
My advice is to just avoid looking at B.S. (accurate acronym

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That part of "sensors" is what annoys me in Star Trek (and most games). You know what the opponent has. In my favourite fantasy the opponent loses shields, structural integrity, and explodes, only because you shot at him and your sensors verified that this is what did happen, but in reality the opponent's shields did not even budge, and all you saw was what he chose your sensors to tell you.
I agree that the opening rounds of boarding combat are absolutely crucial as every "MVP" loss on a given side adds to a cumulative advantage for the other side for all subsequent rounds. My best *zero loss* boarding operations almost always play out as an avalanche of successive victories ending with a quick and decisive triumph. In contrast, whenever my boarding team has the numeric advantage but lacks momentum in eliminating defenders, the cumulative damage that my marines absorb during the repeated mini-battles guarantees that my team will take losses, even amongst (and almost always especially within) my highest ranked, most irreplaceable marines. At best, the team will succeed but quite poorly with 20% or greater casualties. It's really depressing when the battle chatter starts with comms mentioning heavy resistance, falling back, or being too risky to proceed.Alan Phipps wrote: ↑Mon, 11. Nov 24, 11:07 In a way it's all down to the early mini-rounds of combat (or the crew bailing pre-measures you make before boarding) as to whether the high value defenders are removed before or early in the operation. Seeing an instant significant drop in the defensive strength of the target, or the disappearance of high value marines from its crew, are the indicators here.
Likewise, seeing an instant significant drop in your attack strength, or loss of high value marines from your operational force, while still early in the operation are indicators that the fight is not likely to go well.
Although my experience is very limited in comparison, I definitely concur and can vouch for witnessing the same sad situations. I've had teams of dozens of high-level veterans (3+ star) suffer immense losses from hordes of supposedly helpless service crew. And yet, on one such occasion I was so outraged that I reloaded and reboarded with a full team of recruits, expecting them all to fail but, in doing so, weaken the defending crew enough to allow my follow-up veteran force to seize the triumph without any losses. But instead of crumbling apart, the ragtag recruits not only succeeded, but with fewer losses!!!!Nanook wrote: ↑Mon, 11. Nov 24, 19:04 I personally find so-called 'boarding strength' to be very misleading. It does not accurately portray actual strength vs resistance. I've boarded hundreds, if not more, ships in my many hours and games, and I've had failures and near failures many times when my strength is supposedly many times the target's. One of the main problem is the game not taking into account the service crew strength when calculating the resistance of a target's crew. I've had like 20 veteran marines nearly wiped out by a service crew of less than 100, with supposed boarding strength of 0 (that's ZERO).![]()
My advice is to just avoid looking at B.S. (accurate acronym) completely and rely on scans of the actual crew. With a little experience, a player can get a pretty good idea of how easy or tough an op will be. As GCU Grey Area said, monitor the progress with the boarding screen and you'll see what's happening.
I'm quite sure that the devs have stated that the contribution of service crew to melee is 0, no matter what hobbies they have had.
I read through that thread and initially had a similar impression that all service crew are ineffective in combat. However, I think there's an important distinction to be made between all and some. The quote below appears in the same thread.Alan Phipps wrote: ↑Tue, 12. Nov 24, 22:25 There's some more attributed feedback in this 2023 thread.
I don't know how much the mechanics have changed since the 2023 thread was started. But in 7.10, I've personally witnessed multiple occasions where ZERO marines were left on the target ship (verified by pausing and inspecting the crew details), yet massive casualties were still being inflicted on my 3+ star veterans by large groups of remaining service crew. So whatever their contribution is, it's greater than zero and is not dependent on having any marine defenders still present to deal "killing blows" to attackers. In other words, as much as I'd love to be wrong, service crews can still kill boarding marines all on their own.Imperial Good wrote: ↑Thu, 22. Jun 23, 05:47 Some service crew will also join attack teams. These usually perform like worse recruit marines, however if there are enough of them they could still wear down your recruit marine attack teams allowing the enemy marine attack teams to kill them.
