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crew capacity
http://galaxylegion.com/forum/viewtopic.php?f=6&t=135
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Author:  hunter [ Thu Apr 22, 2010 10:26 pm ]
Post subject:  crew capacity

what do you think about implementing some sort of crew capacity. there should be some limit to how many crew you can hire for a certain size ship. if you have too many you should be forced to add decks to add more. adding infinite amount seems like an exploit.

Author:  Noah [ Thu Apr 22, 2010 10:31 pm ]
Post subject:  Re: crew capacity

Eww making crew take up deck space? That would be horrible in my opinion as the higher the researched item the more space it takes up. Some items take up large amounts of space. It would be hard to juggle both. Adding crew isn't infinite as you have to level up to actually add points.

Author:  hunter [ Fri Apr 23, 2010 1:19 am ]
Post subject:  Re: crew capacity

Noah wrote:
Eww making crew take up deck space? That would be horrible in my opinion as the higher the researched item the more space it takes up. Some items take up large amounts of space. It would be hard to juggle both. Adding crew isn't infinite as you have to level up to actually add points.


right, but im talking about those player who run around with no guns at all and are lv 22 or higher level with scouts. there are more than a few out there and they are not easy to kill because they dont put the points into ship size. for the rest of us that dont get at least 2 attack or defense out of 1 unit of space we are at disadvantage. im assuming the mark 1 ion cannon is the 1st gun that gives 2:1 damage per unit of space. after that all bets are off and the tables turn. but really, should they be able to play at equivalent to tier 4 tech level when they start the game?

im nearly at that crossing point, but my friend who played tons of these space games is getting owned by these guys and he had* 8x H Autocannon. now he has a more advanced config but he is still trying to adapt to it. he is 0:3 KD so far and he had a hard time keeping from being targeted once he ran negative with no kills. im going to tell him to do whatever it takes to get at least 1 kill. only the 0 kill ships get worked over like that.

edit* and im not talking about having the crew actually take space. i just want it to be a minimum requirement to purchase them.

Author:  Cothordin [ Fri Apr 23, 2010 1:23 am ]
Post subject:  Re: crew capacity

my KD is .2, and im doing fine. Your friend should research defensive modules so that its not worth others time to attack him/her relentlessly. Pvp is nothing but bullys being bullys, make it a pita for others to mess with you and theyll give up.

Author:  hunter [ Fri Apr 23, 2010 1:34 am ]
Post subject:  Re: crew capacity

Cothordin wrote:
my KD is .2, and im doing fine. Your friend should research defensive modules so that its not worth others time to attack him/her relentlessly. Pvp is nothing but bullys being bullys, make it a pita for others to mess with you and theyll give up.


yea i know how that works. i keep enemies at bay "i believe" because i am undefeated 19:0 and i just took down my 1st planet in conquest. that for me would make me think 2x about attacking someone with my stats if i were only after raiding minerals. but someone without a kill and a few deaths is a easy target. they WILL get attacked and it wont matter if they are strong enough or not if they are attacked non stop while afk. i told him to put 5 into his def for the next few levels. def modules are really weak and dont match adding crew at this point in the game.

Author:  Cothordin [ Fri Apr 23, 2010 2:07 am ]
Post subject:  Re: crew capacity

(this is how I did it, less ppl then so it might not work now but you would have to be literally constantly under attack for this to not work)
Personally i would recommend that when you start out all you do is focus on ranking up quickly by pouring everything into energy and doing the most energy/XP efficient missions ignoring when people attack you. By doing this you can cover the first 20 ranks in a day. Focus on ranking and nothing more, if you out rank your opponents you can get better modules, more deck space, ect. faster.

Why waste time fighting when you can just pass your opponents and then when you 20 ranks ahead of them rain bloody murder on them when your twice as strong as they are?

I know it sucks being able to do nothing as your attacked from all sides but the longer you spend fighting wars against people you cant hope to win against the longer you have to spend dealing with them. Take crap now deal it out later.

Author:  hunter [ Fri Apr 23, 2010 2:41 am ]
Post subject:  Re: crew capacity

i have been at this game for like 5-6 days at least and im 19. i would really like to know how you would get to 20 in a day. i have to stay up late so my meager 80 energy doesnt hurt too much. there are only 1440 minutes in a day so u get like 480 time points. BUT... if done like you said it MAY be possible to ride the XP to the next level before you run out. i did that a few times but is not really sustainable. i suppose IF you had energy modules like you say that could help out with the free energy to reach the XP limit for the next level faster. am i understanding this right?

