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Cygnet Lythanea
World Welfare Works Association
Posted - 2007.03.19 22:05:00 - [1]
 

A long while back in the original "Wishlist" post, I mentioned ships crews, and that was... years ago now. And yet to this day, I see people in this forum talking out thier backsides about the total lack of ships crews and pointing to the background stories to support thier claims. These people need to learn to read.

The Battle of Vak'Atioth:

"Captains and their crews valiantly threw down their lives for the Empire, confident that they, Godís chosen, would be victorious. The few that retreated would later be executed for cowardice, their families enslaved and their Houses disbanded." (admittadly an older story, so we'll move to newer ones)

Forsaken Ruins:
"Mattias focused the drone cameras on the Blackbird, inspecting the massive gashes in its hull. Judging from the metallic carnage, he estimated that sections of at least 6 decks were now exposed directly to space. Somewhere beneath where he was sitting, hundreds of crewmembers were sealing off compartments, fighting electrical fires and desperately struggling to keep his ship's vital systems functioning. How many of them died because of this, he wondered. As the captain of the ship, he was sealed inside a pod made of an ultra-strong, Jovian-manufactured alloy and neurologically connected to the Blackbird's systems."

The Jovian Wetgrave:
"This is a capsule," Anu said to the Caldari. "It is used to control a ship. With it a ship a big as this one can be controlled with only a handful of crew and smaller ships, like your frigates, can even be controlled by a single person."
"As I said, the captain acts as the central unit in a highly advanced computer. This role allows him to access and evaluate data at extreme pace. He can easily handle the jobs it takes 5 or 10 people to do normally."

I quoted Jovian Wetgrave twice, because it's popular to refer to it as a source that says there are no crew at all, when, in fact, it says no such thing. The reason I quoted all this was to keep this thread from becomming a crew/no crew debate, as, there are, in fact, crew. If you have any further doubts, ask yourself "Why does my ship have all those little windowes with lights in them?" They're there because the crew needs lights, though why there are windows is beyond me, other then to make it look cool. Now, On to the idea!

Cygnet Lythanea
World Welfare Works Association
Posted - 2007.03.19 22:32:00 - [2]
 

Ok, now that I got that out of hte way, here's my idea:

Ships crews use a special slot, like rigs. Unlike rigs, the crew can be removed, though not sold. (Unless you're in Amarr space... LOL) Ships have more 'crew' slots based on ship class, ie BS hold more crew then Frigs. Crew will come in three varieties. Officer, Ships Company, and Engineering. There must be one officer for every three or fewer crew, and at least one engineer must be chosin. (a possible bug with this could be side-stepped by having a crew that counts as both an officer and an engineer. Scotty, Beam Me Up!)


Crew Abilities: General Crew would have a small skill set that they can 'train' in a manner similar to a character. However, they have a limited number of 'skills' they can know. For example, a baseline crewman might be able to learn three or four skills pertaining to the ship you are flying: Armour Maint, or Shield Generator tuneing, or some similar skill where they improve (in a small manner, maybe 1% per level) ship HP/proformance/shooting, etc. Each General Crewman has some random stats that he has to train with.

Officers: Officers have a set bonus, though they can train a few skills (Gunnery springs to mind) though thier main effect is granting a proformance bonus to other crew members (like the Omega implant for faction implants) They come in many possible types and grades (Caldari Navy Cadet. for example, might be a baseline easilly obtainable crewman for Caldari ships, whereas Domination Gunnery Officer might be a hard to find [possibly as a 'survivor' in a domination wreck?] crewman)

Engineering: Engineering crews can learn a few skills pertinant to the ships they are in, such as Ion Engine tuneing, or some such similar idea, that grant small bonsues to ship manuverabilty and speed, once again, no more then 1% per level.


So, you ask, how is this different then a combination of implants and rigs.

