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blankseplocked Ship Crews (They're Here, They're Real, get Over it)
 
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Aneroi
Amarr
VIRTUAL LIFE VANGUARD
Black Star Alliance
Posted - 2007.04.08 07:16:00 - [31]
 

Edited by: Aneroi on 21/04/2007 16:42:46
sorry this was made when I was young and stupid =P

Hasiti
Epsilon Lyr
BPLAN
Posted - 2007.04.09 04:10:00 - [32]
 

Edited by: Hasiti on 09/04/2007 04:06:35
I say good idea, there is many possibilities.

Author, you did'nt even read what he said.

Wander Lost
Posted - 2007.04.10 13:05:00 - [33]
 

Edited by: Wander Lost on 10/04/2007 13:03:27
Crews would have to be mostly capitol ship, though it would seem feasable all the way down to destroyer (in varied occupancies). You'd have to take into account wages too. They could be assigned to different positions to boost the effects of certain slots. Make guns reload faster, salvage cycle faster, assist repair units. They would have to be picked up from stations with a 24 hour contract before they stop giving bonuses and leave the ship upon the next docking. A reasonble fee for the contract could be anywhere from 25-40k per crew member, making a destroyer with room for three and a battleship with room for 20 able to max out their available bonuses with a balanced fee.

Also a note - since the pod is what protects you from the rigors of warp, the crew might put a very very very slight delay on the time it takes to warp to prepare for it. Scaled of course with how many crew members there are.

Feel free to improve on that one. Cool

Mad Rage
Amarr
Nefarius Bastards
Posted - 2007.04.16 23:56:00 - [34]
 

Quote:
the crew can be removed, though not sold. (Unless you're in Amarr space... LOL)



hahhahaha sorry that made me laugh "what happend to your crew *capn replys: you didn;t notice the new guns :)*

Mad Rage
Amarr
Nefarius Bastards
Posted - 2007.04.16 23:57:00 - [35]
 

Originally by: Aneroi
We are pod pilots! there are no crew on a pod pilot's ship. it's only us and the computer


pod pilot is kidda am sorry FUBAR to me note my 3 chapter long "with Crew" story make it fun :P

Alexa Stryker
Posted - 2007.04.21 13:25:00 - [36]
 

I like the idea, I say yes to it... signed

Vents
Yakuza Corp
THE R0NIN
Posted - 2007.04.21 14:13:00 - [37]
 

I've long had the idea of allowing ships/ship crews to gain experience over time so pilots are rewarded for keeping their ships alive. However it's likely this'll just make strong setups stronger and weak setups go nowhere. Sad

As for the use of crew as ship slots I think it could open up some interesting game dynamics like crew sabotage (especially if you've tried to put the prisoners from cargo containers to work Wink). So I'd be interested in the direction crews could take EVE as long as they're implemented in such a way that they're not something you have to micromanage unless you want to give your ship the edge.

Washell Olivaw
Posted - 2007.04.21 15:21:00 - [38]
 

Ruthless (short story):

"ignoring a pair of jaw-dropped crewmembers gawking at her"

"Otro was now looking at the world through the lens of a camera drone. His Moa-class cruiser floated in the hangar, fully crewed, armed, and ready for departure."

"In the name of both his own safety and that of his crew, there will be no exceptions to that condition"

The Otro in question is Otro Gariushi. Currently listed in-game as Ishukone's CEO. This story takes place recently, not 100 years ago.

I like the idea of crew gaining experience over time.


Aneroi
Amarr
VIRTUAL LIFE VANGUARD
Black Star Alliance
Posted - 2007.04.21 16:46:00 - [39]
 

my earlier posts was before I had read alot of the short stories and now I know that there is crews on our ships too.

/signed

Erunanion
The Caldari Confederation
Posted - 2007.04.26 12:39:00 - [40]
 

Edited by: Erunanion on 26/04/2007 14:19:27
An excellent idea - having crew slots that give only 1% bonus in whatever is superb. Its not over-powering, and would add to the immersion of the game. I shall of course throw in my once two pence of ideas :)

About the issue of numbers, why not instead of having individual crew members, you have crew contingents and officers. This solves the problem of having large numbers of crew to deal with, making it easy to manage. The way these could grow in experience is easy; give them 5 levels, with the bonus to whatever they are related increasing by 0.5% per level, starting at 0.5% (lvl1) to 2.5% (lvl5). 2.5% may sound over the top (up to the great balancing gods of CCP I suppose) but this bonus will be related through cost.

