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Rarek
Joined: Thu Mar 31, 2011 2:19 am Posts: 2163 Location: The musical starbursts of the night sky
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Up to now, any crew I get has been through artifact pulls (androids for example) and through the Kronyn chain. My rank points have gone solely into decks and I have been installing modules instead of using 5 points for 10 crew, which in the end is a really crappy return.
My raiding seems not to have been affected as I'm approaching my third protean armory fast. I estimate approximately an 85% successful raid rate. So the real question is, when do crew ever become useful? And if it already is, what am I missing?
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Fri Aug 24, 2012 12:02 pm |
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RigorMortis
Joined: Mon Nov 28, 2011 4:43 pm Posts: 2110
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It becomes useful in avoiding a high damage cap. By the time you're one of the high-ranking players with multiple dozens of AP/h, it's very likely that most of your energy, attack, and defense will come from crew. (Or, at the least, most of either your energy or attack.) Heck, even a good half or more of your research will likely end up coming from scientists.
So, from the perspective of Crew vs. Deck, it's about keeping the damage cap down and thus making your ship require more hits to kill. This helps with NPCs and PvP, and in the long run requires a relatively small sacrifice of ship stats due to module loss due to Tactical Officers, Engineers, and Androids keeping you at or above the rest of those around you despite ship size (depending on AP/h, of course. You could also be below with a bad AP/h).
Edit: You could also end up below if you have a moderately high AP/h, but never get prisoners (like this guy).
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Fri Aug 24, 2012 12:11 pm |
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Ludapizzle
Joined: Sat Dec 10, 2011 9:13 pm Posts: 122
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It really depends on the build you want to achieve. Id suggest to figure out how many decks you really need (3-4k give or take, maybe more, maybe less, i know i need around 4400 to fit everything i need and get the achievement at the same time). Building your crew isn't really hard if you slow rank in the least bit and if you set yourself goals to achieve.
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Fri Aug 24, 2012 12:37 pm |
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Golgotha
Joined: Sun Oct 02, 2011 4:14 am Posts: 541
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From 2k decks onwards, go for crew.
At that point, all the extra decks you add should be from artifact drops. Trust me, you will eventually have more ship bots than you know what to do with. Im sitting on something like 3200 of them at the moment...
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Fri Aug 24, 2012 1:07 pm |
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Bluecifer
Joined: Sat Dec 25, 2010 11:53 pm Posts: 3756 Location: Aboard my floating fortress of ineptitude
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I stopped pointing points into decks at around 1500. Now I have 1955. All of my crew types are above 1k (except helmsmen, but with the amount I've saved for Veloxes, I'd have 1009). I have yet to find anyone on my BT with stats equal or superior to mine (only ones I know are TB, who's in my legion, and TBP, who isn't in my rank bracket).
Basically, the sooner you can stop, the better. maybe around 5-6k artifact, but I'm not 100% sure.
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Fri Aug 24, 2012 1:13 pm |
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MrMiko
Joined: Mon Mar 05, 2012 8:26 am Posts: 67 Location: under ur bed
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1142 Decks 6985 Cargo 1002 Engineer 2778 Tactical Officers 1077 Helmsmen 743 Scientists
rank 420 1billion upkeep
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Fri Aug 24, 2012 1:27 pm |
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Epicownage
Joined: Thu Oct 13, 2011 8:37 pm Posts: 4415
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Basically once you've installed everything you want to install, decks become finite and you have to start putting points into crew. It actually builds up pretty fast with a high enough artifact output.
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Fri Aug 24, 2012 2:44 pm |
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icarium81
Joined: Tue Aug 09, 2011 2:15 am Posts: 3056
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MRmiko... your stats seem a bit lacking
rank 592 (so yes a bit ahead of you there) energy ~6K without relays. 3272 Decks <---- relatively high, but i'm only adding decks as i need them for energy modules and attack modules.. pointless i know because i can just add TO's for free and not raise my damage cap, but I like having all the guns possible. 30000 Cargo 3459 Engineers 5000 Tactical Officers 2422 Helmsmen 4552 Scientists
and i stopped adding decks around 1800 or so i think. let ship bots and lazuli vaults take care of the rest. just get your AP/hr up, and youll see enormous growth.
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Fri Aug 24, 2012 3:25 pm |
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Elfling
Joined: Sat Jul 09, 2011 12:41 pm Posts: 147 Location: Australia
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The major reason for adding decks is so that you have room for your researched modules.
The major reason for adding crew at low rank is to give you an edge in raiding. If you aren't going to be raiding, the only crew you should consider adding is engineers, and that is because more energy = more you can do = game more fun.
The major reasons for adding crew at higher ranks are that you've run out of modules to install (therefore decks are not useful) or that crew boost your stats without costing extra upkeep. Upkeep can become pretty horrendous, esp. if you don't keep on top of mining planets. And even if you do, the flexibility of being able to run without fat, expensive reactors (for example) can make a big difference: if you want an extra energy boost on rank-up, you can run a cheaper reactor if you have engineers to supplement.
E.g. I have 1200 engineers. I have researched Intra-D IVs but I don't run those because I don't want to pay the upkeep. Instead, if I want a reactor, I use a Dark Energy Core IV or an Intra-D I. Both of those cost little enough upkeep that I don't notice them. And they live in my cargo bay except for when I am getting a full energy refill. (Note: most people around my rank are running Supernovas, so I am actually using reactors 2 tiers below normal.)
