Crewmen:
Each crew-member should have several stats that the captain (Player) uses to make crew assignments, and the game uses to make them available. Perhaps the player should have these as well.
- Name: Everybody has one even people that don’t really exist.
- Wages in Cr/stardate tenth: I know I don’t work for free.
- Morale: how well do they like their job? -Affects performance
- Piloting Skill: how well can they fly? -Particularly important for a wingman or fleet pilot.
- Gunnery Skill: how well can they fight? -Affects weapons accuracy essential for turret. gunner, wingman, or fleet pilot.
- Engineering Skill: how well can they keep the ship running? -Affects repair rate and if very high or low skill power available.
- Cargo Handling: how well can they on load, offload, and stow cargo? -Affects time at a base to move cargo and efficiency with which it is stored.
- People Skills: do they play well with others? -Affects morale of others.
- Cooking Ability: there’s always the food synthesizer, but its nothing like a home cooked meal! -Affects morale
- Medical Training: Ability to treat wounds
- Health: similar to the damage on components.
- Science Skill: Knowledge of all things sciencey (Special Use)
Crew Positions:
[1] One per ship
[+] Multiple allowed
[1/] One per appropriate facility
- Captain (large ships only): Usually filled by player, if player has multiple large ships active affects overall performance. [1]
- Helmsman/Fleet Pilot (Medium to large ships): Determines how well the ship flies and main guns fight, and on smaller ships fills the same role as Captain. Filled by player on main ship unless otherwise assigned. [1]
- Turret Gunner (Any ship that supports turrets): Determines accuracy of the turret. [1/]
- Chief Engineer (Medium to large ships): Determines repair rate of shipboard systems. If Engineering Skill is high gives boost to available power, if low adds a penalty. [1]
- Engineering Tech. (Large ships only): Assists CE with repair duties allowing more than one system to be fixed at a time.[+]
- Flight Mechanic (Ships with a full flight deck): Determines speed with which fighters docked are repaired, refitted, and munitions are on/offloaded. [+]
- Ship’s Doctor: (Large ships only): Heals wounds, and boosts morale by treating day-to-day ills.[1/]
- Medic: (Medium to large ships): Heals wounds on medium ships and Assists SD on large to increase number of patients that can be treated. [+]
- Quartermaster (Large ships): Determines amount of time that must be spent loading/unloading cargo. Due to organizational abilities if Cargo Handling Skill is very high can be like a cargo expansion, if quite low effective cargo room is reduced. [1]
- Cook (Medium to large ships): responsible for turning resources into food. The better the cook the better ship wide morale. If exceptionally poor may have a negative effect on morale. Also determines efficiency with which food stockpiles are used.[1/]
- Wingman (fighters, bombers): Affects the skill with which those covering your backside fly and fight. [1/]
- Science Department Head: Runs a lab if you have one. [1/]
- Researcher: Aids their department head. [+]
- Bridge/cockpit (innate): Where the ship is directed from.
- Engineering (innate): Where all systems hook together.
- Turrets (pre-existing upgrade, weapon mounts): independently rotate able gun or missile mounts, usually manned.
- Crew quarters: Everybody needs a place to rest their head. A pilot or turret gunner can crash in their seat, but even they prefer a bed. Comes in various sizes and luxury levels, determines number of crew-members you can keep, and affects morale.
- Lounge: Just takes up space, unless you want your crew and/or passengers to have some fun. Affects morale, and kinds of passenger missions available.
- Passenger Quarters (existing, but in need of better implementation): Like those for your crew they come in various sizes and luxury levels. Affects types and number of passengers for passenger missions.
- Flight deck: Sometimes a hull needs a little modification, but if you want to use some of your space to launch and land smaller craft this is what you want! Comes in various craft size capabilities.
- Hanger: A place to put docked ships until you need them comes in various sizes.
- Support Supply Storage: If you want to run ships from your flight deck you need somewhere to but the extra fuel, weapons, upgrades, and repair parts.
- Med Bay: For the treatment of wounded there is no better place. Comes in various sophistication and sizes. Allows for medical aid missions.
- Medical Storage: Extends the abilities of your Med Bay by housing additional supplies.
- Galley: If you have a cook he needs somewhere to cook, and your crew needs somewhere to eat.
- Pantry: If you have to eat, you have to pack it! Comes in various sizes.
- Cargo Bay: You want to transport cargo you have to put it somewhere. Comes in various sizes.
- Science Lab: comes in various types, sizes and sophistication, allows for special research missions.