Crew Loyalty: This is a stat based on how long your crew has been working for you, combined with the idea of getting occasional short missions from your crew. These short missions serve as a sort of personal story for your ship, and as a rp vehical. Higher crew loyalty has a real value though, to a player, as it raises (marginally) the players faction standing with the race the crewman belongs to, (as he/she tells stories about you to the folks back home in letters) and in incresed rate at which the crew gains new skill levels (as they try hard to apply themselves to the task you've given them).

Ship Loss and Crews: Ships blow up. We all know that. A certain percentage of your ships crew survive your ship being destroyed, and will turn up in hte cargo bay of the next ship you board. HOwever, bare in mind that the skills that a ships crew gains ONLY apply to the type or class of ship they had been serving on, up to this point.

Extra (rare) crew ability ideas:

Medic: Having a crewman/Officer with this trait gives each crewman an extra 10% chance of surviving a ship loss.
Gunnry Sargent: Officers/Crewman with this trait give an extra 1% to all turret damage.

Cygnet Lythanea
World Welfare Works Association
Posted - 2007.03.19 22:41:00 - [3]
 

traits: Cont

Ace Pilot: Fighter Drones do 1% more damage and have their sig reduced by 10%

Droid Wrangler: drones return to ship at max mwd speed

Gun Nut: Projectile Weapon Tracking improved by 2%, turrets take reduced damage in a ship explosion.

And there are more possibilites, but these are the ones which occure to me off the top of my head.

Crew and Stacking Nerfs:
Crew should probably be stacking nerfed with one another, but not against mods. That is to say that having 5 crew that all have similar stats and skills should nerf each other, but one crew with a stat and a mod with the same stat bonus should not. The max crew slots allowed should be 8, in keeping with othe ships, but that would be 8 on a titan or another LARGE cap ship. I would further suggest that no crew should have an effect on ships cargo space, to allow them on Freighters, which could use a few bonuses. A battleship might have 5-6 crew slots, and a frig none at all.



Angelus Xenotov
Posted - 2007.03.19 23:32:00 - [4]
 

I'm just going to go ahead and say no.

Even though I'd benefit, I just don't see the point of actively programming in crews when CCP could be making a new feature or fixing some broken *cough* logoffski *cough* game mechanics.

Cythe Oman
Posted - 2007.03.20 05:20:00 - [5]
 

Edited by: Cythe Oman on 20/03/2007 05:19:20
crews would be a good idea, the "pod" idea was supposed to make ships more agile doing manuvers that no piolet could preform in a manual controll ship...

and then IN GAME we fly slugish space whales that have all the grace of a bull elephant. so that little bit of lore is just flawed in pratice.

PS: if i dont want to fight "pk gank fleet blob" in an unarmed ship or even a heavily armed ship your danm right i am going to log off instantly and save myself the grief and sevral million isk. stop killing people for no bloody reason and they might stop ctrl-q'ing

Cygnet Lythanea
World Welfare Works Association
Posted - 2007.03.20 05:21:00 - [6]
 

Originally by: Angelus Xenotov
Originally by: Cygnet Lythanea

Well, let's pause to consider that: There's no way to keep someone from logging. If they want to they can just drop the connection by pulling out the UTP cord or thier phone, depending on how they play. And if they punished people for logging, or held thier ships in game for an unreasonable length of time afterwards, the sheer potential for greifing and the complaints that would cause dwarf the PvP whineing that goes on now about people logging rather then fight ganks they can't win. Secondly, this would be a nice new feature, or by feature do you mean a new way to pew pew someone so that they can't fight back?


No. See, most people don't 'accidently' log off after they've jumped through into a gate camp. I myself have witnessed a Hulk from a corp my corp wardecceed DISAPPEAR infront of us. Its a blatent 'HAHA! I DON'T WANT TO FIGHT, CNTL-Q AND I WIN!!' exploit. Is it fair on those with crappy connections? Not really. But is it fair to those people playing the game when someone exploits the same bug to TOTALLY avoid combat? NO!

