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Old 08-24-2011, 01:48 AM   #1
Kossimer
 
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Downside to Goon Surplus?

The tutorial gives you lots good reason to have a goon surplus on your ships, which is originally 20%, but not a single reason to not have them. The only thing I could think of is that sliding it to a 100% surplus and collecting those goons would make you slow, but I saw a tip on the loading screen that said that they don't weigh you down. I don't understand why you shouldn't just raise that bar to 100% on all your ships.
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Old 08-24-2011, 02:09 AM   #2
bomblechop
 
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Probably the most compelling reason would be that if you had no spare room on your ships you couldn't pick up any of those goon pods floating around in space, thus denying yourself the easiest way to restock this much sought after commodity.
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Old 08-24-2011, 02:33 AM   #3
sverr
 
 
 
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Originally Posted by bomblechop View Post
Probably the most compelling reason would be that if you had no spare room on your ships you couldn't pick up any of those goon pods floating around in space, thus denying yourself the easiest way to restock this much sought after commodity.
Pretty much this, It is a risk vs. reward time system, in my view anyway. The more goons you squeeze into a ship, the faster they will repair it. But, if said ship is destroyed the more goons you will lose.

Then, when the next ship is built, you won't have any space to pick up survivors.
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Old 08-24-2011, 06:50 AM   #4
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If I find myself maxed out on goons and don't plan on any major battles, I usually trade some in at a friendly science station for some extra data. It helps to keep the data flowing and my levels rising.
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Old 08-24-2011, 08:05 AM   #5
Angus Kart
 
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I keep it at about 3% most of the time to maximize rescue space.
If its a hard battle I might up it a bit if Im more worried about survivng the battle than collecting more goons. After that its back to 3%

When I hit the max goon capacity then I trade goons for data to level quickly

If the slider is set at 100% then you cant collect any more goons.
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Old 08-24-2011, 09:11 AM   #6
gt24
 
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For me, it seems like if I let a ship get damaged that it won't survive anyways. If the ship does survive then I can usually jump it out for repairs using the tactics panel. So, for me, I don't see a large reason to have a huge amount of crew on a ship because their usefulness seems to only be when my ship has light damage on the armor (light enough for me to not want to jump out for repairs).

Still, I run with about 33% crew. It seems to work well enough for collecting new crew and yet addresses an armor plate being yellow from time to time.
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Old 08-24-2011, 02:47 PM   #7
killersweeks
 
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Quote:
Originally Posted by gt24 View Post
For me, it seems like if I let a ship get damaged that it won't survive anyways. If the ship does survive then I can usually jump it out for repairs using the tactics panel. So, for me, I don't see a large reason to have a huge amount of crew on a ship because their usefulness seems to only be when my ship has light damage on the armor (light enough for me to not want to jump out for repairs).

Still, I run with about 33% crew. It seems to work well enough for collecting new crew and yet addresses an armor plate being yellow from time to time.
If you focus on maximizing crew through ships and specialists, you will find that having 300-400 goons on a ship has the same effect as doubling the hull AND armor on that ship in a firefight.
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Old 08-26-2011, 11:20 PM   #8
Breet
 
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Quote:
Originally Posted by Kossimer View Post
The tutorial gives you lots good reason to have a goon surplus on your ships, which is originally 20%, but not a single reason to not have them. The only thing I could think of is that sliding it to a 100% surplus and collecting those goons would make you slow, but I saw a tip on the loading screen that said that they don't weigh you down. I don't understand why you shouldn't just raise that bar to 100% on all your ships.
The downside (as others have said) to having it high, is you just don't start to pool them on your mothership as much. While that doesn't seem that important they are the key to improving relationships and bribing your way past gates.
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Old 08-27-2011, 10:36 AM   #9
NanostrikeX
 
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Originally Posted by Breet View Post
The downside (as others have said) to having it high, is you just don't start to pool them on your mothership as much. While that doesn't seem that important they are the key to improving relationships and bribing your way past gates.
And improving the crew capacity doesn't seem to help, since it seems that the repair rate boosts are based on the % of goons, not the number.

You'd think having 40/40 goons, then getting a crew capacity increase to 50 and having 40/50 would let you get the same repair boost as 40/40, but no. Because it's only 80% surplus goons instead of 100% now...
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Old 08-29-2011, 12:31 AM   #10
smooth
 
 
 
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If that's the case it needs to be fixed.
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Old 08-29-2011, 12:43 AM   #11
Dri
 
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If what NanostrikeX says is true than yeah, that really must be changed. I was totally under the impression that more crew above the the base max capacity meant faster repair rate and what % of crew you were at didn't matter!

If this is true then its actually almost punishing to increase crew size since now you'll need to spend MORE goons just to get the same repair speed! Each ships base screw size should be locked-in and for every goon above that it should give a bonus to repair speed (devs gonna have to balance that, no doubt).
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