Dan Reed
What are the troop requirements for security complexes? the TM doesn't say. I'd guess it's a certain number of crew factors or control factors, but it could be a straight number of troops.

>Date 1.3: Tech Manual {1012}
Security (1012) - 1000 mus

Complexes are basically a collection of prepared and secured modules that
have been specialised. The quantity per population and mass determine the
overall security of the starbase.

Item Type: Complex (Security)
Efficiency (%): 100
Build Requirement: 15 Military Modules (405)
5 Basic Modules (410)
5 Transport Modules (415)
Active work hours: 500
Inactive work hours: 50


Dan
Garg
To me it sounds weird, that you need employees to run the complex, either the employees should be the police that is used there or it should be runned by military forces only, not both.
Dan Reed
you can think of them as the co-ordinating admin staff if you want....

Dan
Sjaak
QUOTE (Dan Reed @ Jan 5 2005, 11:29 PM)
What are the troop requirements for security complexes? the TM doesn't say. I'd guess it's a certain number of crew factors or control factors, but it could be a straight number of troops.

Dan

100 troops, just use the number of troops that are being paid as the figure that is contributing..
What the nett effect of those security is, I am not really sure..
Steve-Law
QUOTE (Sjaak @ Jan 6 2005, 10:10 AM)
100 troops, just use the number of troops that are being paid as the figure that is contributing..

All troops are paid regardless of what they are doing. How can you tell which are being paid for security work?
Sjaak
QUOTE (Steve-Law @ Jan 6 2005, 12:55 PM)
QUOTE (Sjaak @ Jan 6 2005, 10:10 AM)
100 troops, just use the number of troops that are being paid as the figure that is contributing..

All troops are paid regardless of what they are doing. How can you tell which are being paid for security work?

Troops on a starbase got two tasks IMHO.
First they act as defence force, so they all get paid, its like an army.. even in peacetime troops get paid... Secondly each 100 troops acts as the crew manning the security complexes.
So, if you got 32 complexes and your wage bill is 1857 stellars for your troops, then you get some shortage on your security complexes.. Using the wage bill for your troops is just an easy way to calculate the number of troops.. Especially if you get lots of different types of troop an calculation error is quickly made.

If you ask me, security complexes shouldn't need to have manhours allocated to them, but thats another issue.
ptb
I think what he was asking is how you know it's 100 troops per complex, at least that is how it read to me.

Thats also the number I use for my calc tools but i can't for the life of me work out *WHY* i thought it was 100 per complex.

happy.gif
Steve-Law
What I'm saying is that ALL troops are paid wages, where does this 100 come from?

If you have 300 employees and 400 other troops, you will pay 700 stellars wages (in a starbase) regardless of complexes. You might have no security complexes or you might have 600, you pay the same wages for the troops that are there, not for what they are doing.

100 of those troops could be being paid to man a security complex but 100 of them could also be being paid to run a Punch and Judy show for the resident Hive Eggs. Wages are wages, there is no differentiation or breakdown.

As far as I can see anyway.

To put it more in a more concrete example.

300 employees
400 troops
2 security complexes
10 other complexes

You pay 700 wages. How does that tell you what the complexes need?



Clay
I think that Sjaak is refering to the $tellars paid to troops gives you a total troop available figure - instead of having to manually add the Mercs, Soldiers, Marines... etc.
If you're paying a total of $750 to troops, you can run 7 Sec Complexes at 100% efficiency.... Where the 100/complex comes from.... not sure, but I thought it was that too.
Hang on... *gets a brain wave and checks a turn*
QUOTE
341 troops were paid 341 stellars.
Insufficient troops, security complexes running at 34.1%.
| 10      Security (1012)                                  0        10      |

That pretty much answers it... biggrin.gif
Steve-Law
QUOTE (Clay @ Jan 7 2005, 11:28 PM)
QUOTE
341 troops were paid 341 stellars.
Insufficient troops, security complexes running at 34.1%.
| 10      Security (1012)                                  0        10      |

That pretty much answers it... biggrin.gif

LOL, that's very handy smile.gif

Thanks Clay.
ptb
So the next questions are:

Does increasing wages repair increase the efficiency back up to 100% (and decreasing it reduce efficiency even if you have more troops), I assume yes for that but.

And is 10 stations running at 30% better or worse than 3 running at 100%?
Sjaak
QUOTE (ptb @ Jan 10 2005, 11:11 AM)
And is 10 stations running at 30% better or worse than 3 running at 100%?

