Any details on what each crew member does specifically? Guesses?

General discussions about X Rebirth.

Moderator: Moderators for English X Forum

Post Reply
hisazul
Posts: 1211
Joined: Sat, 15. Oct 11, 04:12
xr

Any details on what each crew member does specifically? Guesses?

Post by hisazul »

Okay Captain flies ship... great. And defense officer supposedly allows turrets to shoot. And engineer supposedly repairs ship? What? How/when? What about other stuff? Doesn't look like its possible to have 2 engineers... or anything though I could be wrong.
What if you drop a manager there... does that do anything? This is like going back in time and trying to decipher what exactly do you need to make universal trader... good times.
“Logic will get you from A to B. Imagination will take you everywhere.” - Albert Einstein
kaboooom2000uk
Posts: 59
Joined: Sat, 6. Aug 05, 03:31
x3tc

Post by kaboooom2000uk »

I think they are meant stored inside the skunk till you build a ship and assign them to it. Not sure, new to this myself. I know that pilots are used when capturing ships. I think the rest are used for freighters and construction ships. Marines are probably used for boarding.
AK
fxfighter
Posts: 56
Joined: Wed, 4. Aug 04, 15:29
x4

Post by fxfighter »

Captain is obvious.
Pilot only seems to be available on some ships like small ships.
Manager is for stations
Marine officer is for boarding (after successful boarding need to go on boarded ship and talk to marine officer to get him back to you)
Engineer doesn't repair the ship itself, it only repairs the weapons and shields connected to the ship
Defense officer is for weapons and drones I believe
Architect is for construction ship to build stations

I dont know what the specialist guys are for yet. I'm guessing something to do with automated trading...[/list]
Last edited by fxfighter on Mon, 18. Nov 13, 12:47, edited 1 time in total.
User avatar
Dr2i
Posts: 779
Joined: Sun, 12. Feb 12, 21:18

Post by Dr2i »

Engineer: Should be able to repair ships if you give them URV contruction drones (or smth like that). You can keep one on the skunk for repairs too.

Marine officer: Will lead your marines into battle. You keep him in the skunk, I don't think it's necessary to have him on other ships.

Pilots: (Guess) Should be used to pilote fighters wherease Captains (see bellow)

Captains: Used to command freighters, destroyers etc... All capital ships.

Defence officer: Without him, your ships will not fire, he mans the turrets and coordinates defences.

Architect: if he's on a construction ship, he will allow you to access blueprints to build stations.

Manager: You put one on your stations so that he can... well manage it.

Conclusion:
Skunk: Only Engineer and marine officer (+marines are usefull)
Other ships: Captain (or pilote), engineer and defence officer are usefull
Stations: manager, defence officer (i guess), engineer (i guess), technician (food, energy etc... according to the stations's activity).

Hope this helps and that it's true.

EDIT: fxfighter was faster :)
I'm naturally unfriendly sometimes. Don't take what I say too badly.
Neferdias
Posts: 364
Joined: Fri, 15. Feb 08, 23:35
x3tc

Post by Neferdias »

I have personally confirmed the use of Pilots.

When small ships bail... the only way to claim them is if you have enough pilots on board the Skunk
Daonitre
Posts: 3
Joined: Mon, 18. Jul 11, 21:10

Post by Daonitre »

I have a few questions of my own which are mostly on topic:
-How many NPCs are supposed to be assigned to ships, and does this vary with ship type? (i.e. 1 Pilot and nothing more per fighter; Freighters are supposed to get a captain? or is it a Pilot as well? Perhaps a Captain, Technician, and Defense?)
-The units that appear to pilot ships built for you at a station: What are they really and should they be replaced? (If so, with what would be answered via above)

The below was ripped from the scripts by someone... didn't save the name unfortunately - 2 minutes on Google should give you his/her name if you're interested. This will answer most of the questions so far:

Crew types:

Pilots are certified small spaceship pilots who may well have military or commercial experience. Competence and skills will obviously vary and it is worth checking into their credentials wherever possible. A Pilot is essential for taking over a newly-acquired small ship, whether through purchase, construction or by consequence of combat. You may come depend on one these Pilots in combat so keep an eye on their progress.

Captains are experienced in capital ship command. Their experience could lie in military or commercial fields, or even both if you are lucky. It is always worth taking the time to check their credentials before hiring, if you can. A Captain is essential for commanding that capital ship that you have recently had constructed, or have acquired by other means. You will issue commands to your capital ship by issuing orders to the Captain, so it is always a good idea to help them to develop in the fields in which you want to use them.

A Defence Officer is employed on Stations or capital ships. He controls the defensive turrets and drones of the host to maximise their contribution to self-defence. They also coordinate with other ships, dedicated or just available, to request or marshal additional assistance as necessary. Their skills and abilities vary and this will impact upon their overall effectiveness.

