to be clear most competitive players only use about 4-5 crew roles. with just 1 supply role you can just assign them to a factory if you want them to do ammo or assign them to a reactor if you want them working on power or a storage if you want them to do supply. Also keep in mind assignments are more important than priorities in most cases because most inefficiency comes from crew walking between jobs on opposite side of the ship rather than switching jobs in the same area. to sum up the topic: start by assigning redshirts and place them next to where they need to be, then place operators in unused space, lastly add/assign priority roles if necessary.
@@captaincaffeine One of many reasons. If I do play multiplayer I want to see how many people just disconnect immediately when they see my big battle cruiser.
@@dastronomical4020 I haven't played in a while, I'll boot it up to see if anything changed when I get home, the single player is open world but the multiplayer is more of an arena thing where you bring in ships you saved the model of to have a fun little battle. The single player does get repeatative after a while, it isn't quite like say No Man's Sky at launch, but it could stand to have a little more depth to go with its breadth.
Nice video! As Polar Bear said, I'd say assignment is more important than roles in most cases, and you can get away with 3-4 roles even in extremely optimized competitive ships. Operators are definitely the easiest and probably most important crew role, so I'm glad you covered them first. Good rapid-fire tips at the end too.
When is the next Oneye video? As the official winner of the first tourny since launch, I'd love to see some of your ship set ups and crew management ;).
@@reek7518 Second tourney* I'll make one when I have the time and motivation. A competitive ships breakdown is a good idea though, thanks. In the meantime, if you want to look at my ships I've posted a couple on the Excelsior Discord server.
Wow, what a series this was... I've been a little critical with some of the points you made in the last few videos, but in the end I still love all of your amazing well-edited guides to bits! As a person who'd call myself ''someone who knows a lot about the game,'' there are still many, many small niche facts about crew assignments I didn't know about and will definitely help me. I'm sure this will help many skilled veteran players as well... May I wish you luck for your next journey, captain, hope you'll return to Cosmoteer soon enough 👍
hey man I loved these videos when I was just starting out and they were super informative with no funny business in-between. It would be super cool if you could make these videos for barotraumas ship building system as well as a lot of guides tend to be either over complicated or not well made
I've just started playing cosmoteer and I'd love to have a simple guide on miscellaneous things like the explosive charge, hyperdrives and tractor beams.
My biggest issue with this game's way of dealing with crew priorities is that you can only assign people via their quarters. If have a small ship and want 3 people working supplies and 3 people handling weapons whilst having only 1 crew quarter on the ship, it's tough luck. You'll have to manually assign them in everytime
Can you do a fame guide (specifically when you should add your mothership into your fleet (without being starved for crew) and also general tips for ship building perportional to system difficulty (like what you should have when fighting level 1 level 2 level 3 etc. enemies)).
Always assign operator crew in full groups. IE if you have 3deck cannons and 2crew quarters, assign both crew quarters to all 3deck cannons. Crew is assigned randomly 1 quarters at a time, and does not adjust for other assigned qurters. If you split the assigning so each quarters was assigned to 1deck cannon and shared the last, you can run into situations we're the first quarters filled all 4 seats of the shared deck cannon resulting in the other deck cannon only having 2 of the 4 needed crew so you end with 1unmanned deck cannon 2manned deck cannons and 2crew per quarters doing nothing. This is catastrophic when it happens to ships with 2 bridges as it will disable the entire ship
I loved your guide, my dude! I would love something focused on railguns, I think it's extremely clunky to set the railgun to only fire at the specified target, and having to mannualy move the ship into position.... is there an easier way?
unfortunatly the railgun is indeed rather "unique" in its playstyle. The only thing i can reccomend is railfanning. You setl your railguns to only fire when they are aligned with your intended target (fire at target) and not when it can hit the enemy ship anywhere (fire at will). Good Railfanning guide by Saris th-cam.com/video/HbLLa-qr6Kw/w-d-xo.html My attempt at explaining Railfanning (with timestamp) th-cam.com/video/TAbcIxIu-P4/w-d-xo.html edit: unless thats what you mean with "manually move". But i dont think there is an easier way ^^" sry
Very useful videos for new comers to the game. Ever consider doing reviews on mods you enjoy or you feel other players would find useful in enhancing the gameplay?
