Some ships (USC, Argon and Split) have very simple designs and the number of unique points that marines can be positioned is limited; but other ships (Teladi, ATF and Xenon) have lots of protrusions and nooks that give the marines much more interesting places to go.DrBullwinkle wrote:It is very cool to watch a squad of marines jet-pack to points around the ship and fix it!
Marines get a boost in mechanical and engineering skills for repairs based on their current skill level, the number of marine performing the repair, the amount damage being repaired and whether or not the repair ship has a marine captain. The amount of increase for a repair job is listed on the the crew configuration page along the right side of the menu.DrBullwinkle wrote:Do the marines earn experience when doing repairs?
A Marine also gets an increase in hacking skill after hacking and claiming a derelict.
The value/salary of a marine increases as their skills increase and in some cases (M5, M4) it costs more to pay the marines than to buy a new ship. That's where those slower, low skill marines are actually a better choice than the expensive, higher skilled marines.
Ships that can launch boarding operations usually don't have that problem but everything else is tricky. It mostly depends on the angle the marines are returning to the ship. For example, if the ship is a Hercules and the marines are below the ship, they get picked up as soon as they reach the ship, but if they are beside the ship, they linger for several minutes before getting picked up. There's an Astronaut Teleporter hotkey included that will scoop them all up at once but it has to be activated through the Marine Corp. menu and then assigned a key in the control panel.DrBullwinkle wrote:Half of the marines returned to the ship under their own power. The other half just stopped and I had to pick them up.
A.Persyn