Each contingent will have a hiring cost (a signing on bounty if you will) related to their experience level. Their wages, paid weekly, will also be related to their experience. When a contingent levels up, their wages also go up, since they are performing a greater service. However, a team that has levelled up under your command will have a lesser wage cost than if you were to buy a new team of the same level; ie, a team that has been with you since lvl1 and is now lvl3 will cost 20% less in wages than a team that you have just hired at level 3.

Officers will be different - individuals who, through their excellent leadership qualities (lol) are able to increase the performance of crew contingents in their perview. These would gain similar experience (lvl1-5) but with a different bonus. Level 1 gives a 5% bonus to all crew teams in its occupation bracket, up to level 5 giving 25% bonus. So, a Electronics Officer at lvl3 would cause a Capacitor Management team at lvl3 to give a total bonus to cap recharge rate of 1.725%. The maths of that is a lvl3 cap managament team gives 1.5% bonus to recharge rate; the officer boosts that bonus by 15%, reaching 1.725%. In this way, even when both crew and officer reaches lvl 5, the maximum bonus that will be given will be 3.125% (2.5% crew bonus boosted by 25% officer = 3.125%), which certainly isn't overpowering given the time and cost of maintaining crew at lvl5.

I'll use as an example to illustrate, just so I know what I'm talking about :p

I fly a passive-tanking Drake, which has (for instance) three crew slots. Into these slots I add a lvl 2 Shield Management team (1% bonus to shield recharge rate), a lvl3 Missile Technician team (1.5% bonus to missile damage) and a lvl2 Weapons Officer (10% bonus to all weapons crews). Not over-powered, but a small increase which is an incentive for players to use crew teams and get more immersed in the game.

What do you people think of my theory? Anyways, the idea of crew in the game = /signed.

Ischia
Posted - 2007.04.27 05:04:00 - [41]
 

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


Interesting, but it would reflect a radical change in EVE philosophy: adding active NPCs.

Next people will ask for them to pilot frigates while they fly their BS...and I would want to poach well-trained crew from other pilots by offering more pay or better hours. Or lower risks. Forming ones own gang with NPC pilots and doing the harder plexes, or missions even, would be interesting.

It gets complex fast, and while all of those options would be fun, I'd prefer to see more interesting options for my PC, not expanded NPC roles.

Having said that, we already have semi-active NPCs in the form of research agents, so there may be some scope...but NPCs who perform the core function of EVE (flying & managing ships) worry me.




Nihilion Saro
Gallente
Stray Cats Social Club
Posted - 2007.04.28 03:11:00 - [42]
 

Edited by: Nihilion Saro on 28/04/2007 04:39:17
I would love to have a crew! So much could be done with it. I think it would be a waste to make it another slot-type mod though. It would just be another mod with another name.

Crew should be a resource you have to buy in order to gain full functionality from your ship. For example, you could fill with half a crew, but you only get half the performance. It would be great if you could reassign crew on the fly to different areas of the ship (shields, turrets, engines, etc).

And when you take structure damage, your crewman die. If you're down to 50% structure, you lost, say, 50% of your crew and your ship will have half the performance. So in a last defensive effort to hold out long enough for your buddies to kill the guy shooting you, you reassign all personnel to defenses, and you thus can no longer move or shoot.

Where do crew come from, and from whom do we buy it? Well, it could be an unlimited good sold by major NPC stations. That creates a mini-profession for people who want to transport crew out to lesser NPC stations or outposts in 0.0.

Maybe they can even gain experience points of some sort, gaining levels and becoming more effective. In particular, they could gain experience via mission runners. Crewman used by mission runners doing combat missions will gain benefits in combat stuff. Mission runners doing hauler missions may get some other kind of bonus, more valuable for industrial ships or something.

And then contracts for "skilled crew" can be bought and sold by players seeking an edge. It gives a new source of income for PvEers without a new isk in the game, and creates a new way in which PvPers and 0.0 dwellers can interact with PvEers.