*Snip* -ReverendM

Anyway, this thread is about the idea of ships crews, it's pros and cons, and why the players would like, not like it, not how much log-offs suck. You could always give a trick that some pirates have used for years now, it's called a warp scram. I seem to recall it holding people in place after they've logged for up to 15 min, unless that's been changed/nerfed. Anyway, back to the subject at hand, I'm interested to know peoples thoughts on the whole ships crew thing. This idea has been brought up again and again, and every time the thread has been shut down by the crew/no-crew argument. Now that I've conclusivly PROOVED there IS a crew, what do the players think?

Cygnet Lythanea
World Welfare Works Association
Posted - 2007.03.20 05:26:00 - [7]
 

Originally by: Cythe Oman
crews would be a good idea, the "pod" idea was supposed to make ships more agile doing manuvers that no piolet could preform in a manual controll ship...

and then IN GAME we fly slugish space whales that have all the grace of a bull elephant. so that little bit of lore is just flawed in pratice.




I'll have you know my Machariel is quite gracful, but point taken. Also according to the fluff it wa to reduce manpower requirements for the ships. Notice I said Reduce, not Eliminate.

I actually seem to recall the early builds of EVE having a crew number among the ship stats which has since been removed... I wonder how many crew a Titan actually holds?

Cythe Oman
Posted - 2007.03.20 05:37:00 - [8]
 

i'd actually like to take a walk in my own ship at some point. Apparently in 2008 CCP is releaseing the station side of EvE. Eve has always seemed to lack emersion. when i play now I really dont feel like i am part of anything. shure the universe is massive but theres no personality inside the cold grey hull of my hyperion. Hell i really just want to see the brige once.

Perhapse fleshing out whole crews would be a pain in the arse but something as simple as a bridge crew is feasable. have the "pod" expanded to be an escape pod more or less where depending on certin skills or leadership abillitys you can save more members of said crew in the event of a ship dustruction. 5 levles of a skill, 5 crew slots. makes sence in a way dosen't it?

Cygnet Lythanea
World Welfare Works Association
Posted - 2007.03.20 05:47:00 - [9]
 

Originally by: Cythe Oman
i'd actually like to take a walk in my own ship at some point. Apparently in 2008 CCP is releaseing the station side of EvE. Eve has always seemed to lack emersion. when i play now I really dont feel like i am part of anything. shure the universe is massive but theres no personality inside the cold grey hull of my hyperion. Hell i really just want to see the brige once.

Perhapse fleshing out whole crews would be a pain in the arse but something as simple as a bridge crew is feasable. have the "pod" expanded to be an escape pod more or less where depending on certin skills or leadership abillitys you can save more members of said crew in the event of a ship dustruction. 5 levles of a skill, 5 crew slots. makes sence in a way dosen't it?


Welll, I'd like the same thing, to walk around my ship, but we're gonna try and stay on topic on this thread.

Hmm.... you really don't need ot flesh out the whole crew per se. How many people were on the Enterprise and how many did we actually meet? And not all of them were bridge crew. Remember, it's not Kirk, Spock, or McCoy who get the ship from place to place, it's Scotty up to his elbows in warp core parts down in the Engine Room. That's why I was usinga kind of high end abstraction by making crew sort of like mods and rigs. There would have to be a certain ratio of officers to men. Prehaps if the ship is destroyed the damage that crew (as a mod) take would represent casualties, and hence, overall SP loss for the crew?

Tulisin Dragonflame
Posted - 2007.03.20 06:52:00 - [10]
 

Make crews/officers gain experience as time wears on, thus providing more incentive to keep your ship alive, and even more incentive to kill someone else and enslave their experienced crew. More customization is always nice, and crew modules could be just the thing.

