Gunnery Crews FAQ <--- READ FIRST

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Reven
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Post by Reven » Fri, 17. Dec 04, 19:33

Yes, they take up 3 cargo space per crew member.
Any ship can transport them.
The number of crew required will be dropping on M1's from 140 to 90, which will take up 270 cargo space.
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Cobraking001
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Post by Cobraking001 » Sat, 18. Dec 04, 00:55

what about m2, how much crew will they take?

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Reven
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Post by Reven » Sun, 19. Dec 04, 18:54

Sorry, that was a typo. I meant M2. An M1 only needed 50 crew in total, and it is not changing. An M2 now needs 140 crew (420 cargo space), and that will be dropping to 90 crew (270 cargo space).

[EDIT] The FAQ has been updated with a few more answers. OoS combat, and exactly what you get with AEGIS.
You were warned... pirates will be hunted down like vermin.

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Aro
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Post by Aro » Sun, 19. Dec 04, 19:53

Well, looks like the only problem I had will be fixed (cargo space). Although finding crew is a pain...

Tried it out, it really is harder to take down Xenon K's and J's. I like :D
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stella
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Post by stella » Mon, 20. Dec 04, 04:17

I find it a lot easier to kill Xenon with gunnery/AEGIS installed, esp in a Titan.

They benefit fron having a couple of GHEPTS. I benefit from having Ions, GHEPTS, mass drivers and APSG's. I can take out a Xenon K in a Titan almost as quickly as in an Oddy. It just looks a lot prettier :D
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DeltaWolf
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Post by DeltaWolf » Mon, 20. Dec 04, 09:21

Reven wrote:Sorry, that was a typo. I meant M2. An M1 only needed 50 crew in total, and it is not changing. An M2 now needs 140 crew (420 cargo space), and that will be dropping to 90 crew (270 cargo space).

[EDIT] The FAQ has been updated with a few more answers. OoS combat, and exactly what you get with AEGIS.
How do you get 90? - from the documentation (the pdf file) it says that you need 50 support crew + 10 crew per turrent. A M2 has 6 turrents, that makes 60 crew total for the turrents, which gives you 110 crew total.

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NZ-Wanderer
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Post by NZ-Wanderer » Mon, 20. Dec 04, 11:24

Hope it ok to post in here (FAQ)

I wish I had taken notice of this message a little earlier, I now got 123 crew on my Titan which is a few too many.... :D :D

A little query tho if I may.. - When you have your full crew compliment how do you setup the guns (since the crew is supposed to determine which guns to fire??) - Do you just stick any gun you like in whatever slot it fits, or leave all slots empty??

To that other person above who mentioned about finding crew was a pain, I found a neat and pretty fast way of getting all the crew I got...
Get yourself 2 TP class ships (just the small version) - goto home of light and put one into the trading station and the other in Terracorp headquarters and sit back in your carrier and wait looking at your sector map...
Very soon you will see transports carrying troops come into the sector, mark it and watch where it is going to, once you determine that it is going to one of the 2 stations you got your TP's in, you switch views to the trade menu on your TP and wait (If it doesn't go to one of the 2 stations just ignore it as more will be along...
After you got the crew loaded into your TP, get it to come to you and transfer them across to your Carrier then send the TP back to the station it was sitting at.. - Repeat for as many times as it take to get the number you want.
It took me about 40-50 mins (real time) to get 123 crew I got now :)
Reven wrote:An M2 now needs 140 crew (420 cargo space), and that will be dropping to 90 crew (270 cargo space).

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Post by poeta » Mon, 20. Dec 04, 11:36

DeltaWolf wrote:
How do you get 90? - from the documentation (the pdf file) it says that you need 50 support crew + 10 crew per turrent. A M2 has 6 turrents, that makes 60 crew total for the turrents, which gives you 110 crew total.

with gunner crew 3.1 the support on an M2 is reduced to 30. Reven forgot to modify that figure in the readme pdf.