An additional note to add! I did some testing of crew movement carrying batteries to ions through different lengths of hallways. I made sure that 1 crewmember is walking through their own 1 width of hallway to power up an unpowered (but crewed) ion beam, 19 times back and forth. The difference in time for the different lengths of hallway should be purely movement speed based. I'm not sure if the movement speed changes whether or not the crewman carries an item, so these are average. Linear regression gave me 3.3 m/s, but 3.2 m/s gives better predictions of some of my other tests, plus a more conservative estimate may be preferable for design purposes.
How do I build or properly set up a ship that is supposed to orbit around an enemie and shoot with it's weaponized side? Could you make a tutorial on that
Thank you for the video: Question and clarification: Crewsize suggestion: laser/capacity of 4 Small Reactor/Charge Size 1 4/1=4 Does that mean I need 4 crew PER small laser?!
you dont NEED 4 people. the "maximum" is because the game never takes more than 4 crewmembers at any given time to charge the laser. if your laser is empty, it has 4 empty charges. so the game will send 4 crewmembers with 1 charge batterys to the laser. the reason why i implemented this info is due to the fact that sometimes people have such inefficent traveltimes that their laser runs out of power even with 4 crewmembers charging it. they then try to compensate by throwing more crewmembers at the problem but even with 100 crewmembers assigned to this task, the game will never send more than 4 in this case. never.
@@captaincaffeine So 4 individuals can be assigned to X at any given time. TDLR:So the point is to have literally, as you mentioned, short travel time to something. Turns out I placed smaller generators closer to the point I needed and it all works mostly fine now. ---- I just fixed something ebcause I kept throwing more crew to charge things and I couldn't figure out why half of them stayed still. So even thoguh this reminds me of RIMWORLD is not as indepth, in RIMWORLD I could have a chain over long distance doing a single task if I wanted to.
"crew limit exists to ensure you have challange" meanwhile me steamrolling systems with a basicly square of dakka "Hugh hueghh ill fucking do it again"
can someone pls help i have enough crew quarters and bunks and i generate enough power but it still says that the power isn't connected or smth and also the control room isn't operational for some reason
@@captaincaffeine oh no i figured it out it was bc i had the game paused and if u have it paused it keeps saying that u arent generating enough power until you unpause it
I seriously hope they will rework this and add some automation. I absolutely hate recharging shields and engines with crew. I think that Rimworld Save our Ship has superior ship mechanics. At the moment I'm saved by mods ( shields cooldown and cable age ) . But I would love to design conduits and stuff....
to be clear most competitive players only use about 4-5 crew roles. with just 1 supply role you can just assign them to a factory if you want them to do ammo or assign them to a reactor if you want them working on power or a storage if you want them to do supply.
Also keep in mind assignments are more important than priorities in most cases because most inefficiency comes from crew walking between jobs on opposite side of the ship rather than switching jobs in the same area.
to sum up the topic: start by assigning redshirts and place them next to where they need to be, then place operators in unused space, lastly add/assign priority roles if necessary.
What is op?
Probably the best tutorial series I’ve seen on Cosmoteer
I just need all my ships to be extremely phallic. That's all that matters.
to assert dominance?
@@captaincaffeine One of many reasons. If I do play multiplayer I want to see how many people just disconnect immediately when they see my big battle cruiser.
"Supreme excellence consists of breaking the enemy's resistance without fighting"
-Sun Tzu
Carry on, Sir.
@@deplorabledegenerate2630 is the multiplayer coop or openworld or what? i dont have the full game i play demo
@@dastronomical4020 I haven't played in a while, I'll boot it up to see if anything changed when I get home, the single player is open world but the multiplayer is more of an arena thing where you bring in ships you saved the model of to have a fun little battle.
The single player does get repeatative after a while, it isn't quite like say No Man's Sky at launch, but it could stand to have a little more depth to go with its breadth.
Nice video! As Polar Bear said, I'd say assignment is more important than roles in most cases, and you can get away with 3-4 roles even in extremely optimized competitive ships. Operators are definitely the easiest and probably most important crew role, so I'm glad you covered them first. Good rapid-fire tips at the end too.
When is the next Oneye video? As the official winner of the first tourny since launch, I'd love to see some of your ship set ups and crew management ;).