I bet that running 10 stations at 30% is worse then 3 stations at 100%., as those 10 need 10 employees a piece also... so you are throwing away 70 stellars per week...
HPSimms
My understandng when the security complexes were changed to require troops was that employees are no longer used.

Geoff
Steve-Law
QUOTE (Sjaak @ Jan 10 2005, 12:33 PM)
I bet that running 10 stations at 30% is worse then 3 stations at 100%., as those 10 need 10 employees a piece also... so you are throwing away 70 stellars per week...

Not only that but 100% / 3 = 33% so it's 3% better anyway wink.gif

But seriously, given the same actual % and even discounting employees, I would expect those running at 100% would still have the edge in reality (less red-tape etc), but probably not in game terms.
Sjaak
QUOTE (HPSimms @ Jan 11 2005, 10:12 AM)
My understandng when the security complexes were changed to require troops was that employees are no longer used.

Geoff

Nope.

Not according to my calculations.
David Bethel
You need 100 troops (any type) per security complex to have them working at 100%. If it is less than this the effective number of security complexes is reduced proportionatly.

Security complex Ratio (SCR) = Total Complexes / Effective Security Complexes

(if there are less than 0.5 effective complexes then SCR=2* Total Complexes)

Base Starbase Security (BSS)=200.0-100.0*(log(SCR+4.0)/log(14.0))

Final Security for Starbase = BSS * (1.0+(crack down/100));
Final Security for Outpost = BSS * (1.0+(crack down/100)) *1.5;

Security -> Complex Ratio = effect
1:1 =140% security
10:1 = 100% security
20:1 = ~80% security
50:1 = ~50% security
100:1 = ~25% security etc
Andy
Does this include caves and domes? They should be expluded as the other complex types fit inside the caves and domes. Perhaps you only need 1 security per 50 caves or domes for 100% security

Andy
Archangel
QUOTE
Security -> Complex Ratio = effect
1:1 =140% security
10:1 = 100% security
20:1 = ~80% security
50:1 = ~50% security
100:1 = ~25% security etc


This table suggests that too much security is a bad thing too. wink.gif
David Bethel
QUOTE
Does this include caves and domes? They should be expluded as the other complex types fit inside the caves and domes. Perhaps you only need 1 security per 50 caves or domes for 100% security


Security is for all complexes, including security complexes. More complexes means more active ground for operatives to be in reguardless of activity or not. Or at least that was the theory
ptb
QUOTE (David Bethel @ Jan 12 2005, 07:47 PM)
Security is for all complexes, including security complexes.

So the 140% is unattable?

Based on 1:1 would be one security complex at 100% per complex (including the security complexes themselves) and the lack of command complexes would give less than 100% efficency.

Just to query if i'm understanding it correctly, I wasn't intending to try and get to 140% wink.gif
Steve-Law
QUOTE (ptb @ Jan 13 2005, 09:06 AM)
So the 140% is unattable?

Based on 1:1 would be one security complex at 100% per complex (including the security complexes themselves) and the lack of command complexes would give less than 100% efficency.

Well, 1 security complex with no command complex would give 99.9% according to my calculator.

99.9% of 140% = 139.86%

Would that be rounded up or rounded down? smile.gif

However, the starbase rules say "Excess work-hours may be used to accommodate any efficiency drop from lack of command complexes" although I've never seen this happen as far as I know.

Perhaps more importantly though, and again I haven't tested this yet, the description of the "Set Employee Wages" order states "If you have higher wages it increases the position's efficiency back towards a maximum of 100% when it has been reduced by other factors." (I would assume this would allow you to get such a position to 100% efficiency otherwise what would be the point of paying more wages?)

So it would seem possible to me...

It's only one complex, maybe I'll try it smile.gif
David Bethel
QUOTE
So the 140% is unattable?


Yes at a starbase - 1 security complex at an OP -> 210% (x1.5)

HPSimms
Insufficient command complexes, efficiency reduced to 97.6%.
Improved wages increased efficiency to 100%.


have not noticed that excess personnel does the same:-

721600 work hours available.
Active complexes required 712000 work hours.
Inactive complexes required 1250 work hours.
Insufficient command complexes, efficiency reduced to 98.8%.
Shuttle port complexes provided 17784/18000 capacity this week.

Or could it be that the 167 spare bodies were not quite enough?

Geoff
Dan Reed
Wages can make people work faster, but not recover any efficiency drops from command complexes

Dan
Steve-Law
QUOTE (Dan Reed)
Wages can make people work faster, but not recover any efficiency drops from command complexes

QUOTE (HPSimms)
Insufficient command complexes, efficiency reduced to 97.6%.
Improved wages increased efficiency to 100%.
Steve-Law
QUOTE (HPSimms @ Jan 13 2005, 01:13 PM)
Or could it be that the 167 spare bodies were not quite enough?

