CNF_PD
Hi,

I am probably missing something blindingly obvious here but have only just found a problem, I set up several ground parties to move around and setup outposts (1 soldier, 1 shuttle). Moving around the planet to the right place was Ok but when I later delivered modules into the gp (when it was in the right place) and the efficiency dropped dramatically (I realise I cant move the gp without having enough capacity to move the items) due to lack of crew factors.

My question therefore is how you can plan ahead for how many crew factors you will need for a given delivery to the GP ? At the moment from what I can see you cant tell until youve actually delivered the cargo and tried to run a turn and looked at what the efficiency drop is so you can multiply the amount of crew factors you have. Obviously it would be better and less time consuming to be able to tell in advance or at least give you a crew factors required on your turn so you could do a turn update before you run the turn itself.

Cheers,

Ewan
Mica Goldstone
Basically something either online or in the ship editor that allows you to construct ground parties on paper?

Anyone fancy creating a web page to do this? I am sure we can come to some arrangement.
nortonweb
Isn't it the same as with a ship?

For example I at the moment have two ground parties waiting to set up outposts. Both have only one member one a merc, one a crew member.

To empty space on the ships that created them and are going to ferry modules to them in both counts I off loaded Exploration Modules into the GP. The one with the merc had 8 the crew member 4, now the respective eff for them became 2% and 13%.

Now over time I have been delivering modules to these GP and the eff hasn't changed. Which of course is due to the fact that Exploration Modules have a crew factor of 8 each and modules have none. (maths: 8 EM at 8 cf each is 64 cf GP has one merc cf of 1. 1/64 * 100 = 1.56 or 2%)

So to get my GP to build an outpost I need to dump the EM. (this rises the fact that one dude is building a 1000MU complex !!!)

Your problems are starting as you have a shuttle that needs a cf of 8 and a soldier (i guess non vet) providing only 1 cf meaning just to start off you are at a 13% eff.

I'm surprised you were able to move around the planet!

I’ll shut up now…

Pete
CNF_PD
Hi,

To answer mica all thats really needed is a field on the gp turn that says current crew factors required is X, same as a ship has currently.

The gp moved without any efficiency drop with 1 vet soldier and 1 crew as follows:

Date 48.1: 1 troop was paid 1 stellars.
GP upkeep cost 100 stellars.


----------------------------------TURN REPORT-----------------------------------

Starting Location:
Docked at CNF STARBASE Aramathia ()

>TU 300: Pickup {1560} {803} {1} {} {Install - No}
You picked up 1 Shuttle (803) from CNF Aramathia ().
Total TU cost for this action is 10

>TU 290: Move to XY {39} {34}
Leaving CNF Aramathia.
Landed at 37,14
Scanned:
CNF STARBASE ARAMATHIA ()
Move to 38,15 - Urban
Move to 39,16 - Urban
Move to 39,17 - Cultivated
Move to 39,18 - Cultivated
Move to 39,19 - Cultivated
Move to 39,20 - Cultivated
Move to 39,21 - Cultivated
Move to 39,22 - Cultivated
Move to 39,23 - Cultivated
Move to 39,24 - Cultivated
Move to 39,25 - Sea
Move to 39,26 - Cultivated
Move to 39,27 - Cultivated
Move to 39,28 - Tundra
Move to 39,29 - Tundra
Move to 39,30 - Ice
Move to 39,31 - Ice
Move to 39,32 - Ice
Move to 39,33 - Ice
Move to 39,34 - Ice
Total TU cost for this action is 104

The gp was then in the right place so delivered enough modules for an outpost complex and when I tried to create the outpost the efficiency dropped to 25% and naturally all actions took 400% longer.

Something doesnt seem quite right there but anyway a "required crew" field would be excellent (or a web page as mica mentioned)

Cheers,

Ewan