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Sat Aug 25, 2012 8:29 am |
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Hawkeblade
Joined: Tue Oct 26, 2010 5:29 pm Posts: 3022
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1798 Decks
1375 Engineers
3318 Tactical Officers
1402 Helmsmen
2212 Scientists
rank 412
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Sat Aug 25, 2012 8:53 am |
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Adsibearsawsome
Joined: Mon Jan 16, 2012 6:02 pm Posts: 1327
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1923 decks
4810 cargo
200 Engineers
541 Tactical officers
262 Helmsmen
1006 scientists
Rank 279
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Sat Aug 25, 2012 10:26 am |
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Firekas
Joined: Tue Nov 15, 2011 1:15 am Posts: 203
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Space: 2241 / 2241 Cargo: 3579 / 8060 252 Engineers 1023 Tactical Officers 145 Helmsmen (can't add any Helms until I get my last Velox -_-) 1435 Scientists
Rank 284
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Wed Aug 29, 2012 4:40 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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Rank 322 2.3k decks - stopped around 1900. 15085 Cargo 1055 Engineers 1149 Tactical Officers 352 Helmsmen 1783 Scientists
It seems to work fine. Other than TBP, I can think of few ships that out-power me that aren't hideously above me in rank. ICBLF would be another to get an honourable mention.
Rank ups go to engineers now, prisoners go to TOs, changing from a flat 50/50 at 1000 of each. It seems I get considerably more prisoners than rank ups.
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Wed Aug 29, 2012 4:48 pm |
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elerian
Joined: Tue Oct 25, 2011 3:25 am Posts: 2360 Location: New York
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I stopped at 3k decks personallly but heres where I'm at
Rank 363 decks 3997 attack : 7969 defense : 13397 cargo : 19430 Engineers : 470 tac officers : 3299 helmsman : 1718 scientists : 3559
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Wed Aug 29, 2012 5:12 pm |
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KJReed
Joined: Mon Nov 21, 2011 1:08 am Posts: 3142
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Crew> decks.
Finite use for decks. And raises damage cap.
Best gotten from ship bots.
The sooner you stop using rank points for decks, the less you will regret later when you have a bunch of useless bots.
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Wed Aug 29, 2012 5:34 pm |
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keithor
Joined: Tue Mar 08, 2011 5:34 am Posts: 107
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level 583 3128 Decks 35550 Cargo 802 Engineers 6905 Tactical Officers 1786 Helmsmen 4754 Scientists I stopped using points for decks at around 1500 decks and used nothing but bots since,sure it took a little longer to fit all the defense mods but I am happy with the results and i now have a cargo full of useless ship bots
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Thu Aug 30, 2012 5:15 am |
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Silens
Joined: Tue Feb 28, 2012 11:42 am Posts: 779
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KJReed wrote: Crew> decks.
Finite use for decks. And raises damage cap.
Best gotten from ship bots.
The sooner you stop using rank points for decks, the less you will regret later when you have a bunch of useless bots. Problem with that is, at 5k AP/hr I'm getting like.. Half a dozen ship bots a week. Might not be ideal when I need to install a new set of modules. Obviously when my AP grows I will be able to keep up with just ship bots but then people with a lower AP than me will struggle even more with ship-bots alone.
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Sat Sep 01, 2012 11:13 pm |
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KJReed
Joined: Mon Nov 21, 2011 1:08 am Posts: 3142
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Silens wrote: KJReed wrote: Crew> decks.
Finite use for decks. And raises damage cap.
Best gotten from ship bots.
The sooner you stop using rank points for decks, the less you will regret later when you have a bunch of useless bots. Problem with that is, at 5k AP/hr I'm getting like.. Half a dozen ship bots a week. Might not be ideal when I need to install a new set of modules. Obviously when my AP grows I will be able to keep up with just ship bots but then people with a lower AP than me will struggle even more with ship-bots alone. Long run every deck you add with rank points takes 2 attack away. May not seem like much but when you are adding thousands of decks... My question is what modules CANNOT wait? Can't really think of any that you couldn't just reconfigure your ship for.
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Sat Sep 01, 2012 11:41 pm |
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Silens
Joined: Tue Feb 28, 2012 11:42 am Posts: 779
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Yeah.. But up until a certain point where upgrades come by fairly often, presuming each time you go from Mk3 cannons to the next Mk3, that's 32 decks a time. At low ranks it's fairly quick. Your theory might work in the long run, but until you get a good Ship Bot income you are going to be lacking.
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Sat Sep 01, 2012 11:59 pm |
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Sahil667
Joined: Sun Jul 24, 2011 6:15 pm Posts: 385
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Rank 557 3894 Decks 50000 Cargo 1862 Engineers 7171 Tactical Officers 2892 Helmsmen 5577 Scientists
I stopped adding points into decks at about 2k decks, let the ship bots take it from there. All my rank points tend to go into tac officers, with a few into engineers every now and then when i feel i need an energy boost. As most ppl have said, its all about the arti, get that up and your ship stats will soar.
_________________ Rank 866 Attack: 52247 Defense: 37775 Hull: 87712 Shield: 41525 Energy:14000
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Sun Sep 02, 2012 12:08 am |
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