Difference between revisions of "Teams"
(Completed specializations list.) |
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|''Starbase'' | |''Starbase'' | ||
− | |All Starbase Structures | + | |All Starbase Structures |
|- | |- | ||
|''Armor'' | |''Armor'' | ||
− | |All armor modules | + | |All armor modules |
|- | |- | ||
|''Shield'' | |''Shield'' | ||
− | |All shield modules | + | |All shield modules |
|- | |- | ||
|''Damage'' | |''Damage'' | ||
− | |All damage modules. | + | |All damage modules |
+ | |- | ||
+ | |''Engineering'' | ||
+ | |All modules that directly affect CPU, PG or cap in some way. | ||
+ | |- | ||
+ | |''Navigation'' | ||
+ | |All modules that directly affect navigation in some way, including all cloaking devices. | ||
+ | |- | ||
+ | |''Ammo'' | ||
+ | |All ammunition | ||
+ | |- | ||
+ | |''Damage Amplifiers'' | ||
+ | |All modules that directly increase the damage of a weapon system. | ||
+ | |- | ||
+ | |''ECM & ECCM'' | ||
+ | |All ECM and ECCM modules. | ||
+ | |- | ||
+ | |''Capital Modules'' | ||
+ | |Super Weapons, Clone Vat Bays, Siege Modules | ||
+ | |- | ||
+ | |''Subsystems'' | ||
+ | |All subsystems (used with strategic cruisers) | ||
+ | |- | ||
+ | |''Disruption Drones'' | ||
+ | |EWAR Drones, Stasis Webifier Drones, Cap Drain Drones | ||
+ | |- | ||
+ | |''Warfare Drones'' | ||
+ | |All combat drones. (Light, Medium, Heavy and Sentry Drones) | ||
+ | |- | ||
+ | |''Fighters'' | ||
+ | |Fighters and Fighter Bombers | ||
+ | |- | ||
+ | |''Utility Drones'' | ||
+ | |Mining, Salvaging and Logistics Drones | ||
+ | |- | ||
+ | |''Containers'' | ||
+ | |Secure Cargo, Audit Log Secure, Cargo and Freight Containers | ||
+ | |- | ||
+ | |''Deployables'' | ||
+ | | All deployables | ||
+ | |- | ||
+ | |''Outpost Construction'' | ||
+ | |Station Components, Construction Platform | ||
+ | |- | ||
+ | |''Neural Boosters'' | ||
+ | |All neural boosters | ||
|} | |} | ||
Revision as of 00:28, 12 June 2014
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Teams
Teams, also known as work teams, are a superior alternative to the NPC workforce provided when starting industry jobs, which help decrease the amount of materials needed for a job and also help decrease the time that said jobs take to complete, depending on which team you use to start a job.
What are teams?
Once Crius becomes live on the Tranquility server, "all" industry jobs (manufacturing jobs when Crius releases, but more types of jobs will require it in the future) will require an NPC workforce, that is, people that actually build the ship for you. Don't fret, for you will be provided with a workforce when you start a job. These teams are intended to be a better alternative to the standard workforce, as they provide specific bonuses to anything from specific types of ship hull manufacturing jobs to boosters and ammunition.
How do teams work?
Life Cycle
Teams are seeded over time, and each new team's stats, name, home and activities are all randomized in order to provide a wider variety of teams for players to choose from.
Teams can either be active and usable by players to improve their jobs in the teams current system, or in auction and being bid on by players on behalf of a solar system.
A team's "life" starts when it is created. At that point, players can then make bids on teams during the auction or chartering period of 7 days. Should no one make a bid on a team by the time the auction period ends, that team will retire immediately, but this should be rare in practice. After the auction period ends, the team will move to the system where the highest bid for it was made during the auction/chartering period. Players can then use the team as the workforce for their jobs and enjoy the bonuses for a period of 4 weeks, after which the team will "retire" and be unusable.
Team Type
Each team has a type, indicating what activities it can affect as a team. Each team only has one of six available types, which are listed below.
