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blankseplocked Ship Crews (They're Here, They're Real, get Over it)
 
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Nev Sol'Khal
Posted - 2007.05.09 19:25:00 - [61]
 

Originally by: Antoinette Valious
I like it, I think it'd add some much needed depth to the game.


/signed

Gridcrash
Redline Industries
On the Rocks
Posted - 2007.05.09 23:37:00 - [62]
 

I really like the idea, and I really hate the idea.

Honestly, it could add a bit more depth, a bit more immersion, and a bit more RP-esqueness. But it could also add yet another thing I need to micromanage, and give yet another reason people are afraid to fight. "I don't want to lose my T2 mods!" -- "I don't want to lose my crew!"

I think it might be something that sounds better on paper than in practice, and may be better off brought up again only after planetary interaction and ambulation are in place and fleshed out.

-Grid

Cygnet Lythanea
World Welfare Works Association
Posted - 2007.05.21 17:20:00 - [63]
 

Originally by: Gridcrash
I really like the idea, and I really hate the idea.

Honestly, it could add a bit more depth, a bit more immersion, and a bit more RP-esqueness. But it could also add yet another thing I need to micromanage, and give yet another reason people are afraid to fight. "I don't want to lose my T2 mods!" -- "I don't want to lose my crew!"

I think it might be something that sounds better on paper than in practice, and may be better off brought up again only after planetary interaction and ambulation are in place and fleshed out.

-Grid




Maybe it's just the role player in me... or the fact I'm not from Amarr, but I'd be more worried about the crew then the mods...

Nihilion Saro
Gallente
Stray Cats Social Club
Posted - 2007.05.22 20:24:00 - [64]
 

Perhaps some crew could survive. Maybe, like updating a clone, you must buy escape pods for your ship. Perhaps they could be player-constructed. The better the escape pods, the more crew will survive. And they'll be (conveniently) waiting for you at the first station you dock at and ready to serve on your new ship.

all this sounds like so much fun. I'd like to reiterate my firm opinion that this is a great idea. So much could be done with it. Though I'm not a programmer so i can't say for sure, but i'd wager that a great deal of it could be accomplished without a lot of heavy programming (no new graphics, etc), and without a significant new draw network resources.

Crew ftw

DorXtar
Blow Up Really Lame Adversaries
Posted - 2007.05.22 22:22:00 - [65]
 

I think walking in stations could be coupled with new crew dynamics. Already present are the "building blocks" of crews so to speak. Just as there are raw materials that can be mined from asteroids to create ships, walking in stations could include a "mining people" or "recruitment" aspect. Dancers, soldiers, janitors, all items that already exist in-game, could be used as the raw materials of crew complements, and yet, they could have their own NPC intelligence to interact with once you walk inside a station.

This is not derailing the thread, I just got this idea that puts different pieces together to make some sense of it all.

Imagine making a crew complement purely our of special forces troops. The "manufacturing time" would be replaced by "training time", where you would get a crew complement in the end.

But heres the best part.

Making a crew from different types of "people" (i.e. dancers/janitors/soldiers/slaves), would produce a crew with unique abilities. A crew complement made solely out of special forces soldiers would be heavily resistant to boarding parties, if not completely invulnerable. A crew made out of janitors for example, would be more vulnerable to boarding parties. You wouldn't need to add more skills either. Charisma attributes and skills would be the only things to effect recruitment and training time and/or quality.

Which brings me to boarding parties. You can either have ships like assault shuttles to attach to ships that have no shields up. Once attached, the boarding capsules/shuttles would have to chew through all the armor and get it to structure before the boarding troops can begin their takeover of the crew. The good thing about this method is that one shuttle or boarding pod would take a lot longer to secure a huge ship like a battleship, making it necessary for tens of pods and/or shuttles to attach to the ship. Also, if the entire crew complement was made out of soldiers instead of slaves for instance, resistance by the crew would be much more effective, if not impossible.

And you ask, what would be the benefit of taking over a crew? Simple. You capture the crew relatively intact to use on your own ships. Like salvaging, only for crews. I wonder if you could do the same for wrecks or if wrecks would drop crew members without the need to capture them (seeing as how they're still alive in wrecks, they wouldn't probably be too averse to being employed by someone that shot up their captain's ship if only so that they aren't left in the floating space wreck).

So you see, making a crew complement completely out of dancers as opposed to marines would have a consequence, and perhaps, you could even create a mixed crew of different types of people stock (marines, dancers, slaves, janitors) with results that would reflect the different concentrations of each (a crew with a small number of marines would be more prone to boarding).