Managers will run your stations for you in your absence. A station without one cannot run effectively, if at all. They come with individual skills and experience and so should be carefully selected, if you have the necessary opportunity. Managers will report any issues or requirements that their stations encounter and so you are advised to listen carefully when they contact you. Hopefully you will come to trust and nurture your station Managers.

An Engineer is an important member of any crew. Not only can one repair surface elements of stations and capital ships but, when a member of the crew of the Albion Pride, one can conduct partial repair to the Skunk in space, or more in-depth and complete repair when docked at a platform. Different Engineers obviously come with differing experience and competences.

An Agricultural Engineer is employed on a station to monitor and improve the efficiency of production using agricultural resources. Products improved by their services include: Meat, Plankton, Soybeans, Spaceweed, Spices and Wheat.

An Architect is a designer and project manager for construction work for stations and modules. They are actually employed on the Construction Vessel, or 'CV', that does the actual building. Every new CV will require one and they come, as expected, with differing skill levels. Architects will listen to your outline construction intentions and then advise you what can be built, where, and in which order. They will also advise the costs in terms of credits and supplied resources for your construction requests.

A Marine Officer commands the detachment of marines on a ship. One is essential for conducting boarding operations and helps the pilots by interpreting scan data for the best place to send the pods. They then control the boarding operation in detail and help to suggest what assistance the Skunk could provide to the operational success, and also when to abort an operation destined for total failure and loss. As always, some Marine Officers are more skilled and experienced than others.

A Cell Specialist is employed on a station to monitor and improve the efficiency of cell production in power and energy processes. Products improved by their services include: Antimatter Cells, Energy Cells, Ion Cells and Plasma Cells.

A Food Technologist is employed on a station to monitor and improve the efficiency of foodstuffs production using mainly natural resources. Products improved by their services include: Bofu, Food Rations and Spacefuel.

A Chemical Specialist is employed on a station to monitor and improve the efficiency of chemical product using various resources. Products improved by their services include: Bio-Electric Neuron Gel and Chemical Compounds.

A Precision Assembler is employed on a station to monitor and improve the efficiency of precise component production processes using technical resources. Products improved by their services include: Bio-Optic Wiring, Microchips, Plasma Pumps and Quantum Tubes.

A Weapons Technologist is employed on a station to monitor and improve the efficiency of technical production processes using various technical components. Products improved by their services include: Missiles, EM-Spectrometer, Scanning Array and Warheads.

A Pharmaceutical Agent is employed on a station to monitor and improve the efficiency of pharmaceutical processes using medicinal resources. Products improved by their services include: Medical Supplies and Narcotics.

A Metallurgical Engineer is employed on a station to monitor and improve the efficiency of metal-based processes using metallic resources. Products improved by their services include: Refined Metals, Silicon Wafers and Reinforced Metal Plating.

A Geophysicist is employed on a station to monitor and improve the efficiency of production using resources extracted from asteroid debris. Products improved by their services include: Cut Crystals and Nividium Cubes.

A Surface Technician is employed on a station to monitor and improve the efficiency of system production processes using sub-systems and components. Products improved by their services include: Shield Generators and Turrets.

A Power Specialist is employed on a station to monitor and improve the efficiency of power generation production using various resources and components. Products improved by their services include: Fusion Reactors, Podkletnov Generators and Plasma Flow Regulators.

A Hydro Specialist is employed on a station to monitor and improve the efficiency of water-production processes using natural resources. Water production is greatly improved by their services.
fxfighter
Posts: 56
Joined: Wed, 4. Aug 04, 15:29
x4

Post by fxfighter »

Daonitre wrote: The below was ripped from the scripts by someone... didn't save the name unfortunately - 2 minutes on Google should give you his/her name if you're interested. This will answer most of the questions so far:
*SNIP*
Thanks for that, very enlightening!
hisazul
Posts: 1211
Joined: Sat, 15. Oct 11, 04:12
xr

Post by hisazul »

Good stuff, thanks a bunch. Wasn't really off on anything except it seems hauling some pilots with you is good idea.
“Logic will get you from A to B. Imagination will take you everywhere.” - Albert Einstein
Daonitre
Posts: 3
Joined: Mon, 18. Jul 11, 21:10

Post by Daonitre »

No problem at all - most of us are here to help ;)

Speaking of which, any chance someone has found the answers to my questions:
-How many NPCs are supposed to be assigned to ships, and does this vary with ship type? (i.e. 1 Pilot and nothing more per fighter; Freighters are supposed to get a captain? or is it a Pilot as well? Perhaps a Captain, Technician, and Defense?)
-The units that appear to pilot ships built for you at a station: What are they really and should they be replaced? (If so, with what would be answered via above)
Papatim
Posts: 12
Joined: Wed, 13. Nov 13, 16:16

Post by Papatim »

will having a DO on the skunk effect your AI drones?
Post Reply

Return to “X Rebirth Universe”