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Place the crew quarters nearer to the stuff that needs crew. Reduce foot traffic. Keep them from stumbling over one another as they run frantically back and forth. Find ways to reduce their distance traveled and/or the frequency at which they do so.
Press C to open the crew management interface... at which point you can assign roles, adjust the priorities of those roles, and then assign specific crew or entire crew quarters to have those roles and operate/supply specific equipment. You can even tell specific crew to "live" in specific quarters... that is, you can assign berthing.
Is there a specific aspect of the game you are having difficulty with? I'd lay odds that if you shared a screenshot and asked a specific question, someone will be more than happy to help you solve whatever issue you're currently experiencing.
Everything is green so that's probably not my problem. I notice that when I go to General Quarters my manpower requirement suddenly doubles. I get the little red man syndrome. If I check normally everything is green. I put nukes on my rear end but in combat with a heavy cruiser they went red man. I lost a good portion of my rear before I could take out the offending ship. I did a repair and restored everything with almost 3k extra units of salvage left over. I'd rather not have my tail shot off however. My recommended crew is 282 for my dreadnought but I have 420 assigned. My fame is only like 200 so my crew costs me almost 2 million.
I'm a bit lost on how that works. I didn't understand what purpose assigning roles performs.
If you can learn to use roles effectively, it should be possible to run a ship with a "recommended crew requirement" of 300 with no more than 200 crew (and some people are shouting at their screens right now, telling me I'm an idiot and I'm wrong because that number is possibly more like 150).
It's not exactly simple to learn the intricacies of the mechanics involved, but hunker down and get to work! It will improve your gameplay experience considerably.
Watch this introductory video by OneEye (one of the architects of Cosmoteer)
https://youtu.be/VhxTAi4kgX4
https://steamcommunity.com/sharedfiles/filedetails/?id=2866401542
Also, see if this is helpful:
https://forum.cosmoteer.net/d/11843-introduction-to-crew-management
Assigning crew roles and then assigning them to specific crew quarters close to the work area on very large ships is a must. You can use an all red-shirt crew, but only if you use lots of automated floors and a very precise layout to avoid long haul delivery snafu's. I found that on most of my ships I could use about 30% less crew than it said I needed because of compact designs. I also found the engineering room a good time saver and engine booster since your crew power all attached engines from this room.
All of my recent ships on grand admiral are red shirt crews, but i took a lot of time designing and tweaking the interiors. My first playthrough on normal I used lots of custom crew roles, but found that was more work than I wanted to do again.
I made sure all the crew quarters were placed in small clumps close to the area that needed the crew. And that travel time between areas and high traffic paths were boosted with automated floors and alternate shortcuts for returning crew where needed along long paths.
I used the Eye option ship view during battles as I designed my ships. This let me see how crew would move to complete tasks and helped me tweak my ships and use crew quarters a little bit better.
I haven't been able to duplicate what he does. This will take time to figure out.
some tasks require a lot of Energy Cell hauling, and that's what your Crew will generally spend most of their time doing. having groups dedicated to ""refueling"" particular sections of the Ship will go a long way.
such as Roles for Thrusters, Roles for Shields, Et Cetera.
this leaves the rest of the Crew more free to do stuff.
and also as mentioned, try to spread out your Bunks so that you have Crew that are naturally nearby the important zones of your Craft. you want to minimize the scenarios of someone having to Walk from one end of your Ship to the other in order to do something. you want to localize your designated Roles of Crew as much as you can. more Walking, less time actually doing the important stuff.
this conjoins with planning your layout to try and speed up the Walking of your Crew. less back and forth, and more moving like how Traffic on an ideal Road is supposed to be. except for large detours, having Crew acting like the Corridors through the Ship are all one-way will generally actually make the Crew do their jobs FASTER, rather than slower.
similarly, thinking about where Crew are going to most commonly need to A-B with. and ensure those paths are the most optimized.
the Crew should be spending as much time as possible on moving walkways! a small one way loop at 2x speed will be faster than back and forth pushing past each other at 1x speed (and often 0.5x speed).
At 520 crew to assign this will take me a few days.;
I'm still learning as well. It takes time to fine-tune a crew.