Just a crazy idea I thought I would vent before it evaporated. Embarassed

Nihilion Saro
Gallente
Stray Cats Social Club
Posted - 2007.05.23 21:52:00 - [66]
 

I really like the idea of integrating crew recruitment with ambulation... could be interesting depending on how its done. Boarding parties could be neat, too. But crews composed of exotic dancers? Don't see what the tactical advantage of that might be.

But anyway, the above post demonstrates how much could be done with crews, though.. seriously. Worth putting up on the drawing board.

DorXtar
Blow Up Really Lame Adversaries
Posted - 2007.05.23 23:27:00 - [67]
 

I think a crew made completely out of dancers would have a high degree of charisma as opposed to a crew made of janitors. Perhaps a dancer crew would follow all orders quickly and have a low rate of mutiny (if the ship rarely docks, the crew becomes ornery). A crew of janitors would be adept at being efficient and keeping things tidy (how that would translate to combat I don't know). A crew of engineers would be really great at fixing things and making components more effective/efficient. A crew of militants would always be eager to fight, making for a bloodthirsty crew, but they would be very prone to mutiny if they didn't see enough combat or if they didn't dock at stations once in a while. Mutiny could involve the crew being slow to respond to orders (much like the module lag we experience now), which would progressively get worse as the crew got closer to a full mutiny. A crew complement comprised of a mix of dancers and militants would make for a crew both bloodthirsty and with a lower incidence of mutiny (perhaps for obvious reasons). Shocked

I know many of the older players have characters that have high charisma, and it usually only serves them to boost training times (as far as I can tell)

What if the charisma attribute of a character had a direct impact on the crew of a ship? Lowering the propensity of a crew to mutiny. Increasing the effectiveness of the crew's modifiers (would boost whatever skills the crew effected to the ship). For example. If the crew was made completely of mechanics, high charisma would boost the mechanic modifier (which would be better repair, keeping the ship together and keeping modules working, etc.)

So if you have a mixed crew of militants and mechanics, it will have a mix of bloodthirsty-ness (sp?) and repairy-ness Embarassed. With high charisma, a mixed crew like this would get a boost, making the crew better in a fight than a crew of pure militants led by a captain with low charisma.

In essence, a high charisma character wouldn't be a solo pwn mobile, because most high-charisma characters probably have high charisma at the expense of other attributes, such as intelligence, perception, willpower, etc. Charisma may end up just being a mutiny modifier.

And I liked the idea of a crew gaining experience as long as you don't lose your ship. This would create more of a risk to losing ships in combat than there is now, and more of an incentive not to lose your ship. Think of the crew!

Radgun
Minmatar
Sebiestor Tribe
Posted - 2007.05.29 13:06:00 - [68]
 

the official CCP stance is basically "we don't care"

Sharkbait said it himself in the help channel some time ago

Kramer Verone
Amarr
TeamMX
Posted - 2007.05.29 13:27:00 - [69]
 

Originally by: Radgun
the official CCP stance is basically "we don't care"

Sharkbait said it himself in the help channel some time ago


Thank you.

Horrible idea.

Christopher Dalran
Gallente
Deadly Alliance
Posted - 2007.05.29 17:38:00 - [70]
 

So.... riggs that you have to feed and can be killed but you can exchange them at any time.

................. Nah that all sorta flies in the face of EVE lore and i dont see the Jovians jumping into time machines to rewrite history soon.

MotherMoon
Huang Yinglong
Posted - 2007.05.29 20:05:00 - [71]
 

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


wait did you just try to disprove the crew thing with saying it was a prepod idea?
that's just silly
it talks about what pods do
and prepod
wait what are you talking about
the jovians have had pod tect for a long time making it a post-pod chornicle

Aidelon
Caldari
Perkone
Posted - 2007.06.17 04:11:00 - [72]
 

Throwing my hat into the support of crews!

I think this would add an huge amount of immersion for players. I really think this should be added to the game - it's something that players would have a lot of fun with!

Each ship can hire a set amount of crew members:

Frigates 0
Cruisers 1
Battleships 2
Capitals: 4

Crew members cost X isk per month --> Money Sink!

Crew members add a certain bonus to a specific area of the ship. IE: 5% to weapon damage. or 5% to resistances. 1 slot per type (IE 1 gunnery crew member per ship, 1 engineer crew member per ship, etc).

The longer you employ a crew member, the better the bonus is! (and thus you must pay a higher salary ;))

You can remove crews from your ship and add them to another ship. After all, crews have legs too!

Backround stories could be developed. There could be a special 'mercenary' crew market -buy/sell better crews!

It would be a great mini game in addition to adding more combat options and ship interaction!