I think this would be great fun! Razz and best of all IT MAKES WILL FINALL MAKE SENSE WHY OUR SHIPS HAVE SO MANY WINDOWS AND BLINKY LIGHTS AND BRIDGES!

Riley Craven
Caldari
Raata Invicti
Reckoning.
Posted - 2007.04.28 04:59:00 - [43]
 

Well besides having on the lamest and girliest titles I have ever seen. I would just like to point one thing out.

If ship crews already exist on ships... which you proved yourself... then logically if they are already there, there is no reason to add them in :)

Tarron Sarek
Gallente
Biotronics Inc.
Initiative Mercenaries
Posted - 2007.04.28 09:24:00 - [44]
 

Oh it's not about the crew. It's about the bonuses.

Ischia
Posted - 2007.04.28 12:40:00 - [45]
 

Originally by: Tarron Sarek
It's about the bonuses.



lol..ah, an honest person. You wont last long.

Anything for that +2%.

Ischia
Posted - 2007.04.28 12:42:00 - [46]
 

Originally by: Nihilion Saro
IT MAKES WILL FINALL MAKE SENSE WHY OUR SHIPS HAVE SO MANY WINDOWS AND BLINKY LIGHTS AND BRIDGES!


Hah. We have blinky lights because they look cute and give the lonely single pilot a sense of self-importance.

Shichiro Arasaka
Posted - 2007.04.28 14:34:00 - [47]
 

nice idea, doubt it will ever happen.




Erunanion
The Caldari Confederation
Posted - 2007.04.28 19:43:00 - [48]
 

I don't see why its so unlikely. I mean obviously stuff like active-AI NPCs (no offence, I'm just thinking that the added [bad] complexity, not to mention the insane server lag of trying to run the AI of ship-flying NPCs etc) is not likely at all, but having them as a means of attaining that little bit extra from a ship (lets all admit it - we want the bonuses. But the RP value shouldn't be forgotten) is certainly a viable addition to the game, that shouldn't be overly hard to implement of balance.

But then what do I know, I just play games :p

Shichiro Arasaka
Posted - 2007.04.28 23:25:00 - [49]
 

I think frigates would have crews too. And shuttles for that matter. I would say total crew levels to be approximately the following:

shuttle: 4
frigate: 40
destroyer: 190
cruiser: 275
battlecruiser: 500
battleship: 1000
carrier/dreadnaught: 1500
mothership: 1900
titan: 2500


Nihilion Saro
Gallente
Stray Cats Social Club
Posted - 2007.04.29 00:52:00 - [50]
 

Originally by: Shichiro Arasaka
I think frigates would have crews too. And shuttles for that matter. I would say total crew levels to be approximately the following:

shuttle: 4
frigate: 40
destroyer: 190
cruiser: 275
battlecruiser: 500
battleship: 1000
carrier/dreadnaught: 1500
mothership: 1900
titan: 2500




Yeah, I like that. Crew should be a resource similar to HP. Except their fluid and must be distributed over your different systems. Like moving crew from weapons to defenses, or defenses to engines. And have some skills that affect their survivability when you're taking structure damage. Maybe as a base loss rate, 50% structure damage means 50% loss of crew, and thus 50% loss of overall performance. (Then you must reassign crew where you need them most, like engines to escape, or defenses to tank a little bit longer).

Ischia
Posted - 2007.04.29 03:47:00 - [51]
 

Originally by: Nihilion Saro

...
battleship: 1000
...



Hmmm....but they dont have pods, poor buggers. Either that, or blow up a BS, and watch 1000 pods spawn.

That would make it a lot easier for the pilot's pod to escape, I guess.

Signaldog
Gallente
Cloak and Daggers
-Mostly Harmless-
Posted - 2007.04.29 03:49:00 - [52]
 

No pods for crew...they don't deserve it as they have not qualified to be "The Elite".

Kramer Verone
Amarr
TeamMX
Posted - 2007.04.29 03:58:00 - [53]
 

i don't see the point

just wasting more ressources in my opinion.

modules,skills, rigs and gang bonuses are enough.

eve is complicated enough for newcomers, don't scare them off.


Shichiro Arasaka
Posted - 2007.04.29 11:15:00 - [54]
 

Edited by: Shichiro Arasaka on 29/04/2007 11:13:26
Originally by: Ischia
Originally by: Nihilion Saro

...
battleship: 1000
...