Tarron Sarek
Gallente
Biotronics Inc.
Initiative Mercenaries
Posted - 2007.03.20 09:27:00 - [11]
 

True, customisation is always nice. If it really is customisation and not one mandatory choice.
You know, customisation works best when it doesn't have any effect, because then efficiency is irrelevant.

Otherwise..
Tanks would have tank crews, snipers would have sniper crews, etc.
However you turn it, it boils down to yet another bonus. More Munchkin.

On a side note, why would you get a second bonus if you already received one for your skill? The way I see it it'd be either your bonus or the crew's bonus, not both.

Well, if people want crews, for all I care give them crews.
But no bonuses.
Do you really want crews? Or do you actually want more bonuses?

Adunh Slavy
Ammatar Trade Syndicate
Posted - 2007.03.20 11:53:00 - [12]
 

I like the idea of crew, have suggested similar myself a year or so ago. So /signed.

Vincent Almasy
Gallente
The Underground
The ENTITY.
Posted - 2007.03.20 15:59:00 - [13]
 

If your going to have crew I would say have it for thigns that you do not have skills for or atleast not alot of skills for. Such as:

Drones:
-Drone Maintenance Technician
--Effect: Once a drone(s) is docked, repairs will start onto it's armor then hull given time.
-Drone Tactical Officer
--Effect: Gives the ability to set a primary ship type for the drone squad to attack once original target is nullified.

Weapon System:
-Weapon Corpinator
--Effect: Lowers reload weapons time.
-Weapon Officer
--Effect: Lowers Capacitor use for weapon systems.

Energy:
-Energy Networking Technician
--Effect: Increase the limit of top capacity energy recharge.
-Energy Bypass Technician
--Effect: Decreases the capacitor energy loss from external sources(nos & neut).
-----------------------------------------------------------
-----------------------------------------------------------
Crew cost:
-Other then hiring fee they cost a monthly pay, depending on skills.
-They also will request favors, normaly NPC goods, this would give a increasement to their skills.
-----------------------------------------------------------
-----------------------------------------------------------
Crew training:
-Training the crew can be done a few different ways
--New skill in social area to take time from learning skills to:
Enhance one crew man quickly
Enhance full crew at a slower pace
--Spending ISK to put crew into a univercity to gain their skills where you will have to food the dayly bill, or a weekly or monthly lump sum(will work like researching BPOs).
-----------------------------------------------------------
-----------------------------------------------------------
Crew Loss
-Crew can be lost several different ways.
--A crew member can quit if not paid for a exstended time and/or enough requests not given in a row(low moral).
--A crew member can die from ship being too far hull damaged(50% hull crew starts to die off).
--A crew member must be taken in for medical aid(can happen starting at 85% hull)
-----------------------------------------------------------
-----------------------------------------------------------
-----------------------------------------------------------

How does this seem?

PS:
Crew Amounts
-Frig = 0
-Destroyer = 1
-Cruiser = 3
-Battle Cruiser = 6
-Battle Ship = 10
-Carrier/Dread = 20
-Mothership = 30
-Titan = 50

Cygnet Lythanea
World Welfare Works Association
Posted - 2007.03.20 18:29:00 - [14]
 

Edited by: Cygnet Lythanea on 20/03/2007 18:28:50
Originally by: Vincent Almasy
If your going to have crew I would say have it for thigns that you do not have skills for or atleast not alot of skills for. Such as:

Drones:
-Drone Maintenance Technician
--Effect: Once a drone(s) is docked, repairs will start onto it's armor then hull given time.
-Drone Tactical Officer
--Effect: Gives the ability to set a primary ship type for the drone squad to attack once original target is nullified.

Weapon System:
-Weapon Corpinator
--Effect: Lowers reload weapons time.
-Weapon Officer
--Effect: Lowers Capacitor use for weapon systems.

Energy:
-Energy Networking Technician
--Effect: Increase the limit of top capacity energy recharge.
-Energy Bypass Technician
--Effect: Decreases the capacitor energy loss from external sources(nos & neut).


