given type is identical.

Their bonuses are granted per crew member and stack linearly; twice the crew, twice the bonus, with no cap.

A crew member only provides its bonus while assigned to an active ship. Unassigned crew sit in your reserve pool.

Crew types

Type Effect (per crew member) Role Approx. cost
Deckhand Repairs the ship's hull over time (passive hull regeneration) General 3,500
Gunner Increases combat power, fights well when boarding Combat 7,000
Prospector Increases Mining power (and minor hull repair) Mining 7,000
Scrapper Increases Salvage power (and minor hull repair) Salvage 7,000
Marine Specialized in Boarding: high boarding damage and HP Boarding 16,000

The per-member combat/mining/salvage bonus is small but adds up across a fully crewed ship; bigger ships that hold many crew see a meaningful total.

Marines provide no economic or combat-power bonus. Their value is in boarding actions, and assaulting high level or large ships without marines is next to impossible.

Crew capacity

Every ship class has its own maximum crew, fixed by two things: the ship's size and its role. The ship capacity for crew is fixed.

Size and role set the crew capacity. Bigger hulls hold far more:

Size class Combat Mining/Salvage Cargo
Size 1 (small) 5 6 4
Size 2 (small) 15 18 12
Size 3 (medium) 25 30 20
Size 4 (medium) 50 60 40
Size 5 (large) 80 96 64

This per-class cap can be raised further through the Expanded Quarters node in the Leadership skill tree, and by Leadership tree mastery.

Separately from each ship's cap, you keep an account-wide reserve of unassigned crew to draw from. The reserve size grows as your character levels up.

Acquiring crew

  • Personnel Center: This is the primary source. Buy crew of any stocked type; sell unwanted crew back for 25% of their cost.
  • Crew Capsules: Pods recovered as loot. A recovered capsule can occasionally contain hostile crew, who are sent to your brig as prisoners instead.
  • Prisoners: Unwilling prisoners go to the brig, once they become willing they can be recruited into your crew at a discount.

Casualties

Crew can be killed when a ship takes hull damage. Higher-resistance crew (such as Marines) are far less likely to die.

When boarding ships and installations, crew can get wounded. If wounded, they try to get to the staging area to recover, before rejoining the fight.

Expanding your crew

The Leadership skill tree governs almost everything on this page: it unlocks officer idle income and passive buffs, boosts crew bonuses and boarding power, expands crew and brig capacity, and improves what you get from prisoners. See Leadership for the full node list.