This matches my own experience whereby the defending strength was reportedly zero and no actual marines were left defending the ship. And yet my well trained, battle hardened marines were falling in droves to the "unreasonably valiant" (based on the opinions being given in this forum) service crews.Nanook wrote: ↑Mon, 11. Nov 24, 19:04 One of the main problem is the game not taking into account the service crew strength when calculating the resistance of a target's crew. I've had like 20 veteran marines nearly wiped out by a service crew of less than 100, with supposed boarding strength of 0 (that's ZERO).![]()
The service crew need skill to reliably deal 1 or more damage. The issue is that most NPC service crew have as good as 0 boarding skill so will roll basically 0s or 1s for damage, as opposed to the 15s that perfect marines will pretty much always roll.stooper88 wrote: ↑Wed, 13. Nov 24, 03:50 So whatever their contribution is, it's greater than zero and is not dependent on having any marine defenders still present to deal "killing blows" to attackers. In other words, as much as I'd love to be wrong, service crews can still kill boarding marines all on their own.
Yes, I alluded to this earlier when I explicitly mentioned the distinction between service crew *WITH* boarding skill versus those *WITHOUT* as well as posted screenshots highlighting example boarding skill instances among would be hapless service crews. To be extra clear, I'm referring to actual boarding skill stars as displayed in the UI, not "0 skills" or inferred skills or otherwise undetectable skills. If the formulas in the Kitten Mittens FAQ have any truth to them, then a large part of service crews' battle efficacy can be attributed to those covert boarding skills. However, I'm still not convinced that those stars explain everything, which I'll cover in more detail below.Imperial Good wrote: ↑Fri, 15. Nov 24, 22:07 The service crew need skill to reliably deal 1 or more damage. The issue is that most NPC service crew have as good as 0 boarding skill so will roll basically 0s or 1s for damage, as opposed to the 15s that perfect marines will pretty much always roll.
All of the exceptions regarding faction biases would nonetheless manifest themselves in the same manner as above. In other words, as VIG and SPLIT naturally tend to frequently produce veteran marines with higher boarding skill ratings than other races, any similar bias with their service crews would be clearly visible in those boarding crews' skills. In turn, they would (or at least should?) be subject to the same boarding mechanics as all other races and factions. There would just be a greater number of instances of these "enhanced" service crews among those races. In any case, these exceptions would be easily ruled out by simple examination, as I'll also go into more detail below. So, I'm inclined to dismiss any boarding wonkiness as being due to such exceptions.Imperial Good wrote: ↑Fri, 15. Nov 24, 22:07 There are likely a few exceptions as mentioned by that guide. Specifically some factions like VIG might have service crew with actual boarding skills (not just ~0 skill) due to racial stat bias. I think the TER Asgard service crews might also have well above 0 boarding skill to try and make capturing one non-trivial.
This is somewhat tangential to the topic but the Xenon H (only Xenon ship I'm aware of being able to board) has been stated as being the "equivalent of" twenty-six 3 star marines and one 2 star marine. What makes the capture challenging is being limited to 16 marines for boarding as opposed to 26. So the player's assault team must compensate by being assembled from elite 4 star or greater marines, which in and of itself is a FAR, FAR more difficult task than capturing the H itself.Imperial Good wrote: ↑Fri, 15. Nov 24, 22:07 Xenon ships are also special since they will magic full health 5 star marine defence crews on every boarding attempt, so wearing them down is impossible and at best you stand a 50:50 chance of winning if you use only perfect marines.
Heheh... I wonder what it would look like to use actual service crew for boarding a vessel.stooper88 wrote: ↑Sat, 16. Nov 24, 05:41 TLDR:
1. Service Crew are not as weak and pathetic as some would have you believe.
2. In fact, they are absurdly more powerful than they should be (under any reasonable, non-immersion shattering depiction model). I.e., slightly over a dozen service crew shouldn't be able to hold off overwhelming numbers of marines, much less repeatedly take down elites in consecutive retries.