Mundem Pashdale
Sacred Templars
Black Star Alliance
Posted - 2007.06.19 16:37:00 - [73]
 

/Signed

I love more complex ways of pimping my ships! Crews would add a level or realism... I may not RP, but I like looking at the pretty windowns on my ship and wondering what it would be like to be a crew member under a pod captain

Cardas
Caldari
Caldari Provisions
Posted - 2007.06.20 14:44:00 - [74]
 

Actually, that's not such a bad idea...
The first thought that popped into my head was: Elite meets Pirates! ;)
Of course, lot of people might argue that MMORPG is not RPG, but I agree with all the posts that say that maybe some degree of RP would be nice...

If we look at other MMORPGs, let's say the-one-whos-name-we-don't-mention (yes, I mean WoW), where you can give your pet a name, heal it, etc., although it is more or less "expendable"...

Crew - yes, but keep it simple...
Since I mentioned Pirates, something similar wouldn't be too hard to implement into EVE...
- you could have e.g. a bar in every station where you could hire crew, not buy them on the market
- I suggest only 2 type of crewmembers: "sailors" (contribute a little less) and officers, both have to be onboard in some ratio (e.g. 10:1)
- they could contribute to all the ship stats, not particular systems (to keep it simple)
- 2 attributes which contribute:
- morale - the more ships you kill, the more isk you make and perhaps the more booze you have onboard, the higher the morale
- experience - also, the more ships you kill, the more missions you succesfully finish, the longer they are with you, the highr it gets
- keep them in slots, but put "crew escape pods" on the market - if you see you're going down, jettison them to save them, pick 'em up later (or with friendly ship)

Well? Like it? ;)

Ezethiel
Posted - 2007.06.21 03:29:00 - [75]
 

Crew could be a way to make you more interactible with your ship. But should not be with training crew for them to be better or them gaining skills. Should be standard type of crew and that is all. Imagine that you wait like 1 month for a crew member to learn a skill or something, and when you enter in 0.0 you get ganked on the first gate and there is going 1 month of waiting. And escape pods sounds great, and could be in a station an thing like recall crew or something

Shin Mao
Caldari
AFC
Death or Glory
Posted - 2007.06.21 08:13:00 - [76]
 

Edited by: Shin Mao on 21/06/2007 08:13:11
RP point of view from overzealous ammarian pilot:
"I found idea having living, breathing, eating, fouling creatures in my ship abominable. Ship - my sacred shrine, divine machine of communion with Eternity. Dessecrate it with imperfect human beings is unforgivable sin. What machines can't do better then them? Look in drone hives, and you find the answer. New world is coming, and imperfect unpure worlds will be purged by divine fire, and new age of Godlike Machines will come! Amen...".

Vordan Baszt
Posted - 2007.06.24 12:10:00 - [77]
 

I love the idea of crews, I hate the idea of implants, and for that matter drug boosters.
This is a space ship game not some fantasy RPG!
I dont want to be taking 'health potions' and 'strenght potions' in disguise, but thats another thread.

Why not transfer all the bonuses given by implants to crews (apart from stat bonuses of course). This would make much more sense.

In addition, if ships had crews further combat features could be developed such as boarding actions.

For example, I am 5km from your ship, your shields are down. I have on board several squads of marines, and a few boarding vessels (kept in drone bay).
I launch these at your ship. You may attempt to take them down with light drones or very small fast tracking guns. My marines board your ship, and there is a close quarters battle between my marines and your crew. If you planned for this eventuality and had a bunch of marines of your own in your cargo hold, I would get a nasty surprise.
The result would be determined by the number and type of boarders vs the number and type of native crew plus some random factor. If I win, your pod is expelled and I have to send a skeleton crew to pilot your ship (like a big drone, but perhaps unable to perform to its full ability). If you win, you get to keep your ship, plus if you have boarding craft of your own you could launch a counter assault.
Also, if both ships planned to board, you could end up with a funny situation where your boarders take over my ship, and my boarders take over your ship!Very Happy

Rilder
Caldari
Oberon Incorporated
Morsus Mihi
Posted - 2007.06.24 16:08:00 - [78]
 

Originally by: Vordan Baszt

In addition, if ships had crews further combat features could be developed such as boarding actions.




This would Nerf gallente and boost Caldari I like it. Razz Unfortunatly it would nerf Amarr even more....


As for the whole crew idea, this needs to be implemented, its a solid idea and would boost immersion... plus it could shut up those "People" who think ships don't have crew, heck even large, mid sized frigates have crew I bet.

