Crew: Difference between revisions
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| ⚫ | '''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. |
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{{Beta}} |
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| ⚫ | '''Crew''' are the people who serve aboard your [[Ship List|ships]]. They come in two distinct kinds: unique named ''' |
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Both are recruited and managed at the [[Personnel Center]], and both are commanded through the [[Leadership]] skill tree. |
Both are recruited and managed at the [[Personnel Center]], and both are commanded through the [[Leadership]] skill tree. |
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== '''Officers''' == |
== '''Officers''' == |
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[[ |
[[file:personnel.officers.png|thumb|right|500px|Hiring Officers]] |
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Officers are unique, named crew with their own portrait, level, |
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. |
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=== '''Officer |
=== '''Officer qualities''' === |
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Officers come in five |
Officers come in five quality tiers, same as equipment. Higher quality means more skill slots and stronger idle income and passive bonuses: |
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Skill slots unlock gradually as the officer gains levels. The only way to raise an officer to |
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. |
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'''Note''': There are no legendary officers in the game yet, and no way to upgrade an officer to legendary/gold quality. |
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=== '''Officer skills''' === |
=== '''Officer skills''' === |
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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. |
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. |
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Examples: |
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|+ Examples of skills that officers can grant a single point in. |
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! Skill !! Effect |
! Skill !! Effect |
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See [[Officer Skills]] for a full explanation and listing of possible skills. |
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[[File:Officer.passive.png|400px|thumb|right]]Officer Passive Bonus |
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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. |
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=== '''Idle income''' === |
=== '''Idle income''' === |
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An officer who is '''not''' aboard your current ship earns credits passively over real time, deposited automatically into your account. |
An officer who is '''not''' aboard your current ship earns credits passively over real time, deposited automatically into your account. |
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Income scales with the officer's level and |
Income scales with the officer's level and quality, roughly: |
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! Quality !! Idle-income multiplier |
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| Standard || ×1 |
| Standard || ×1 |
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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. |
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. |
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This turns a deep officer roster into a steady credit stream from the officers you aren't actively flying with. |
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== '''Crew members''' == |
== '''Crew members''' == |
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[[File:Crew.crew-ui.png|thumb| |
[[File:Crew.crew-ui.png|thumb|right|Crew]] |
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Crew members are generic, interchangeable personnel grouped by profession rather than tracked as individuals. Every crew member of a given type is identical. |
Crew members are generic, interchangeable personnel grouped by profession rather than tracked as individuals. Every crew member of a given type is identical. |
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Their bonuses are |
Their bonuses are granted per crew member and stack linearly; twice the crew, twice the bonus, with no cap. |
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A crew member only provides its bonus while |
A crew member only provides its bonus while assigned to an active ship. Unassigned crew sit in your reserve pool. |
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=== '''Crew types''' === |
=== '''Crew types''' === |
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! Type !! Effect (per crew member) !! Role !! Approx. cost |
! Type !! Effect (per crew member) !! Role !! Approx. cost |
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| '''Deckhand''' || Repairs the ship's hull over time (passive hull regeneration) || General |
| '''Deckhand''' || Repairs the ship's hull over time (passive hull regeneration) || General || 3,500 |
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| '''Gunner''' || Increases combat power || Combat || 7,000 |
| '''Gunner''' || Increases combat power, fights well when boarding || Combat || 7,000 |
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| '''Prospector''' || Increases [[Mining]] power (and minor hull repair) || Mining || 7,000 |
| '''Prospector''' || Increases [[Mining]] power (and minor hull repair) || Mining || 7,000 |
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| '''Scrapper''' || Increases [[Salvage]] power (and minor hull repair) || Salvage || 7,000 |
| '''Scrapper''' || Increases [[Salvage]] power (and minor hull repair) || Salvage || 7,000 |
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| '''Marine''' || |
| '''Marine''' || Specialized in [[Boarding]]: high boarding damage and HP || Boarding || 16,000 |
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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. |
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. |
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Marines provide no economic or combat-power bonus |
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. |
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=== '''Crew capacity''' === |
=== '''Crew capacity''' === |
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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. |
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'''Size''' and '''role''' set the crew capacity. Bigger hulls hold far more: |
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* Larger ships hold dramatically more crew. Baseline capacity by size class rises roughly 5 → 15 → 25 → 50 → 80 → 120 → 160 → 200. |
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* '''Mining''' and '''Salvage''' hulls carry more crew than the baseline; '''Cargo''' hulls carry fewer; '''Combat''' hulls sit at baseline. |
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* Capacity can be increased further through the [[Leadership]] skill tree. |
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! Size class !! Combat !! Mining/Salvage !! Cargo |
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| Size 1 (small) || 5 || 6 || 4 |
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| Size 2 (small) || 15 || 18 || 12 |
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| Size 3 (medium) || 25 || 30 || 20 |
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| Size 4 (medium) || 50 || 60 || 40 |
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| Size 5 (large) || 80 || 96 || 64 |
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This per-class cap can be raised further through the '''Expanded Quarters''' node in the [[Leadership]] skill tree, and by Leadership tree mastery. |
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=== '''Acquiring crew''' === |
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=== ''' |
=== '''Acquiring crew''' === |
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== ''' |
=== '''Casualties''' === |
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Both crew and officers are hired at the '''[[Personnel Center]]''', a station facility found on most stations. |
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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. |
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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. |
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== ''' |
== '''Expanding your crew''' == |
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The ''' |
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. |
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[[Category:Game Concepts]] |
[[Category:Game Concepts]] |
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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

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.
| 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 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.