Crews are necessary for operating ships and stations. They consist of crewmen of different professions which fulfill different jobs on ships. Not every ship needs a crew of every type. A ship's crew capacity can be increased with crew quarters.
- 1 Types
- 2 Hiring Crews
- 3 Paying Crews
- 4 Required Crew
Types[edit | edit source]
There are multiple types of crewmen.
- Crewmen - These default crewmen can be assigned to nearly any position.
- Engineers - Engineers maintain and run all technical blocks on your ship.
- Gunners - Gunners operate armed turrets.
- Miners - Miners operate mining turrets.
- Mechanics - Mechanics repair your ship, but cannot rebuild destroyed blocks.
- Pilots - Pilots will fly fighters.
- Security - Security will defend your ships against enemy boarders.
- Boarders - Boarders can be flown to other ships to infiltrate and take over those ships. See Boarding.
- Sergeants - Sergeants organize your crew. You need 1 sergeant for every 10 employed crewmen.
- Lieutenants - Oversees Sergeants. You need 1 lieutenant for every 4 sergeants.
- Commanders - Oversees Lieutenants. You need 1 commander for every 3 lieutenants.
- Generals - The highest ranked officer. You need 1 general for every 3 commanders.
- Captains - Not mandatory, but allows ships to be commanded when you're not flying them. See Captian
Default crewmen can be assigned to become any profession, although specialized crew have a higher workforce.
Crew capacity and morale[edit | edit source]
By building Crew Quarters you can increase the capacity for crew on your ship. The maximum capacity is only a soft capacity, as you can overstaff your ship. If your ship is overstaffed your crews morale will suffer and decrease over time. When the morale reaches a certain threshold specialized crew members will no longer level up.
Leveling up Specialized Crewmen[edit | edit source]
Specialized crew members will gain experience over time and reach higher levels. They can be hired at stations or trained in academies. There are 3 different levels a trained crewman can achieve with level 3 being the maximum. What the levelup does depends on the profession of the crewman:
Engineers, Gunners, Miners, Mechanics, Sergeants and Lieutenants[edit | edit source]
Can all be replaced by untrained crewman and start with a workforce of 1.5 at level 1. Thier workforce increases by 0.5 per level and reaches a maximum of 2.5 at level 3.
Pilots[edit | edit source]
Will always have one produce one workforce and cannot be replaced by untrained crewmembers. Instead of an increased workforce they can dodge more often, as explained here.
Security[edit | edit source]
Currently can't level up and also cannot be replaced by untrained crewmen.
Boarders[edit | edit source]
Always produces one Workforce and cannot be replaced by untrained crewmen. They level up through boarding and seem to get stronger with higher levels.
Commanders and Generals[edit | edit source]
Cannot be replaced with untrained crewmen and start at a workforce output of one. Thier workforce increases by 0.5 per level and reaches a maximum of 2 at level 3.
Captains[edit | edit source]
Workforce is irrelevant for Captains, but they can still level up. Though it is unclear if the level of a captian determains any of their capabilities.
Minimum Crewmen[edit | edit source]
Certain jobs on a ship need a minimum number of crewmen in order to work optimally.
- For the engines of a ship a minimum number of crewmen is necessary in order to operate the engines. If this requirement isn't met, the engines' functionality rate will drop below 100%, which means the ship will accelerate and brake slower, and the maximum flying speed will decrease.
- If a ship has insufficient repair crewmen, the ship will slowly decay and take damage.
- Turrets need a certain amount of workforce to operate which is indicated in the description of the turret
Overstaffing jobs[edit | edit source]
Putting more than the required minimum of crewmen into a certain working position can even boost a ship's stats in some areas. Currently, only the positions of engineer and mechanic will boost their associated stats over 100% (up to 130%).
Hiring Crews[edit | edit source]
Crewmen can be hired at stations, as long as your relations to that station's faction is upwards of -25000 and your ship is able to hold crew.
Hired crewmen will be unemployed at first, and you have to train them in order assign them to a certain job.
Every station can only hold a certain number of people who are willing to work for you on your ship. In order to hire more men, visit more stations.
These values might change due to further balancing or mods.
Paying Crews[edit | edit source]
A crew needs to be paid regularly. You can check when the next payment is due by opening the fleet tab in the player menu (Default hotkey: 'I'). The amount necessary to pay them depends on the size of the crew, as well as its composition.
Payment can be delayed for a certain amount of hours, but the price will go up. If a crew is unpaid for too long, they will leave the ship. Mutiny also causes the levels of training to stop increasing and in case of leaving you might lose those highly trained crewmen.
Required Crew[edit | edit source]
Required Crew per Volume (persons/m^3):
|Integrity Field Generator||0,020000||0||0,020000|