@@reek7518 Second tourney*
I'll make one when I have the time and motivation. A competitive ships breakdown is a good idea though, thanks. In the meantime, if you want to look at my ships I've posted a couple on the Excelsior Discord server.
I need to see this guy make a series. These tutorials are amazing!!
Just finished all your guides, absolutely fantastic. Thank you
really wish you would make more videos or stream.
Wow, what a series this was... I've been a little critical with some of the points you made in the last few videos, but in the end I still love all of your amazing well-edited guides to bits! As a person who'd call myself ''someone who knows a lot about the game,'' there are still many, many small niche facts about crew assignments I didn't know about and will definitely help me. I'm sure this will help many skilled veteran players as well...
May I wish you luck for your next journey, captain, hope you'll return to Cosmoteer soon enough 👍
Both cosmoteer and other game recommendations and guides would be welcome - thank you thank you
Didn't breathe for 2 weeks while waiting for a new video
my latest ship (organically grown in campaign) uses less than 50% reccomended and works amazingly
For specialists, I like to do operators, fire suppression crew, battery loaders, factory loaders, and weapon loaders. It’s redundant, but works.
Bro post more videos its been a year we are lacking updated cosmoteer videos, please bro 😭
Good to see another video from you Captain!
Thank you very much Captain, you helped us new recrutes a lot and we wont forget that
hey man I loved these videos when I was just starting out and they were super informative with no funny business in-between. It would be super cool if you could make these videos for barotraumas ship building system as well as a lot of guides tend to be either over complicated or not well made
I've just started playing cosmoteer and I'd love to have a simple guide on miscellaneous things like the explosive charge, hyperdrives and tractor beams.
Great series! Hope you will do more cosmoteer content in the future
Dude you don`t post your playthroughs on youtube? Going crazy to watch you actually playing, learned a lot from you! Ty!
My biggest issue with this game's way of dealing with crew priorities is that you can only assign people via their quarters. If have a small ship and want 3 people working supplies and 3 people handling weapons whilst having only 1 crew quarter on the ship, it's tough luck. You'll have to manually assign them in everytime
Even tough It was already done by other youtubers, I want to see an Starsector guide from this channel!
Nice Video, can you show how you set up your Role priorities? idk how to setup loader supplier and gunner
Can you do a fame guide (specifically when you should add your mothership into your fleet (without being starved for crew) and also general tips for ship building perportional to system difficulty (like what you should have when fighting level 1 level 2 level 3 etc. enemies)).
Fantastic series, truly excellent resource
Your videos made me a better Commander. Thank you comrade
I usually just assign special roles for attack, defense, command(and sensor) as well as logistic.
any videos on the new chaingun?
i hope to see you make new videos about the new MRT and the chain gun!
Already out??? I'm so excited!!
Always assign operator crew in full groups. IE if you have 3deck cannons and 2crew quarters, assign both crew quarters to all 3deck cannons. Crew is assigned randomly 1 quarters at a time, and does not adjust for other assigned qurters. If you split the assigning so each quarters was assigned to 1deck cannon and shared the last, you can run into situations we're the first quarters filled all 4 seats of the shared deck cannon resulting in the other deck cannon only having 2 of the 4 needed crew so you end with 1unmanned deck cannon 2manned deck cannons and 2crew per quarters doing nothing.
This is catastrophic when it happens to ships with 2 bridges as it will disable the entire ship
pls make a vid about the gatling
Thanks man this series has helped me a ton
Oi! Make more videos! They are awesome! :D
6:04 *It's called the "Model Cancer" for a good reason*
Cosmoteer lore would be cool
good idea. dont know if i want to do that currently though because there isnt *that* much to dig into.
Nos WE need a chaingun review and guide😅
I loved your guide, my dude! I would love something focused on railguns, I think it's extremely clunky to set the railgun to only fire at the specified target, and having to mannualy move the ship into position.... is there an easier way?
unfortunatly the railgun is indeed rather "unique" in its playstyle. The only thing i can reccomend is railfanning.
You setl your railguns to only fire when they are aligned with your intended target (fire at target) and not when it can hit the enemy ship anywhere (fire at will).
