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Space Crew - Crew Colours and Equipment Guideline

Written by Brygun   /   Nov 17, 2020    


A suggestion on what colors to give to whom. Also what style of gear and holsters.

Guideline to Crew Colours and Equipment



Sci-fi Coloring



The color, gear theme and holsters are described below. I am fairly well along the research so I think the theme of their gear is more important for new players.

All

Helmets

At first get armor, you need all you can get. Later I like the enviromental ones having 02 and armor. This is in space and having some 02 helps. Turns out later enemies also put radiation limpet mines on your ship. Having the extra radiation protection for everyone turns out to be helpful

Boots

Eventually I like having them all having the gravity boots to walk around and I can use that extra power elsewhere. When funds were low the priority for gravity boots was the engineer who moves around the most. Second was the security station as I use them to man the forward gun so they must move back and forth during battles.

Now for the colors and thems.

Pilot aka Captain

  • Purple, pistol, max armor.
  • They don't move much. If an enemy boarder does get to the bridge area it is this person that is in the intercept position so I want having a pistol. A rifle may be nearby but in an emergency the pilot is ready to shoot. Also if the ship is getting smeared by boarders the pilot can already go help.
  • The colour Purple is for the roman Senatorial rank. Yellow may have been Kirk from the original Star Trek (tm) but yellow is better for the engineer IMHo.
  • They pretty much always sit in the chair so movement is a low priority.

Comms

  • Blue, health tool, max armor.
  • I think of the Comms as the Science person what with them also doing scans. I issue them the health tool though later it doesn’t get used much its still good to have. The Comms is in a good position right next to the bridge four (4) equipment slots. This means a rifle or medical kit is easily in hand for them. So they don't need a pistol and the health holster boosts the medical kit on reviving a fallen comrade.
  • They pretty much always sit in the chair so movement is a low priority.

Engineer

  • Yellow, repair tool, high radiation.
  • The radiation outfits in this game are yellow-green so the yellow them for helmets and armor seems to work better. IF you want gold to "Kirk" your Captain then use green on the engineer.
  • The reactor is right near them. When the engineer uses overdrive they will suck down a lot of radiation. If the engines are damaged they leak radiation. The engineer will be swimming in radiation so their gear focuses on radiation protection.
  • The engineer should be first to get gravity boots as they move around a lot.

Secuirty aka Shields

  • Red, pistol, good armor with radiation or max armor.
  • The security person is the best person to move into the forward turret so that the “tag” or “auto tag” functions of the Comms position aren’t interfered with. As a turret position that will put them outside the main armor where gunners get hurt more often. There is a need to balance slightly toward movement as you need to hop the Securirty (4 on the keyboard) between the front gun and the shield controls.
  • The radiation protecting has to do with my preference for forward energy weapons on their turret. Once “overdrive” is available this ability boosts the weapon though generates radiation. Hence the energy weapon gunner should have at least some radiation protection.
  • The shield system also has an “overdrive” that makes radiation so once again we have a reason for radiation vs pure armor in this crew member’s gear.
  • This is the second person to get gravity boots to so that the those in combat shield-turret swaps aren’t messed up by a lack of internal gravity.
  • I like to give security a pistol because what security guard wouldnt have it.
  • Red reflects the Star Trek (Tm) red shirts of the original series or the bridge crew of the later ones.

Side Gunners aka spots 5 and 7 (if using 7 man crew)

  • White, repair tool, good armor.
  • The side gunners have equipment racks in easy reach. I like to have a phaser rifle for each near them. On boarding these are pulled out of turrets, armed with rifles and put into combat.
  • The side gunners are also in good positions to do many repairs. Since they already have nearby rifles I like to give them the repair tool so they can be better secondary-engineers.
  • The reason I don’t always max their armor is those calls for movement. So like the security station they should have high but not max armor.
  • The white armor is for Star Wars ™ stormtroopers. Though you could also give them green as its not in my baseline setup. As green isn’t otherwise used if you want to make them independent color one green.

Rear Gunner aka spot 6

  • Black, pistol, good armor with radiation or max armor.
  • The rear position will do a lot of gunnery and a lot of boarding defence. I do place a rifle in the aft-most equipment racks. Before launching I have the rear gunner collect it then walk with it back to their turret. As they enter the turret the rifle is dropped close by.
  • Enemy boarding in this game is always via the aft hatch (I have yet to see an exception but maybe in DLC). This puts the rear gunner as the immediate counter boarding.
  • The radiation protecting has to do with my preference for forward energy weapons on their turret. Once “overdrive” is available this ability boosts the weapon though generates radiation. Hence the energy weapon gunner should have at least some radiation protection.
  • Black is chosen for blending in with the space when viewed form the rear.

Helmet on 5 and 7 could be white.


Written by Brygun.


Game:   Space Crew