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https://www.reddit.com/r/Starfield/comments/168fykw/how_does_crewpassenger_capacity_work/
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Cockpit: Kon-Tiki B-500 Bridge (sold in the Stroud-Ecklund shop in Neon) - +6 crew stations.
Hab: Stroud Battle Station 2x2 (sold in the Stroud-Ecklund shop in Neon) - +6 crew stations.
Control Station
Reactors, Weapon systems, Shields
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- not Passenger Habs - which is for paying customers only
1. Each NPC applies a buff (shotgun, missiles, shields, navigation, cooking etc)
2. Some are useful for a ship.
3. You ship might be tiny or a USS Enterprise.
4. A good commander can increase number of NPC they can activate for ship bonuses.
For example, each gun is 0.5 crew capacity, so sometimes you may want to throw on a bunch of weapons you never plan on using, just to crank the crew size number up.
So to have usable 8 crew size, you need:
The crew capacity is easy to miss, so if you're stripping off and replacing engines and guns for more efficient ones, you may be reducing your crew capacity, thus limiting your crew size.
The logic behind this calculus seems to be that the Crew Stations are where the 'systems' are being controlled. For example, a class C reactor will easily occupy 3 crew members. Shields only needs .5 crew meaning that individual can also handle 1 weapon.
Crew is determined as such: ACTUAL MAX Crew (the number that is shown on the ship builder screen as MAX CREW)/THEORETICAL MAX CREW (The amount of 'seats' the spacecraft is expected to fill)
Max Crew= Weapon Slots + Reactor (caps at 3) + Shield (caps at .5)
Crew Stations = Cockpit + Crew Stations
The current Crew cap with full perks is 8, while actual crew cap is 9+1 (Sarah+Adoring Fan (?) who allegedly does not occupy a slot)
To get the '8' number on the shipbuilder you need a Class C reactor, 8 weapons, 1 shield, and 8 crew stations. (Yes I'm aware it only adds up to 7.5 your guess is as good as mine)
You forgot engines, cargo scan scramblers, and EM modules.
EM Modules count as weapons and occupy .5 slots same as the other weapons. Scramblers do not add to the max crew cap.
You can get a higher crew limit by using low energy weapons such as vanguard autocannons who only have an energy limit of 2, meaning you can fit more without overloading the 12 points alloted to each weapon slot.
You can theoretically, reach higher by only using 6 Class A engines, autocannons on all weapon slots (18 weapons total) and a class C reactor.
OK I got it to 14 max crew.
9 Vanguard Projectors and 9 vanguard obliterators, 6 Class A engines and SF40 Reactor.
I have 4 turrets, 2 sets of missiles, 2 sets of forward-facing neutron cannons, and three massive engines. C class across the board, and lots of habs which should be providing more than 8 crew but don't due to the bizarre way crew are determined...
No idea how someone managed to get Adoring Fan to not take a slot - for me he always takes a slot same as anyone else.
It seems that only Sarah lets me go above my current limit (of 3 I guess - with Sarah I currently have 4 crew).
Even if you have a full complement of weapons, if you do not have hab modules that add enough Crew Stations, you won't have a very high crew capacity on that ship.
Incidentally what's the point of getting a ship with max crew size of 14 where you can realistically only field 8+Sarah
I used the term module for a reason so it would not be confused with a weapon.
Crew size is not random at all.
Put a control station hab on your ship and then max out reactors. This allows for a cap of 10 at max perks.
That being said, you can only have 8 because Sam Coe's daughter is +1 and YOU are +1. Thus you can only slot 8 or 9 if you don't choose Sam Coe.
I think it's fair to say, most players of the game would call them Weapons, because the game is pretty thorough about doing the same thing.