Good Railfanning guide by Saris
th-cam.com/video/HbLLa-qr6Kw/w-d-xo.html
My attempt at explaining Railfanning (with timestamp)
th-cam.com/video/TAbcIxIu-P4/w-d-xo.html
edit: unless thats what you mean with "manually move". But i dont think there is an easier way ^^" sry
Thank you
I love these videos so much
Very useful videos for new comers to the game.
Ever consider doing reviews on mods you enjoy or you feel other players would find useful in enhancing the gameplay?
i already got some suggestions for mod reviews and i might tab into that. i for one however have only played vanilla thus far.
I never know how many crew each component needs. This...kinda helped...bit unclear...
An additional note to add! I did some testing of crew movement carrying batteries to ions through different lengths of hallways. I made sure that 1 crewmember is walking through their own 1 width of hallway to power up an unpowered (but crewed) ion beam, 19 times back and forth. The difference in time for the different lengths of hallway should be purely movement speed based. I'm not sure if the movement speed changes whether or not the crewman carries an item, so these are average. Linear regression gave me 3.3 m/s, but 3.2 m/s gives better predictions of some of my other tests, plus a more conservative estimate may be preferable for design purposes.
How do I build or properly set up a ship that is supposed to orbit around an enemie and shoot with it's weaponized side? Could you make a tutorial on that
This was useful.
thank you!
Math neard there.
9:40 it should be calculated with a harmonic mean.
1/(0.5 / 2 + 0.5 / 0.75) = 1.091.
So it is better only by 9% rather then 38%
Thank you for the video: Question and clarification: Crewsize suggestion:
laser/capacity of 4
Small Reactor/Charge Size 1
4/1=4
Does that mean I need 4 crew PER small laser?!
you dont NEED 4 people. the "maximum" is because the game never takes more than 4 crewmembers at any given time to charge the laser. if your laser is empty, it has 4 empty charges. so the game will send 4 crewmembers with 1 charge batterys to the laser. the reason why i implemented this info is due to the fact that sometimes people have such inefficent traveltimes that their laser runs out of power even with 4 crewmembers charging it.
they then try to compensate by throwing more crewmembers at the problem but even with 100 crewmembers assigned to this task, the game will never send more than 4 in this case. never.
@@captaincaffeine So 4 individuals can be assigned to X at any given time.
TDLR:So the point is to have literally, as you mentioned, short travel time to something.
Turns out I placed smaller generators closer to the point I needed and it all works mostly fine now.
----
I just fixed something ebcause I kept throwing more crew to charge things and I couldn't figure out why half of them stayed still.
So even thoguh this reminds me of RIMWORLD is not as indepth, in RIMWORLD I could have a chain over long distance doing a single task if I wanted to.
more videos when? :(
I just wanted to fight some ships with my ship :c
we just needed an excel chart and this will be a job
I feel targeted with the Rimworld Pop-up... haha
I now have to wonder just how fast crew is. Like, how long does it take for one unit to cross 10 blocks at 100% speed
I did my own testing on this, it's 3.2~3.3 m/s, wiki says ~3.25 m/s.
the mathhhh!!! where are you getting this maatthhhh 😭😭😭😭😭😭
can you do railguns next?
7:40 that ship seem op
"crew limit exists to ensure you have challange" meanwhile me steamrolling systems with a basicly square of dakka
"Hugh hueghh ill fucking do it again"
What to do if I need 3 people for a role/spezialisation?
I know this is awhile back but can someone explain the math behind 7:00 why do we need only 6 crew members between the engines and reactor?
i hope you doin fine
no videos in a year what a terrible upload schedual /jk very helpfull videos thanks much.
can someone pls help i have enough crew quarters and bunks and i generate enough power but it still says that the power isn't connected or smth and also the control room isn't operational for some reason
did you maybe forgot to place doors?
@@captaincaffeine oh no i figured it out it was bc i had the game paused and if u have it paused it keeps saying that u arent generating enough power until you unpause it
where he go...
coment
Scaling makes me sad.
This is too complicated for me.
I seriously hope they will rework this and add some automation. I absolutely hate recharging shields and engines with crew. I think that Rimworld Save our Ship has superior ship mechanics.
At the moment I'm saved by mods ( shields cooldown and cable age ) . But I would love to design conduits and stuff....
Bro dead