That's pretty much what I do. Service crew on all ships I might want to board anything with are all elite marines too. They receive initial training as service crew on board one of my builders. Those with high morale then receive full 5* marine training at my HQ. After that they spend most of their time as service crew, only switching to marine role just before a boarding op is initiated. Then, after the bloody work has been concluded, it's back to service crew duties for them. Best of both worlds.
But yes, it's also well known that placing marines as service crews on builders and other ships is a good method for improving their morale (which levels poorly from boarding operations alone). This does little, however, to offset the massive imbalance that's apparent in the boarding mechanics. Not all players will have the luxury of being able to train elites at their PHQ, so every unfair casualty suffered during boarding is significant. It was bad enough when I was losing droves of 3 star veterans to purely service crew defenders. But it is grueling to repeatedly lose any elites under such lopsided circumstances as I demonstrated above. There is something very wrong with the mechanics.Ships themselves also have a combinedskill score, dependent upon the crew on board.
A ship's combinedskill score is calculated as 70% of the pilot's combinedskill plus 30% of the average combinedskill of all service crew members on board, where an empty seat or marine counts as a crew member with 0 skill. So a ship with a 5 star pilot, a full allotment of marines and no service crew will have a combinedskill of 70 (3 and 1/3rd stars), as marines - even ones with engineering skill - do not add to the combinedskill of a ship.
Luxury? I consider it one of the basic pieces of infrastructure I setup right at the start of each new game, usually within the first couple of days or so. As long as HQ is moved to one of the easier planets (e.g. Black Hole Sun or Memory of Profit) all that is required is a Bubble City for habitation & the training facilities themselves to have an effectively inexhaustible supply of highly skilled marines (& pilots). No actual terraforming is required on those planets if all you want is the training.
Thanks for the advice and encouragement. However, I'm not keen on moving my PHQ at this time and had other plans. I realize your approach is much easier and more efficient. But I feel I shouldn't have to change my focus, playstyle, and long-term strategy just to overcome this insanity from the service crew death hordes.GCU Grey Area wrote: ↑Sat, 16. Nov 24, 21:48Luxury? I consider it one of the basic pieces of infrastructure I setup right at the start of each new game, usually within the first couple of days or so. As long as HQ is moved to one of the easier planets (e.g. Black Hole Sun or Memory of Profit) all that is required is a Bubble City for habitation & the training facilities themselves to have an effectively inexhaustible supply of highly skilled marines (& pilots). No actual terraforming is required on those planets if all you want is the training.
You CAN build the Research facility for easy money ...GCU Grey Area wrote: ↑Sat, 16. Nov 24, 21:48Luxury? I consider it one of the basic pieces of infrastructure I setup right at the start of each new game, usually within the first couple of days or so. As long as HQ is moved to one of the easier planets (e.g. Black Hole Sun or Memory of Profit) all that is required is a Bubble City for habitation & the training facilities themselves to have an effectively inexhaustible supply of highly skilled marines (& pilots). No actual terraforming is required on those planets if all you want is the training.
So... I have not yet gotten into the terraforming parts in any of my saves so far, but... Just looking at the teleportation requirements for the HQ, at that point you are most likely going to have insane amounts of money and infrastructure anyway (scrounging for advanced electronics is major pain in general without it)?GCU Grey Area wrote: ↑Sat, 16. Nov 24, 21:48Luxury? I consider it one of the basic pieces of infrastructure I setup right at the start of each new game, usually within the first couple of days or so. As long as HQ is moved to one of the easier planets (e.g. Black Hole Sun or Memory of Profit) all that is required is a Bubble City for habitation & the training facilities themselves to have an effectively inexhaustible supply of highly skilled marines (& pilots). No actual terraforming is required on those planets if all you want is the training.