Type | What does it affect? |
Structure | Starbase and Sovereignty structures, containers and deployables. |
Components | Various industrial components required in T2-T3 manufacturing (ex: capital ship components and hybrid tech components) |
Consumables | All consumable items (boosters, nanite paste, ammunition, fuel blocks, etc.) |
Ship | All starships. |
Mobile | Drones. |
Equipment | All starship modules. |
Specializations
All teams have four specialties, or bonuses that they can give, which come from its members - each team member contributes one specialty to the team.
Each team member's specialty can be either broad or narrow. Broad specialties affect an entire class of items, such as small, medium or large classes of ships and provide smaller bonuses. Narrow specialties affect a specific type of item, like industrial ships or frigates and provide larger bonuses.
Below is a list of all broad specialties, and what they affect:
Broad Specialty | What does it affect? |
Small Class | Frigates (T1 & T2), Destroyers (T1 & T2), Shuttles |
Medium Class | Cruisers (T1, T2 & T3), Battlecruisers (T2 & T2), Industrial Ships (T1 & T2), Mining Barges, Exhumers, Industrial Command Ships (Orca) |
Large Class | Battleships (T1 & T2) |
Capital Class | Carriers, Supercarriers, Titans, Freighters, Jump Freighters, Capital Industrial Ships (Rorqual), Dreadnoughts |
Starbase | All Starbase Structures |
Armor | All armor modules |
Shield | All shield modules |
Damage | All damage modules |
Engineering | All modules that directly affect CPU, PG or cap in some way. |
Navigation | All modules that directly affect navigation in some way, including all cloaking devices. |
Ammo | All ammunition |
Damage Amplifiers | All modules that directly increase the damage of a weapon system. |
ECM & ECCM | All ECM and ECCM modules. |
Capital Modules | Super Weapons, Clone Vat Bays, Siege Modules |
Subsystems | All subsystems (used with strategic cruisers) |
Disruption Drones | EWAR Drones, Stasis Webifier Drones, Cap Drain Drones |
Warfare Drones | All combat drones. (Light, Medium, Heavy and Sentry Drones) |
Fighters | Fighters and Fighter Bombers |
Utility Drones | Mining, Salvaging and Logistics Drones |
Containers | Secure Cargo, Audit Log Secure, Cargo and Freight Containers |
Deployables | All deployables |
Outpost Construction | Station Components, Construction Platform |
Neural Boosters | All neural boosters |
Narrow specialties are usually named after the module or modules that they affect, so they are easier to identify. An example of a narrow specialty is Frigate, Smartbomb or Armor Active Modules.
The magnitude of the bonus generated from an individual team member's specialty is dependent on whether said specialty is narrow or broad, as stated above, as well as if it affects material efficiency or manufacturing time. In addition, each team member has an efficiency level, which also affects how big the bonuses they give will be.
Below is a list that shows that correlates efficiency levels to bonuses for broad and narrow specialties:
Efficiency Level | Material Reqd. | Manufacturing Time | ||
Broad | Narrow | Broad | Narrow | |
1 | -0.5% | -1.0% | -1.0% | -2.0% |
2 | -1.0% | -2.0% | -2.0% | -4.0% |
3 | -1.5% | -3.0% | -3.0% | -6.0% |
4 | -2.0% | -4.0% | -4.0% | -8.0% |
5 | -2.5% | -5.0% | -5.0% | -10.0% |
Salary
Salary is essentially what you are required to pay your workforce so it can do its job. If you use the provided NPC workforce, you don't have to worry about salary at all, since it is part of the original cost of installing a job. However, if you use a specialized team to make your jobs quicker or more efficient, you will need to pay anywhere between 2% and 18% more than the NPC workforce salary depending on the efficiency level of your specialized team.
Note that a higher salary, like the one that a specialized team has will increase the overall job cost, as salary is a multiplier used to generate the job cost of a particular item.
Restrictions
Teams cannot be owned by a particular entity, be it an individual, corporation or alliance, and are tied to systems, rather than structures in said system, like stations. You cannot use a team to help with a job outside of said team's current system.