PHOST4-Question

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Archived from groups: alt.games.vga-planets (More info?)

Hiho

At Phost4, if the experience settings and extended missions enabled one can
select the mission 'Train' the ship (crew)

The doku says something like 'ships with less crews are easyer to train than
ships with many crew'

Okay. Following question: i usually deal with ships who from the way they
get in my hands are somewhat... low on crew. So does the Training depends
upon the 'Real existing crew' or does it depend upon the 'possible crew'
(and i wont think this out hehe...)

what happens if a lesser crewed, high expereinced ship get fixed at
starbase ? if i capture a ship with a high experienced crew and 100% of them
turn traitor do their experience get to converted (regardless how
expereinced the crew was to let theirself be fall prey to me lol)

thx in advance.

--
www.tshq.de ... keine werbung, nur inhalt...
 
Archived from groups: alt.games.vga-planets (More info?)

* Andreas Huck <blaaaaaa@t-online.de> wrote:

> what happens if a lesser crewed, high expereinced ship get fixed at
> starbase ?

You will lose experience, AFAIK.

Regards, Heiko
 
Archived from groups: alt.games.vga-planets (More info?)

Hmmm sure ?

anyway. a carrier with 300 crew fights the same way as one with 2000 so the
gain of expereince faster will be a more better thing....

"Heiko Schlenker" <hschlen@gmx.de> schrieb im Newsbeitrag
news:slrncnib23.40b.hschlen@humbert.ddns.org...
> * Andreas Huck <blaaaaaa@t-online.de> wrote:
>
> > what happens if a lesser crewed, high expereinced ship get fixed at
> > starbase ?
>
> You will lose experience, AFAIK.
>
> Regards, Heiko
 
Archived from groups: alt.games.vga-planets (More info?)

* Andreas Huck <blaaaaaa@t-online.de> wrote:

> Hmmm sure ?

http://www.phost.de/phost4doc/exp.html#crew:
| When new crew members are added to a ship, the experience of the new
| and old crewmen is mixed proportionally.

Regards, Heiko
 
Archived from groups: alt.games.vga-planets (More info?)

Andreas Huck wrote:
> Okay. Following question: i usually deal with ships who from the way they
> get in my hands are somewhat... low on crew. So does the Training depends
> upon the 'Real existing crew' or does it depend upon the 'possible crew'
> (and i wont think this out hehe...)

It depends on the maximum allowed crew.

/** Get number of experience points that can be bought (training) for
pSup supplies. */
static int
ExperienceForSupplies(int pSup, int pForShip)
{
const int lForPlayer = ShipOwner(pForShip);
const int lCrew = HullCrewComplement(ShipHull(pForShip));
const int lRate = (lForPlayer > 0 && lForPlayer <= OLD_RACE_NR)
? gConfigInfo->EPTrainingScale[lForPlayer]
: 100;

const double lSupplyTerm =
(pSup <= 25 ? pSup : 25 + sqrt(8 * (pSup - 25)));

return (int) (lRate * lSupplyTerm / (sqrt(lCrew) + 1));
}

> what happens if a lesser crewed, high expereinced ship get fixed at
> starbase ?

You lose experience somewhat <http://phost.de/phost4doc/exp.html#crew>.
Essentially, experience consists of "tech experience" (this is part of
the ship and doesn't change) and "crew experience" (new added crew has
zero crew experience); those two components are weighed according to the
EPRecrewScaling.


Stefan
 
Archived from groups: alt.games.vga-planets (More info?)

So the Logical consequence of this is:

First u must fix the crew because low crew get their experience basing on
the full one and then lose if fixed. okay. alright this solves my problem
🙂



"Stefan Reuther" <stefan.news@arcor.de> schrieb im Newsbeitrag
news:cldjnn.1ik.1@stefan.msgid.phost.de...
> Andreas Huck wrote:
> > Okay. Following question: i usually deal with ships who from the way
they
> > get in my hands are somewhat... low on crew. So does the Training
depends
> > upon the 'Real existing crew' or does it depend upon the 'possible crew'
> > (and i wont think this out hehe...)
>
> It depends on the maximum allowed crew.
>
> /** Get number of experience points that can be bought (training) for
> pSup supplies. */
> static int
> ExperienceForSupplies(int pSup, int pForShip)
> {
> const int lForPlayer = ShipOwner(pForShip);
> const int lCrew = HullCrewComplement(ShipHull(pForShip));
> const int lRate = (lForPlayer > 0 && lForPlayer <= OLD_RACE_NR)
> ? gConfigInfo->EPTrainingScale[lForPlayer]
> : 100;
>
> const double lSupplyTerm =
> (pSup <= 25 ? pSup : 25 + sqrt(8 * (pSup - 25)));
>
> return (int) (lRate * lSupplyTerm / (sqrt(lCrew) + 1));
> }
>
> > what happens if a lesser crewed, high expereinced ship get fixed at
> > starbase ?
>
> You lose experience somewhat <http://phost.de/phost4doc/exp.html#crew>.
> Essentially, experience consists of "tech experience" (this is part of
> the ship and doesn't change) and "crew experience" (new added crew has
> zero crew experience); those two components are weighed according to the
> EPRecrewScaling.
>
>
> Stefan
>