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Post by celu on Aug 17, 2011 23:00:12 GMT -5
speaking of "taking ships" is it odd that the crew members does not get switched when taking a new ship? I am almost reluctant to abandon (blow up) my former crew members. And how am I suppose to commandeer a new ship that I stole with totally new members that all hate me? I know this is minor, but it's just weird.
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Post by Cory Trese on Sept 4, 2011 12:22:02 GMT -5
celu -- I don't understand. The code and my experience seems to both point towards the Crew being transferred (along with all the pushes and bonuses.) There are some compromises if the new ship is smaller than the old ship, because you have to leave some loyal crew behind and that doesn't make anyone happy. Can you give me some more information about this issue you are describing? I haven't been able to find it. ANYONE? >> Taking Ship and Crew transfer not working the way you think it should?
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Fenikso
Templar
[ Star Traders 2 & Elite Supporter ]
Nobody expects the Rychart Inquisition!
Posts: 753
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Post by Fenikso on Sept 4, 2011 12:24:09 GMT -5
I have never encountered any problem when switching the ship. Apart from the holes in the hull and engines, of course ;D. No problems with crew.
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Post by noesis on Sept 5, 2011 11:55:58 GMT -5
Just my 2 cents, but I think this post from celu is due to confusion that crew isn't manually transferred like cargo is if you want to keep it when commandeering a new ship. There is really no way of knowing which crew you end up with when taking over a ship, but it stands to reason you keep you're old crew and maybe a few "volunteers" from the other ship if crew numbers need to be increased. - Anyway I'm thinking that's where the confusion is. Having said this it dawns on me that maybe after combat there should be two options for crew replenishment after combat, one asking for volunteers (recruit?) and the other enslave - after all I'm sure some crew would willingly jump ship after a defeat. Just a thought as I've read enslaving causes rep loss even if you don't blow up the defeated ship. - I don't know if that last bit is true however.
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Post by Cory Trese on Sept 5, 2011 20:10:24 GMT -5
agreed
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Post by celu on Sept 6, 2011 0:24:00 GMT -5
what I mentioned before was this scenario: I have 45 crew members (max) New ship has 55 crew members (all engines destroyed) I take over a ship and the new ship I'm commandeering has 55 crew members and I have to blow up the 45 on the old ship. It is possible that I transferred all the crew members plus the 10 that's been conscripted but not acknowledged. Most of my captains refuses to conscript defeated crew members. One thing that may have hinted me that I blew up my old crew was that the Ship Morale dropped from a 10 to around 7 when I took over the new ship. Or is it that they really don't like the smell that the old crew left in the quarters? I could not tell. I noticed that a long time ago, I might have to test it somewhere to see if it happens again.
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Post by celu on Sept 6, 2011 0:45:10 GMT -5
Ok, I just confirmed it! I had a *something* jammer with 50 crew members, morale 10 I defeated a cruiser with 41/80 crew member left. I took over the ship, obvoiusly the 50 crewmen can fit on the new cruiser Now I have the cruiser with 41 crew members and 8 morale. I understand the above argument that behind the scenes, some may have jumped ship to join me but how are you gonna explain how my crew member who loves me to stay behind on the old ship and get blown up? (I didn't blow them up)
I would smite all of you for disagreeing, but I'm not like that. I'll just point my barrage guns at your ship and see if you can dodge it, maybe your crewmen would like to join me then ;D
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Post by Cory Trese on Sept 6, 2011 0:58:22 GMT -5
Any time you take over a Ship, Crew Morale will drop if the previous Ship had a higher value in terms of Crew situation (less work OR more score on ship.)
The Crew gets jumpy when you change ships, that is the rules of Star Trading.
I will investigate the difference in numbers in the scenario that you describe, the control of the Crew allocation should be defined by the Crew Maximum first and the use of the Enslave button second. Your report is probably describing an edge case that I have not specifically coded to support, that section of the code has become increasingly complex as we have added support for all the requested options, warning dialog and various cargo-transfer features.
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Post by celu on Sept 6, 2011 1:20:27 GMT -5
In various scenario it could become nothing to be concerned about to very critical. If I'm in the middle of the deep red zone and encountered a very nice ship, I could be greedy and steal it, but what if the new ship have 3 crew members left? Then it's critical to have a proper crew number transfer or the next turn can be your last. Again, thanks for all the hard work.
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Post by Cory Trese on Sept 6, 2011 1:39:18 GMT -5
It is strange you say that. I just tested several ship captures including larger than and smaller than.
It is doing the transfer correctly most of the time keeping my senior crew members and counts.
From the other forum posters and some email responses I am certain that I am not alone in agreeing that the functions work.
I will investigate and see what I can improve, if anything.
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