Laton
Hi All,
I'm trying to work out crew factors for ground combat purposes. Are they still used as the combat efficiency of ground combat is not on my bases's report and if the are are, why do ground bombers/fighters so up in the space combat section?? biggrin.gif
Wraith
There is a difference between crew factors and control factors, is that what you mean?

You might want to try and re-phrase your message so it's a bit clearer.
Jerusalem
Some ground combat equipment needs Crew Factors to operate, and some doesn't. Tanks for example don't need crew anymore.
Laton
Hi,
This was really two questions:

1. What ground combat items need crew factors and which don't?

and

2. why do ground bomber/ fighters show up in the space combat report?

Luke biggrin.gif
ptb
QUOTE (Laton @ Mar 16 2006, 05:09 PM)
1. What ground combat items need crew factors and which don't?

2. why do ground bomber/ fighters show up in the space combat report?

1) I think it's stated in the tech manual for the item. However, from memory, items that aren't vechicles need the crew factors.

2) "Mica moves in mysterious ways"
Andy
1.

look at the tech manual of the item to find out

2.

All bombers are now classed as space weapons although the ground ones only attack ground targets. I think this was to do with the point defence mechanisms. There is a thread on it it somewhere if you do a search.

Andy
Laton
Hi,
ok, so its back to the TM's for the ground combat things, Here's another Q:


Do ground Bombers need fighter bays seeing as they classed now as space assets? dry.gif

Luke
Rich Farry
QUOTE (Laton @ Mar 18 2006, 11:51 PM)
Do ground Bombers need fighter bays seeing as they classed now as space assets?

No
Wraith
how many fighters/bombers can you fit in a "fighter bay" and a "fighter hanger complex"? Is it worth building the complexes?
Ro'a-lith
Fighter Bays carry 80 MU of space fighter/bomber/interceptor. Fighter Hanger complexes use Fighter Bays in the construction, I can't remember off the top of my head how many but I believe they enable the use of however many hangers x 80 MU.
HPSimms
A Hangar Complex uses 7 Fighter bays & 25 Rock Structural Modules, so can house 7x80 MUs of Space Interceptor/Fighter/Bomber.

The gain is in the vastly increased defensive factors, as one would expect from "hardened" accomodation for SF.

Geoff
Jerusalem
QUOTE (HPSimms @ Mar 21 2006, 12:40 PM)
A Hangar Complex uses 7 Fighter bays & 25 Rock Structural Modules, so can house 7x80 MUs of Space Interceptor/Fighter/Bomber.

The gain is in the vastly increased defensive factors, as one would expect from "hardened" accomodation for SF.

Geoff

There's also a trade off in shifting from Crew Factors required to run the fighter bays, to employees needed to run the complexes.
Archangel
QUOTE (Wraith @ Mar 20 2006, 05:02 PM)
how many fighters/bombers can you fit in a "fighter bay" and a "fighter hanger complex"? Is it worth building the complexes?

Hmmm,

What is a fighter hanger complex......????
Rich Farry
QUOTE (Jerusalem @ Mar 21 2006, 02:54 PM)
There's also a trade off in shifting from Crew Factors required to run the fighter bays, to employees needed to run the complexes.

Are you sure about this? AFAIK no work hours are required.

A trade off is that a fighter hanger is putting all your eggs in one basket, but the basket is tougher than the eggs.
Gandolph
QUOTE (Archangel @ Mar 22 2006, 11:38 AM)
QUOTE (Wraith @ Mar 20 2006, 05:02 PM)
how many fighters/bombers can you fit in a "fighter bay" and a "fighter hanger complex"? Is it worth building the complexes?

Hmmm,

What is a fighter hanger complex......????

it is a complex that we started to build a long time ago but are unfortunately very hard to hide, and a simple agent action gets you the details off the complex list, therefore once the item was known via an agent action at one of our bases, it would have told people what they are.

ATAT-Prime
Don't know if I should give away the exact details here, but the Fighter Hanger uses only slightly less crew factors than the fighter bays used to build it. It doesn't use employee work hours at all.

The only benefit is the defence rating. Not sure how mkII or higher Fighter Bays would impact the usefulness of this complex as they have their own increasing defence values and you don't get all 7 blown up at the same time.

Alun/OPS PD
ptb
QUOTE (ATAT-Prime @ Mar 22 2006, 05:16 PM)
and you don't get all 7 blown up at the same time.

On the other hand you don't lose any until the point you'd have lost all of them anyway, and thats assuming the defence values match at higher levels.
Archangel
HI,

Thanks everyone for the explanation here. Much appreciated.

Gandolph do you think you could let me know of a location for this? I have an agent in need of a training mission!! wink.gif
Rich Farry
QUOTE (ptb @ Mar 22 2006, 04:30 PM)
QUOTE (ATAT-Prime @ Mar 22 2006, 05:16 PM)
and you don't get all 7 blown up at the same time.

On the other hand you don't lose any until the point you'd have lost all of them anyway, and thats assuming the defence values match at higher levels.

A photon cannon could destroy a fighter hanger, it could not destroy 7 individual fighter bays.
Jerusalem
QUOTE (ATAT-Prime @ Mar 22 2006, 04:16 PM)
Don't know if I should give away the exact details here, but the Fighter Hanger uses only slightly less crew factors than the fighter bays used to build it. It doesn't use employee work hours at all.

Alun/OPS PD

Oh, that's interesting. I was certain that they used employee work hours instead of crew factors.

Hmm...