That turns out to be:

- 30 support crew
- 10 crew for 6 turrets (60 crew total)

= 90 crew on a M2
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DeltaWolf
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Post by DeltaWolf » Mon, 20. Dec 04, 13:41

Thanks :)

Guest

hpe this is now the right thread to ask this

Post by Guest » Tue, 21. Dec 04, 11:28

if you are in sector with 2 of your own m2s fully crewed and aegis equipped i take it aegis works fine while you are in sector with them . i want to use this arrangement for xi missions :) i know it dosent work oos . ive read the read me and cant seem to be able to find this information there . cheers

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Warchild
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Post by Warchild » Tue, 21. Dec 04, 11:44

Aro wrote:Well, looks like the only problem I had will be fixed (cargo space). Although finding crew is a pain...

Tried it out, it really is harder to take down Xenon K's and J's. I like :D
Actually...if you know where the blind spot is...and you are using a Dragon...its pretty much the same.
I have no problem geting up close and personal with a K or J... its all in the planning.
I've done it multiple times in a Dragon...and with the "crewed " turrets..its even better.
If you like...I can make a clip of it and show you. I've only done it in the XI missions...but I would assume its the same in the Xenon sectors as well.

I think this improves the game a little bit.
This and the 1.4 upgrade fit nicely.
I don't think it was right to be able to play a "hero" character....so the beefed up Khaak ships was a plus..now with the turret plug-in...I think its even better.
Of course..as I've said before..I don't see a point in going into Khaak territory. If there was shipping to disrupt as they do..sure...but little mining...no..not really worth it to me.
Cheers
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Post by KarlHemmings » Sun, 23. Jan 05, 17:24

Odd Things When Mobile Mining
Hi - because of the excellent bonus add on scripts I recently re-started.
I was down in Barren Shores in my Demeter with 2 Gunnary crew in the turret doing some mobile mining.
With turret set to gunnary crew action stations I would collect ore (silicon to be honest) but off set from where the fragments where. Without "action stations" I collected as normal.
There had been a cluster spawn and I was pushing my luck so put the guys to work whilst I collected.

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Pirate Hunter
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Post by Pirate Hunter » Thu, 27. Jan 05, 13:21

I have noticed while I was attacking a Xenon K the energy bars for my turrets in my Dragon were not going down, but the weapons were definately doing less damage after a while, I know this because when I rotated my ship to get my other turrets firing his shields were going down quicker than before.

Is this a bug, if so is there a possible fix.


PS. It may have been the strafe menovers I was doing that caused the decrease in damage ie I was further away, but never more than 700m from the centre. But the energy bar should still go down, unless they have unlimited energy.
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therjw
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Post by therjw » Thu, 27. Jan 05, 13:46

how were you seeing the turrets (monitors, actually in turret ect) as the main guns ones you control in the front (forgot what it called) wont show the power of the turrets going down

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Pirate Hunter
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Post by Pirate Hunter » Thu, 27. Jan 05, 15:32

I have both monitors open, one per turret. I find easier to make sure im in a good posision. Using the external view in a Dragon against a K is a bit trickey.
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therjw
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Post by therjw » Thu, 27. Jan 05, 15:38

I'm pritty sure that that not a bug with this script as it allways done that on mine.... I'll check when I get back home. As instead it should lower the bar actually in the monitor surrounding the thing (in the bottom right hand side of the monitors)

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Post by Dungeoncrawler » Sat, 29. Jan 05, 22:06

Hello Captains. Question: Concerning the placement of gunnery crews...could someone please post a small chart showing the number of crew/support needed for each class of ship? I am assuming the one in the readme is incorrect? If I am in error concerning this, please simply state this and I will get the numbers from the readme file provided. Carry-on... :P

Dc/Gary

nicklinn
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Post by nicklinn » Thu, 20. Oct 05, 17:09

This is more of a formatting issue. The text is unreadable when using non-black based themes.

Warrior of the Universe
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Gunnery Crew via script

Post by Warrior of the Universe » Mon, 29. Sep 08, 13:27

Is there a script that you can add GC's to your ships? Thx.
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Post by jlehtone » Mon, 29. Sep 08, 14:00

Do you mean adding ware to ship, like say with Cheat Pack? Or does that require at least one sample to specify the ware? You could probably start with that script and make a variant with GC as the predetermined ware.
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