Nice ones. I don't really agree with your numbers though on the crew. While it would be more accurate, it'd be hard to impliment it (other then maybe as a special cargo hold.) By using the slot system allready in place, it would make it a little easier.



Ok, as an aside, personally, I think that if you have worked hard to improve your crew (ie good rping) then yes, you should be rewarded. Whether this is in the form of a bonus or a isk amount or some other benifit, would it be unreasonable for the effort put into it. Remember, a lot of players lose/change ships on a regular basis. Both of these would hamper crew improvments, so staying with one ship and mastering it above and beyond your personal 1337 pwning ski11z SHOULD be rewarded in some way. Consider that it might take months to gain a noticiable advantage in stats. And that's time IN the ship. Crew should not be learning skills while you dock the ship and take another for a spin.

Jack Hybrid
Caldari
Karnola Industries
APEX Conglomerate
Posted - 2007.03.28 17:05:00 - [15]
 

Edited by: Jack Hybrid on 28/03/2007 17:02:47
When i started eve, this was the first thing i noticed strange about the game. Why have all those lighted up windows on the ships, when the only real place of live is in the capsule?

I Think this is a great idea, although it would be incredibly hard to impliment it into the game now, mostly because people have gotten used to the fact of having the ship to themselves. Although saying that, if the crews had a real benifit to players, so you could press a button and your highly experianced combat crew would blow up the pirates, then it could be alot easier. That way people have the choice of buying crew, or to do everything by theirshelves.


ISD Victor Spade


ISD Interstellar Correspondents
Posted - 2007.03.28 22:14:00 - [16]
 

Puts the mop away
I cleaned the thread up a bit. Please do stay on topic.
-ReverendM

Tonto Auri
Vhero' Multipurpose Corp
Posted - 2007.03.29 01:10:00 - [17]
 

Many times downed idea.
Why You not stop to post such topics?
"Jovian Wetgrave" is a PRE-POD chonicle.
And most of that illuminated "windows" is not a real windows. Like 80%-90% of them - just heatsink holes and shield emitters.

RTFM

Vincent Almasy
Gallente
The Underground
The ENTITY.
Posted - 2007.03.29 01:21:00 - [18]
 

Originally by: Tonto Auri
Many times downed idea.
Why You not stop to post such topics?
"Jovian Wetgrave" is a PRE-POD chonicle.
And most of that illuminated "windows" is not a real windows. Like 80%-90% of them - just heatsink holes and shield emitters.

RTFM


If it is such a bad idea please say why it is. The referance, if you looked, told of once pods were added to ships massive reduction inf crew not removal of them.

Also I would like to see your own numbers, mine were high and waiting for a good nerf but the more capital crew from the more things a capital ship can do. Just as fight maintenance, fighter pilot conditioner ect even down to lessinging seight costs but main point in a larger amount the larger need for them to so a simular job that they do in smaller ships.

frig is too small for crew.


Trading Plaices
Sebiestor Tribe
Posted - 2007.03.29 10:00:00 - [19]
 

Originally by: Tonto Auri
Many times downed idea.
Why You not stop to post such topics?
"Jovian Wetgrave" is a PRE-POD chonicle.
And most of that illuminated "windows" is not a real windows. Like 80%-90% of them - just heatsink holes and shield emitters.

RTFM


Wrong, crew numbers are actually specified in the Item database. Unsure if it is a legacy of when the game was developed but they are there. To check the numbers download the latest evemon and check the statistics for the ships, the number of crew is listed in there somewhere. I'm at work at the moment but iirc a frigate has 1, cruiser 100ish, battleship 1000 and up into the 10000's for a titan. Unsure if its relevant.