Hmmm....but they dont have pods, poor buggers. Either that, or blow up a BS, and watch 1000 pods spawn.

That would make it a lot easier for the pilot's pod to escape, I guess.



In PvP yes, but mission NPCs dont pod kill (yet!). Anyway you could have the RP scenario where crews are just cloned automatons, conditioned in the cloning vats for asingle specific job. Your ship gets caulked, your original crew dies, but not a problem as your new ship comes complete with a newly cloned crew, waiting to be programmed with your command codes.

Crew specialisations would be Command; Weapons (split between offensive systems, defensive systems, sensors and maintainance); Engineering (propulsion, power, damage control (armour & structure); and Supply (looking after your cargo bay, loading unloading, reloading weapons systems). If youre using drones then also a Flight Crew (remote pilots and maintainance/drone bay crew).

Celestos Marxii
Posted - 2007.04.29 15:37:00 - [55]
 

Yeah, I really think this would add a lot to the game. I personally would really enjoy the feeling of being a "captain" of a ship. The ability to move crew around to different duties on the ship. Combined with the "Heat" feature upcoming, adds a lot of depth to game play. I think it would be a great compliment to heat.

Heat allows you to "overclock" your modules, or make them run above 100% spec. Crew becomes an issue after you've taken some structure damage and have lost some of your crew and your systems aren't running at full capacity. So if you want your damage control systems (armour and shield, or whatever), then you must transfer crew from other parts of the ship.

And I also agree with the idea that they should crew should have some kind of quality level. Experienced crew should be able to be traded between players. Great way for mission runners to make money off of PvPers.

Shichiro Arasaka
Posted - 2007.05.03 15:09:00 - [56]
 

/signed

WGAnubis Marrith
Gallente
Posted - 2007.05.03 16:39:00 - [57]
 

Now admittedly I havent read the whole thread but I just dont see the point of a crew system, both artifical and using true blue players as crews, its just not practical, not when even a Titan, the largest of the large, just needs a single pilot to fly the thing.

Lets take the jovian wetgrave, if I recall, that ship that met up with the jovians was a carrier or something similarly large. If I recall, they said that pods could reduce the large crew to just a handful to properly fly the ship but even then a pilot with no pod training did fairly good with the basic things. In terms of game play, if you were to use other players, you are talking about asking, lets say 4 other players, to put their faith in your piloting choices and your putting yours in their ability to say, man the guns, pick the highest threat to the ship, keep things workng. In other words, your clumping 5 players togeather on a single ship and trusting that all 5 players will not get bored as hell or wont be AFK at the critical moment.

If we were to use "buyable" NPC crews you run into the problem of that is that they effectively become ship implants that are actually reuseable and swappable.

Ultimately though, you have to ask what ship classes would truely benfit from such a system. If the pod system can reduce a carrier crew to just a handful of people, what about battleships, battlecruisers and so forth? No, I think this would really complicate things and create a huge divide between the ships that cant really use multiple pilots vs those that could really benifit from such a thing and groups that could actually cordinate such things.

Aneroi
Amarr
VIRTUAL LIFE VANGUARD
Black Star Alliance
Posted - 2007.05.03 16:40:00 - [58]
 

Originally by: Shichiro Arasaka
I think frigates would have crews too. And shuttles for that matter. I would say total crew levels to be approximately the following:

shuttle: 4
frigate: 40
destroyer: 190
cruiser: 275
battlecruiser: 500
battleship: 1000
carrier/dreadnaught: 1500
mothership: 1900
titan: 2500




Have you read the stories and that sort of thing that CCP has on backstory thingy? there it is said that frigs are flown without crew. shuttles shouldnt need and crew and much less then that for the rest of the ships. expcapt maybe the capital ones

Springstress
Posted - 2007.05.03 17:32:00 - [59]
 

Nice idea - it could also be used as a way to influence training times.
As you keep your crew alive over time, they assist skill training within their own field of knowledge. Could save writing a whole new training code... simply treat each crew member as a mini implant.


Antoinette Valious
Posted - 2007.05.03 20:54:00 - [60]
 

I like it, I think it'd add some much needed depth to the game.


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