I've had much more excess peeps than that and still seen efficiency drops (including from insufficient commands) so I'd guess that bit of the rules isn't true (or is bugged?)

(And the numbers all work out irrespective of number of [excess] employees, so they don't even contribute partly, it would be nice if they did though..)
Garg
ok, i got some problems with security complexes, to get 100% you need 1 out of each 10 complexes to be security complex, this is fine enough, except it sounds extremely much like a policestate to me.

But why do we need 100 troops of any kind to run each of these? a normal complex require 10 employees and 50 for a research, so why 100???

And should the control factors or shortrange factor determine how many points is used towards this, so that a security complex might require a 100 points, so if a merc gives 4 factors then you need 25.

I have a problem with the idea of a 1000 complex base need 100 security, which again means 10000 troops, same number as employees????

1 soldier per employee??? extreme is it not?
Dan Reed
QUOTE (Garg @ Feb 21 2005, 06:13 PM)
ok, i got some problems with security complexes, to get 100% you need 1 out of each 10 complexes to be security complex, this is fine enough, except it sounds extremely much like a policestate to me.

Yes, I'd call 100% security at a starbase a police state myself ph34r.gif

Dan
Ro'a-lith
QUOTE (Garg @ Feb 21 2005, 07:13 PM)
I have a problem with the idea of a 1000 complex base need 100 security, which again means 10000 troops, same number as employees????

1 soldier per employee??? extreme is it not?

Well... personally I wouldn't want to keep any less than 10,000 troops at a 1000 complex starbase. In fact, for preference I'd prefer to have double that. Maybe I'm just paranoid ph34r.gif
Clay
As an example, take places like Sandhurst or Colchester in the UK. Both have a very high proportion of military personel (Sandhurst being a major training camp and home of the SAS, and Colchester houses the Paras, Glasshouse and thousands of troops).
Even though they are both 'military towns' with a very high military population, there is no way you can consider them 100% secure! ohmy.gif
Infact both places were targets during the Northern Ireland "Troubles". And I'm pretty sure that there are people doing naughty things in those areas that would fall under the heading of 'agent actions'. ph34r.gif

100 Troops/Security complex seems fairly accurate to me. And more to the point, I think it's well balanced for Phoenix. smile.gif
Garg
but question is not any of that, but why 100 troops and should properly trained troops not be better at it, then just mercs? or crew which hardly can be trained proper troops.

because if that was so, then why not just 100 employees, anyone of them could be assigned a sidearms and do all the same stuff or do there really walk around that many people in the starbases fully armed, that you need so many troops to keep them from shooting each other?

100 troops does not include families remember, also those cities you refer too, dont have 10% troops compared to population which includes their families, they are afterall only what we would call employees smile.gif and 100% is not 100% in this game, because if it was, then would it be impossible to ever go to 1% and i see newly setup outposts got 198 security, considering it begins with no employees at all, so how can that even be called secure? <g>

100 is totally wrong, because it means if you just do half the security thats the 100% then will you need just as many troops to employees, so are those troops following their assigned employee around to make sure they dont make any trouble? <g>
ptb
QUOTE (Garg @ Feb 21 2005, 07:13 PM)
1 soldier per employee??? extreme is it not?

would mean 100% security though, if you have a soldier following around each person wink.gif a spy/agent/terrorist etc would stick out like a sore thumb (assuming they stick out that is, i have no idea were that phrase comes from)

happy.gif
Steve-Law
QUOTE (Garg @ Feb 22 2005, 12:54 AM)
but question is not any of that, but why 100 troops and should properly trained troops not be better at it, then just mercs? or crew which hardly can be trained proper troops.

That's a fair point I think. Maybe it should be a certain number of combat/control factors per complex so if you station basic mercs you need 100 but if you station vet soldiers/marines you need a lot less. You'd need a order to assign specific troops to security complexes though and this could over-complicate things.

HPSimms
As I recall manning secutiy complexes was changed from employees to troops not long after conversion, when a lot of people were short of employees but long on soldiery.

Geoff
Garg
hmm, did not know that, but then its military issue, which i tended to miss back then. But it that was the problem, i think we should have it redone again, because its just wrong to keep it like that, most new bases dont have tons of troops to just add in, especially not 1 merc per employee.

But steve law says, it should be based more on troop type or at least reduced number of troops.