If there is NO crew at all then the fact ships DO have windows and a bridge (pretty obvious on most ships, just look at the stabber) does spoil the immersion slightly. From an RP point of view Perhaps previously crewed ships were retro fitted with pods, the crews removed and the windows etcs are just a legacy of yesteryear. However some of the new ships do have a bridge. So i support the OP, they do have crews.

however, I'd actually be against introducing crew management into the game, It would be an annoying addition to my gaming experience that I would HAVE to do to get that extra 1% out of my ship. I pvp mostly.

Vincent Almasy
Gallente
The Underground
The ENTITY.
Posted - 2007.03.29 13:13:00 - [20]
 

Having such large numbers makes it hard to work with so will you find a manageable numbers for each class?

William Hamilton
Caldari
Endless Destruction
Imperial 0rder
Posted - 2007.03.29 13:25:00 - [21]
 

Edited by: William Hamilton on 29/03/2007 13:24:40
Edited by: William Hamilton on 29/03/2007 13:22:50
Trading places, your numbers seem a tiddle hight to me. I thaught about the jobs that need doing on a cruiser, and with the advent of such advanced drones (as displayed in other chronicles) I deduced a cruiser should run well with around 10-20 crew, even 8 crew would work for a small one.

Yes, hands of a killer does list massivley higher numbers, but we have no refrence when that takes place. Pod tech, drone tech, and ship automation may have advanced a lot since then, or maybe the guy in that article just wanted to squeese in that extra 1% laser damage bonus... Remember that the first pods and the first drones came around at the same time, near the start of the Caldari-Gallante war or approximatley 200 years into the past. Hands of a killer could be set as far as 100 years back, plus it seems to be refrencing an Amarr battleship, wich ar the biggest in the game, and then there's the whole slaves thing...

Regardless, I don't see how that many would fit or be needed on a battleship currently. Read "Postnatal" and you will see that even a damaged drone is incredibly intelligent and able to interact with it's environment well. Drones could easily be responsible for most tasks on the ship, with humans only needing to direct them with the most complex tasks.

Postnatal link
http://www.eve-online.com/background/potw/30-10-06.asp

Barbaro55a
Caldari
Vanishing Point.
The Initiative.
Posted - 2007.03.29 14:53:00 - [22]
 

Yes, have crew. But keep it simple, Ferox = 800 Crew, when you loose a ship it goes against your bio, E.G 500 Killed, 160 MIA, 140 Saved.

The possibility of training crew could be more like production reaserch, so all crew are equal, just some are more equal. More likely to survive etc....

No real bonus to ship (that would add another skill caculation to an allready confusing aray of numbers), but will make you look horrid if you keep loosing thousands of crew members day after day, and dont even send flowers to the family.

I dred to think the crew compliment on a Titan!

Draekas Darkwater
Posted - 2007.04.01 22:11:00 - [23]
 

Edited by: Draekas Darkwater on 01/04/2007 22:10:31
Edited by: Draekas Darkwater on 01/04/2007 22:09:47
You could also possibly fit a new rig, to save more/all of your crew.

New Rig: Crew escape pods - Drawback 10% decrease in hull strength.

Siakel
Posted - 2007.04.02 01:14:00 - [24]
 

Originally by: Tonto Auri
Many times downed idea.
Why You not stop to post such topics?
"Jovian Wetgrave" is a PRE-POD chonicle.
And most of that illuminated "windows" is not a real windows. Like 80%-90% of them - just heatsink holes and shield emitters.

RTFM


Jovian Wetgrave is a chronicle related to the Jovians giving the Caldari Capsule-tech and explaining it's benefits. One of which was, if you even bothered to read the chronicle, less crew needed to run a ship.

"He can handle jobs it would take 5 or 10 people to do normally"

Now, are you honestly going to tell me that you think a 1 kilometer long Battleship is run by 5 to 10 people, so that the capsuleer can do all of the jobs of the crew, so he doesn't need a crew?

And what was with the link, by the way? If that was an attempt to argue that we have no crews, you must have linked the wrong thing. It says Capsuleers are the elite of space-society, and highly sought after. How, pray tell, does this link relate to whether or not capsuleer ships have crews?