Author:  Cothordin [ Fri Apr 23, 2010 2:46 am ]
Post subject:  Re: crew capacity

i was able to ride the energy gained through ranking to rank 16 (i believe, may be higher or lower cant really remember) by putting every rank point into to energy and doing the most energy/XP efficient missions. And as i wasnt being attacked i put all my research into energy as well, got my first relays like 5 days in, HUGE HELP.

Author:  hunter [ Fri Apr 23, 2010 5:18 am ]
Post subject:  Re: crew capacity

OMG. i got hacked for the 1st time ever for a whole 17 RP's and guess what i did. i attacked the SOB that did it and disabled him. i didn't bother to notice he was lv 94 heavy cruiser. i think im in for some hurt if he retaliates on me :? my repair costs were like 1700ish but well worth it ;)

edit. there is no way that guy found me on his own. that must have been his planet i took this afternoon. it seriously had no defense at all. a very large ice w/ ex rich artifacts left with only one minefield on it. someone in my legion sent me the scan and i took it out. his legion size is like 250 yikes :o

Author:  Cothordin [ Fri Apr 23, 2010 6:05 am ]
Post subject:  Re: crew capacity

ya that would be "La Vindicator", have fun with that :roll:

Author:  hunter [ Fri Apr 23, 2010 6:25 am ]
Post subject:  Re: crew capacity

Cothordin wrote:
ya that would be "La Vindicator", have fun with that :roll:

wow good guess!

edit... i was going to delete my edit but someone beat me to it. i also found him on the leaderboard.

Author:  Aggross [ Fri Apr 23, 2010 6:37 am ]
Post subject:  Re: crew capacity

pretty easy to figure out who. you said 250 legion and he was 94. in the legion tab is a list of Galaxy leaders. he's the only one with 94 (95 now) lvl and around 250 legion ;P

Author:  Cothordin [ Fri Apr 23, 2010 4:29 pm ]
Post subject:  Re: crew capacity

ya, but who says i needed to go to the leaderboard to figure it out? 8-)

Author:  blahblahblah [ Tue Apr 30, 2013 4:01 pm ]
Post subject:  Re: crew capacity

good way to fix this annoying problem of the deck based damage cap that those of us badly informed when starting the game are suffering from every day.

1:10 would be retarded- extra thousand decks for every 10k TO's lol... maybe 1 deck : 50 crewmembers, those players out there whose ships dont meet the criteria will have their excess crew refunded in android form in an equal quantity so when they have the deck space, they get their same crew back :P

forces those high rankers to use up those ship bots they moan about having too many of.

Author:  umbongo [ Tue Apr 30, 2013 4:17 pm ]
Post subject:  Re: crew capacity

Massive -1 to this idea.

Author:  Tree7304 [ Tue Apr 30, 2013 4:35 pm ]
Post subject:  Re: crew capacity

This suggestion is 3 years old :roll:

Author:  Shawnd1981 [ Tue Apr 30, 2013 4:49 pm ]
Post subject:  Re: crew capacity

I completely disagree with the idea of putting everything into energy eary on. Put reaserch toward hulls and Rank points towards Tactical officers. Get as many raids and kills as you can early on this will give you a good start early on. And will keep you alive against most low level attackers.

Author:  Preliator Xzien [ Tue Apr 30, 2013 5:23 pm ]
Post subject:  Re: crew capacity

3 year old bad suggestion??


Lemme put it this way... realistically our ships are pretty damn empty. 4000 decks and about 10k crew is about 2-3 people per kilometer or so of space.

Author:  Chloron [ Tue Apr 30, 2013 5:50 pm ]
Post subject:  Re: crew capacity

Preliator Xzien wrote:
Lemme put it this way... realistically our ships are pretty damn empty. 4000 decks and about 10k crew is about 2-3 people per kilometer or so of space.

I guess mine are a bit more "cramped" 60k in only 1900 decks...

Author:  itsSoulPLayAgain [ Tue Apr 30, 2013 6:01 pm ]
Post subject:  Re: crew capacity

Lets not forget most the crew is robotic, they work 24/7 taking up Very little space!

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