For example, with fully trained crew, recharge time is divided by 1.3 - so a 2 seconds recharge is reduced to 1.54 seconds.Ĭrew members gain one point of experience for getting the "finishing blow" when repairing a subsystem. Recharge time is the inverse of recharge rate. The bonus is an increase to recharge rate. As with piloting and engines skill, asteroids will not provide training unless you are still in combat. This can be trained against an enemy that cannot deal damage through your shields. Ion damage prevents manning the system, so you will not gain shields skill when your shields are hit by ion. This prevents turning them on and off to gain skill. For example, fully trained crew reduce charge time by 20%, so the improved charge time is 80% of the unmanned charge time a Basic Laser improves from 10 seconds to 8 seconds.Ĭrewmembers manning the shields gain one point of experience every time the shield is hit during combat, not when they recharge. With enough patience, it's possible to train weapons skill without firing a shot. Weapons can be "cancelled" during firing by turning them off just after you receive the skill increment.
You also get training when firing bombs at your own ship, but that consumes missiles. This can be trained by firing repeatedly against an enemy that cannot damage you, using weapons that cannot damage the enemy. Multi-shot weapons such as burst lasers still count as a single fire order and hence a single experience point. It doesn't matter whether it hits or misses, or whether it can do damage. Unlike piloting, engines skill also affects the charge time of your FTL drive: with more skilled crew, it charges faster (Note: The in-game FTL charge time bonus values are incorrect for the actual charge time improvement see the table here).Ĭrewmembers who man weapons gain one point of experience for each weapon that is fired. This can be trained by finding an enemy that cannot break through your shields, and letting them fire at you.Įxactly the same as piloting, crew members manning the engines gain one point of experience for each projectile evaded while uncloaked in combat. Skill is also not gained when your ship is cloaked. Remaining in an asteroid field after combat ends will not raise piloting skill. This includes asteroids, providing you are still in combat. Crewmembers manning piloting gain one point of experience for each projectile dodged during combat.