TEST has 17,678 members... but how many Crew will we need?

NaffNaffBobFace

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Another thread got me wondering...

I've got a handful of ships as many of us have. Among my craft I have an Endeavor with a max crew of 16 (fully staffed with research dudes/doctors) which has a minimum crew of 3 and a Constellation Taurus with a max crew of 4 and min of 3.

Any ship will be flyable solo, even the biggest of capital ships, but they won't be very good unless you have a minimum crew.

So with all of my ships put together I have a max crew requirement of 28 and a minimum crew requirement of 12.

So... how many crew is TEST actually going to need? I'd wager well in excess of the 17,678 members we actually have, for instance if we say my minimum of 12 is the average crew requirement per member we are going to need 212136 members to crew all of our ships...
 
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supitza

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I'm pretty sure that everybody's going to want to pilot their own ships... for a few hours until we find it's really inefficient. Then we'll get together and crew one single ship and have tons of fun!
Sadly, there will be tons and tons of our ships (and RL $) sitting in hangars and gathering dust.
 

Tealwraith

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First, the only ship you need is the Aurora. Second, you can't fly all your ships at once so I'm not sure you've calculated your minimum crew requirements correctly. Third, you don't have to hire PCs or NPCs, you can automate some stuff like turrets with computer AI. Third, what is it you really want to do in SC? I plan to be a medic/doctor and that means I won't be running a ship unless no one has a crew position available, which, looking at your post, I highly doubt will be a problem.
 

Tealwraith

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I'm pretty sure that everybody's going to want to pilot their own ships... for a few hours until we find it's really inefficient. Then we'll get together and crew one single ship and have tons of fun!
Sadly, there will be tons and tons of our ships (and RL $) sitting in hangars and gathering dust.
You can always sell ships and make a mountain of credits, but there should be a way to rent your ships out to make some credits instead of your fleet just being a bunch of hangar queens.

...and that is where the real pay2win will happen.
 

NaffNaffBobFace

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I'm pretty sure that everybody's going to want to pilot their own ships... for a few hours until we find it's really inefficient. Then we'll get together and crew one single ship and have tons of fun!
Sadly, there will be tons and tons of our ships (and RL $) sitting in hangars and gathering dust.
First, the only ship you need is the Aurora. Second, you can't fly all your ships at once so I'm not sure you've calculated your minimum crew requirements correctly. Third, you don't have to hire PCs or NPCs, you can automate some stuff like turrets with computer AI. Third, what is it you really want to do in SC? I plan to be a medic/doctor and that means I won't be running a ship unless no one has a crew position available, which, looking at your post, I highly doubt will be a problem.
Yeah, but with all that taken into account, how many crew would you need, max crew, to take your own personal fleet out. Say for instance TEST HQ was under seige by ADI and you had to move every single one of your ships at once... How many crew would you need min/max? 🙂
 

Tealwraith

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Yeah, but with all that taken into account, how many crew would you need, max crew, to take your own personal fleet out. Say for instance TEST HQ was under seige by ADI and you had to move every single one of your ships at once... How many crew would you need min/max? 🙂
There is no way I'd store every one of my ships in the same place, you never put all your eggs in one basket. If you need to move your fleet, it's probably cheaper to hire a mover rather than try to do it yourself. I only need myself to move my Aurora from TEST HQ and finally, I'd be more help healing downed Yellowjackets in a fight against ADI than trying to blast them myself. I realize my answers don't work for some, but I'm not going to get into speculating how many NPCs I need to move my fleet if I hire one per ship because I prefer not to talk about my hangar, that's how people end up getting hacked.

If you need a medic on one of your vessels and our glorious leader doesn't need me for concierge medicine, I'll be happy to patch up TESTies.
 

NaffNaffBobFace

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There is no way I'd store every one of my ships in the same place, you never put all your eggs in one basket. If you need to move your fleet, it's probably cheaper to hire a mover rather than try to do it yourself. I only need myself to move my Aurora from TEST HQ and finally, I'd be more help healing downed Yellowjackets in a fight against ADI than trying to blast them myself. I realize my answers don't work for some, but I'm not going to get into speculating how many NPCs I need to move my fleet if I hire one per ship because I prefer not to talk about my hangar, that's how people end up getting hacked.

If you need a medic on one of your vessels and our glorious leader doesn't need me for concierge medicine, I'll be happy to patch up TESTies.
Fair enough, logic is key.

Bring on the shitposts!

 

Radegast74

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Radegast74

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Another thread got me wondering...

I've got a handful of ships as many of us have. Among my craft I have an Endeavor with a max crew of 16 (fully staffed with research dudes/doctors) which has a minimum crew of 3 and a Constellation Taurus with a max crew of 4 and min of 3.

Any ship will be flyable solo, even the biggest of capital ships, but they won't be very good unless you have a minimum crew.

So with all of my ships put together I have a max crew requirement of 28 and a minimum crew requirement of 12.

So... how many crew is TEST actually going to need? I'd wager well in excess of the 17,678 members we actually have, for instance if we say my minimum of 12 is the average crew requirement per member we are going to need 212136 members to crew all of our ships...
This would be worth re-visiting and theory-crafting periodically. It really seems like Orgs are going to be a very powerful force in SC, and large Orgs will have a huge *potential* advantage, if they can solve problems of communication (i.e., effectively communicating with several thousands of people, who may have different ideas about things) & hierarchy (i.e., who is a team player vs. how many people want to be "in charge").

Getting "concrete" (and leaving out a lot of the background ideas & info) we already have special interest groups. Inside each group, we will have a bunch of people either already doing something in the 'verse, and a bunch of people ready to hop in and play. Using whatever chat service it is, we can just rapidly recruit people on the fly to get certain things done. If there is a big job, even if the ship owner has to sign out for the night, others can still carry on the mission.

Example: a bunch of miners want to mine a new area. They get an Orion and a bunch of Prospectors ready, but guess what, somebody scouts out the area and there are Pirates. They then contact the TEST mercenary/security group, who puts out a call for people to man some larger ships and fighters, to start the whole process of clearing out the area, so the miners can do their thing. Even after the Pirates are cleared out, the miners will still need some security....also, the Pirate wrecks will be ripe pickings for the TEST Salvage group, so again, a call can be put out for any available Reclaimer owners, and people to crew those ships.

BTW, if you watched the Tony Z. CitizenCon talk, then there is a whole other level to this...the salvage and mining ops will then yield more minerals & materials, which will then impact commodities & prices...
 

Ammorn

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You can always sell ships and make a mountain of credits, but there should be a way to rent your ships out to make some credits instead of your fleet just being a bunch of hangar queens.

...and that is where the real pay2win will happen.
Test should rent out their lesser ships out to their rival organization through a shell organization for an appealing rate so they don't spend the little extra to buy better ships. Meanwhile they fight us with inferior ships and get blown up and shot up and we charge them for the damage.
 

Ammorn

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Yeah, but with all that taken into account, how many crew would you need, max crew, to take your own personal fleet out. Say for instance TEST HQ was under seige by ADI and you had to move every single one of your ships at once... How many crew would you need min/max? 🙂
Given our numbers we'd just recall the mining fleets and cargo hauler fleets and they'd break the siege.
 

Tealwraith

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Huh, Elmo's a communist. He's red and encourages sharing everything.
Communism is heresy. Only by following His Holiness Montoya, Glorious Leader of the Knights of the Aurora and All-around Most Excellent, Dreadnought Org Leader in the Verse and Underverse, can anyone hope to create Utopia.
 
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