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But until the marines are ready, it'll take quite some time. Maybe too much time.
any ideas how many hours (real-time) it would take to fully train a marine?
would it be possible to cap one with untrained marines?
If you cut down a little on the training it may actually not take that long though.
It is always good to start training marines early since you need 30 to cap xenon capital ships. Train up the fight skill on TM and M6 ships. As to whether it is cheaper to buy or board a TL is obvious since to max all skills of a marine costs 936,000-1,560,000 + about 100-200k initial cost credits although you can start boarding TLs with far less trained marines and the cheapest TL (Elephant) is 10,687,000 credits. Once you have the marines though you can keep collecting TLs to keep or sell at no additional cost. The ships boarded during training of the fight skill also help cover the training costs with M6s being worth about 4 million each to sell.
An alternative path is to get mechanical skill to only 40-55 to cap a military M7M and use boarding pods.
Where can I find more info about the total skill points/number of marines needed for boarding certain ships? Wiki only has a 'Min Mech Skill for Hull Breaching' table, it says space walking a TL would need 85 mech points, but it never mentions about needing 4x mech marines or 8 fighting marines. I'd use some more detailed info so I won't screw up lol
MFG
Ketraar
When boarding each group of up to 5 marines uses the mechanical skill of the best two marines in that group to enter the hull. This means a group of 8 is grouped as 5+3 so needs 4 marines with mechanical. If you used 21 marines to boad that is 5+5+5+4+2 so 10 marines with mechanical are needed as stated in the wiki.
With the fighting the minimum total amount needed for no casualties is 525 but for guarenteed no casualties 710 is recommended. This means you need at least 6-8 marines which still means 2 groups so 4 marines with mechanical. The boarding strength is the sum of all the marines fighting on the decks at once.
Again if the ship has anti boarding equipment you will need to remove it with Ion Disrupters.
The min boarding requirements are for >0% success while the max is for 98%. Never use marines with less than 40 fight skill unless compenasted for by a really high fight skill one.
It is cheap enough to bring marines up to 50 engineering for less than 200k invested so ships only take 30% damage and you can repair one boarded ship by selling a few others. When it comes to TLs there are plenty of civilian ones able to be boarded. There is also a bug where if you load while fighting it will forget to do damage.
I'll probably go for the split elephant which is 17,415,102c. It only has 34,000 units of cargospace but its pretty nippy for a capital ship with a speed of 131 m/s
thanks!
MFG
Ketraar