9/15/2023 0 Comments Dreadnought ships maintenance cost![]() ![]() You use most of your personnel capacity for marines, to ensure this can happen. With this you could argue 'But Bob, you have a high crew capacity with this supposition! This shouldn't be a problem!' Okay, then I present this: You used a bunch of smaller ships to defeat and capture a large capital ship of awesomeness. This is especially a problem if this damaged ship is vastly larger than the other ships in your fleet: Otherwise you'd be able to field a bunch of smaller ships, and maybe skeletal-crew this one, but as is, all your crew are sucked into the dreadnaught leaving you far fewer ships you can field in combat. Therefore, I don't mind it being undercrewed, because I need my secondary ship fully crewed - but I /do/ want it receiving repairs, at maximum priority, because when it's fixed I'll be fielding it in battle.Ĭurrently, if you want something repaired maximum-fast, you also have to designate it to be fully crewed, which may not be an option if you don't want to fly damaged ships into combat (because you have other ships). The awesome dreadnought got severely damaged, but I don't want to lose it in combat, so until such a time as it's repaired, I don't want to field it in combat at all. I use a lot of my crew capacity for marines, in case I ever run into a cappable onslaught or something. ![]() Some or all of these ships are lightly damaged. Supposing I had an awesome dreadnought, a secondary combat ship, one or more ships I captured that I'd want to tow around but not ever use, maybe some fighters, and some sort of cargo hauler. ![]() Yeah, we have words with 3 s now.) or did you change your approach?ĭoesn't this new system cause priority to play 'double duty' for ship repairs and crew distribution, something that may be unfavorable? I could not really see anything that necessitates the condition described in your old statement, did I overlook something (Which is very possible due to large amounts of Haselnussschnaps. Now it turns out that 100%CR has actually the lowest permanent costs. That had me expecting that keeping a ship at ~50% would result in the lowest maintenance cost and keeping it at 100% would cost a lot of extra supplies and be only possible for a short time. You said before that a 100%CR ship will be a rare sight and that about 50% CR ships will be the norm. If the maximum CR is reduced by a <100% LR value, where does the "reduced maintenance cost for ship with full CR" effect come into play? At absolute maximum CR or at the current, reduced maximum CR? Quote from: Gothars on May 25, 2013, 06:10:08 PM Thank you for following up with a detailed explanation so swiftly Alex. ![]()
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