Petrothian Tong
Gallente
Posted - 2007.04.02 04:03:00 - [25]
 

well it is a nice idea...

as long as a ship with special crew dont become a WTFSolopwnt moblie..

or that the crews are hard to train/whatever, hard to replace...




raven415
Caldari
Special Projects Corp
Posted - 2007.04.05 05:04:00 - [26]
 

it is a interesting idea tho i doubt ccp could pull it off

Shigawahhhhh
Caldari
Metalworks
Majesta Empire
Posted - 2007.04.05 06:12:00 - [27]
 

I like the idea as it like rigs rewards the player who keeps there ship together rather than just going I can afford a new one.
I read the original posts and not much else so forgive me if this has been said but how about a missile crew of some form for us caldari.

Aron Palatine
GoonFleet
Posted - 2007.04.05 06:27:00 - [28]
 

lol, again Raven415 I disagree with you.
Here's my feelings on Crews;
Small numbers would be better, easier to maintain, and understand.
I would be extremely disappointed if you couldn't keep crew, and *have them gain exp*.
It would really make your crew worth something to the RolePlayers.
If your crew gives you very small/insignificant/Non-Impacting bonus' that's fine.
And they should be in their own cargo style hold, non-accessable in space. A Crew's Quarters if you will.
Give these guys a life, a reason to live, and a reason for me to care... make them my crew that *can* go from ship to ship with me. Even if they only had 5 levels each, a full titan's crew of 20 at level 5 should have some impact, but not enough to make it a requirement to have them.
I'm ramble'n because it's late, so I'll wrap this up.
But,
This is a great idea, and should be seriously considered.
Props to the OP.

Rhamnousia
Caldari
Fairlight Corp
Rooks and Kings
Posted - 2007.04.05 16:15:00 - [29]
 

now, there's a reason exotic dancers, brews, and tobacco exist in the game .... right? ... right?? with the introduction of crew members, we now hav legit reason to keep those things in hangar :)

now get that outta the way ...

the idea is interesting .. but might take a bit of work on the CCP side .. they might hav enough on their hands right now tryin to put the walkin in station stuff in motion in 2008 ... but there's no telling what's gonna come after that, so might as well throw this idea out there, we might get lucky, if u buy a lottery ticket, u hav a chance to win, though slim chance, but u hav a chance. on the other hand, if u dont buy it at all, u wont hav that chance. plain and simple..

on to the goodies, i think that crew members should be in the game, from the RP point of view, and even from the tactical point of view. but i think there should be limitations in what bonus a crew can give .. for example, a crew, no matter how well-trained of experienced, cant change the dmg that the gun is goin to deal out, or the amount of armor/shield being repaired/recharged. but they can improve the effectiveness of a few selected modules by a small percentage. like reducing reloading time (yarr!) or increase tracking speed of turrets by a _small_ percentage.

furthermore, about the number of crew, to be realistic, a kilometer long battleship should hold about two to four thousands crew members. but since that'll be a pain to maintain and even imply into the game. and i think the captain dont hav to talk to every single person in the ship either, just the important ones, like the officer of that "department" or something.

something along the line of:

- Gunner Crew:
+ number of crew members: 10-200 (10 for cruiser, 200 for titan)
+ officer: (give sum random generated name)
+ specilization: tracking (or sumthing along this line, stuff that doesn't hav too much direct impact on combat)
+ blah .. blah .. blah (anything)

Kenji Noguchi
Caldari
State Protectorate
Posted - 2007.04.07 21:26:00 - [30]
 

Having "your" crew would at a lot of flavour to the game. Having them gain experience, having a salary, etc would add another fun factor. Just make them give some minor bonus, like 1% like it was mentioned. Or maybe compliment you on the skills you have not trained yet. Or wathever. But I agree having a crew would be a very loveable and immersive feature.


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