Space Haven

Space Haven

Shift Structure
so how do you structure your shifts?
for 4-6 Crew I try to have a two hour block where every one is on brake together for social reasons and half sleep either side of that, for a six person crew I'm thinking of going over to a Four Up Two Down rolling Shift structure.
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Showing 1-9 of 9 comments
Catsander Aug 9, 2023 @ 1:44am 
Changing schedule depending on situation and use override alot, some people can work longer without falling apart. Some days are tougher than others. But in general I try to split the group in two identical schedules that look somewhat like this: W7 FT2 W7 FT2 S5 FT1. I think there is a delay around 8 hours ? between the schedules so that they have a two hour free time together.
glenmcinnes313 Aug 9, 2023 @ 3:19am 
ATM I have a two hour block where half are going to bed and the other half are getting ready to go on shift, this is around Midnight and it is the "Social Time" for the whole Crew, around "Midday"everyone is on shift.

But I'm thinking of changing it to a Four Up / Two Down rolling shift set-up
Bobucles Aug 9, 2023 @ 4:41am 
In ship works well with a 2-shift day. 8 hours work, 1 hour break, 3 hours sleep twice a day. Losing a bit of rec time doesn't hurt and if they wake up early they go to work. It keeps their stats topped off for ship combat and boarding.

Crew that leave the ship work well with one long shift. Simply flying back and forth can take one or two hours each round trip, so crew should only start with topped off stats and rest until they can do it again.
2 hour break, 5 sleep and 1 break, with the rest work time. The early break is easily lost due to crew working overtime and waiting for the shuttle. It's padding to ensure hey don't lose out on sleep. One last hour in the morning lets them eat if they missed dinner.

Both schedules are 16 hours on and 8 hours off. They work with 3 rotations, 1/3 resting while 2/3 are active.
Last edited by Bobucles; Aug 9, 2023 @ 4:43am
listless Aug 9, 2023 @ 6:06am 
I used to do a common hour where everyone could socialize, but that just led to fights and people eating without tables. Now schedules are based on how many beds, and tables in the canteens are available. Also, it's nice to have people available at all hours, so I do three shifts.
Stardustfire Aug 9, 2023 @ 8:59am 
i start with 10 ppl (what makes the start even harder because you need to procure more food faster) , 2 of each control skill, than i make shifts with one of each control skill in it (2x5) , 6 hours sleep, before and after that 2 hours freetime, one shift works when the other sleep with 2 hours work overlaping after wakeup and before sleep.
i dont get aditional ppl, only 4 scavenger bots that are only alowwed to work outside the mainship and around 6 logistic bots that are not allowed to move from the ship. when i have the scavenger bots no crew is allowed to make jobs outside the mainshipand if i have the logistic bots no crew is allowed to do logistic anymore, works great.
wildblu Aug 9, 2023 @ 6:08pm 
I have three watches. Each watch allows the crew to sleep 8 hours, work 12 hours, and rest for 4 hours. The rest periods are an hour after sleep, two hours before sleep, and an hour that splits the work period into 2 6-hr shifts. With these schedules, each watch can socialize with the other two watches for one hour each day each.

I've had no problems with any crew members with this set up in the 4 playthroughs that I've done. One other thing: I have a dedicated away team and only jump into a new system when they start their watch since I might need them to take a derelict quickly.
glenmcinnes313 Aug 9, 2023 @ 8:35pm 
ATM I must be running a small footprint ship, I'm finding six Crew and up to two long term refugees tends to give a good resource balance for a Scavenger operation, when I've tried to go to eight I get System collapse even without guests.
Lminith Aug 13, 2023 @ 5:17pm 
If you have crew quarters and mess hall close S5 F1 W8 F1 W8 F1 is more than enough and have W2 F1 W8 F1 S5 F1 W6 for the 2nd shift. Having access corridors allows them to chat along the way at good comfort.
If they are further away consider 2h free time instead. I'll try to make it more graphical.

Small and Efficient Ships
Small walking distance and allowing crew to mingle in leisure areas:
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After every 5h they have 1h to be together 4x a day.
Early on start with only 2 shifts (like 1st and 3rd) then with more crew go with the 4 shifts.


Big and Innefficient Ships
If your ship is too big and they have to walk a lot consider this:
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f f f wwwwwwf f s s s s s f f wwwwww
f f wwwwwwf f f wwwwwwf f s s s s s

Requiring more free time to move around I think it's good to allow for 3h free time mid turn. Allowing to move greater distances, regen energy and some free time together.
Last edited by Lminith; Aug 13, 2023 @ 5:57pm
crystalr0gue Aug 13, 2023 @ 7:16pm 
ATM i have 9 people, 3 shifts pet day ...FFSSSSSFworkblock.. so everyone is socialised 2 times per day
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Date Posted: Aug 8, 2023 @ 11:38pm
Posts: 9