Retnor Kilani
Posted - 2007.07.25 01:46:00 - [79]
 

I would like to see a use for the freakin Marines that I've stockpiled over the years. You know all those docked ships you see in missions? Take those things then use a (shock) LARGE tractor beam to tow it back to station (yes in warp!) and get the ship plus it's cargo. I would never want them to be used on players ships, but maybe in some exploration sites that might have entire faction ships to be taken......

ghosttr
Amarr
ARK-CORP
Intrepid Crossing
Posted - 2007.07.25 02:49:00 - [80]
 

I would like for a crew to gain experience over time and improve the performance of the ship. To prevent people from just exploiting this by just buying alot of ships and putting them into the hanger make it so that you need to manage the crew. And over time your ships performance would inprove, so ships that you keep alive for a long time & fly regularly would be better.Very Happy

MotherMoon
Huang Yinglong
Posted - 2007.07.25 04:34:00 - [81]
 

I blieve it should not be ship bonuses, they just run it.

however a whole new mini-game where you can build up your crew and then use them to fight or race on thier backs would be rad.

like cokobo training in ff7.. but people :P

Setsunai
EVE University
Ivy League
Posted - 2007.07.25 13:06:00 - [82]
 

Surprised I love this idea but there's just one major flaw with it, it is too simple. It adds almost no extra complexity or depth to Eve at all which is something it's sorely lacking, it needs to be more robust. Here's what I propose:

All ships, not including frigates, should have crew of increasing magnitude, something like 10 for a Destroyer, 20 for a Cuiser, and so on and so forth. Now I know what you're going to say "Setsunai, those numbers are too low!!!", but hear me out first. Each crew member would have advanced AI and a number of statistics like HP, Endurance, Speed, Morale, among others that I will discuss later on, and these would be based not only on the crew member's race and subrace, but also on his past experiences on the current ship or any other ship he has served in the past. The crew member would also have needs and wants dynamically generated from their environment and social interaction with other crew members. For example, a Matari crew member might not get along so well with an Amarrian pilot or crew member, lowering morale and affecting performance. Of course, this would change over time as the advanced AI for the crew members will have learning capabilities and after many successful battles with their crew members they will grow accustomed to it, though there will always be some degree of mistrust. When a new Matari crew member is added then the old Matari crew member, more experienced with interracial relationship, will help the new one cope with the difference, the speed of which would depend on how similar a background they share.

The AI subroutines will also lower morale across the board when a well known and liked crew member is lost or replaced with a newer one, making the newer one feel uncomfortable and creating tension within the crew, with performance again taking a hit. Of course, like in all professional teams, it means that an homogenous crew would run smoother from the beginning, but a diverse crew would ultimately work better by being able to exploit each race's strength to the maximum, once the kinks have been ironed out that is. Other things that would affect morale would be the availability and quality of food and rations (Which would be involve the crew position of the cook, and resources such as livestock processed at factories using a subset of the industry skill tree, with a subset of the science tree in order to increase nutrition value), the overall living conditions of the ship and how long the ship goes without docking.

The advanced AI would also create interpersonal relationships between the crew members, creating friendships, lovers (even love triangles or cheating), enemies and all sorts of social relationships that are frequent in real humans, so the player must take them into consideration when assigning crew members to different stations (Separating lovers might decrease their morale but placing them together might not be necessary good for productivity, it will all depend in the strength of the relationships). All this would make the captain grow intimately familiar with his crew and give us more of the immersion and depth that we all love. Of course, if the captain proves to be callous about his crews needs and situation there is always the chance of mutiny and could result in the captain's pod being forcefully ejected from the ship. If only a section of the crew is rebellious then the mode for boarding (described below) will play out between the crew. But the benefit is that we even get to enjoy a fully fleshed out social simulation in our ships when making those multiple jump trips, and get insight into our crew's personal life and experiences.

Continued...

Setsunai
EVE University
Ivy League
Posted - 2007.07.25 13:07:00 - [83]
 

HP, Endurance and Speed would be taken into account into a new deterministic damage model for the ships and the simulated physics for the inside of them. Basically the Speed attribute would affect the time it would take the crew member to man his assigned station at the start of a battle, or to relocate in the midst of it at his commanding officer's (You) order. This time would also be affected by the layout of the ship (Which would have to be initially designed by CCP, but later on user modifiable). Endurance is how long the crew member can perform optimally, this can be increased with nutritional food and rations as well as regular drills on demand. HP comes into play every time the ship is hit. Utilizing the aforementioned damage model then the effects of the impact can cause great damage or even death to a crew member. This is less of a factor with EM damage, a tiny bit of an issue with Thermal damage, but a great deal of importance with Kinetic and Explosion damage. Lastly, it is also used in the next section.

Some of you mentioned boarding and while it's a great idea in and of itself, I think it should be expanded upon. Basically you can have extra crew ready to baord an enemy vessel, or defend yours. These are not that different from normal crew and you can actually cross train them in POS and NPC Academy modules.

The act of boarding would add a new squad based real time strategy element to the game where a skirmish will take place in the ship being board utilizing its stock or modified layout as a map. The action will take place in a separate window so the capsuleer can still pay attention to the space battle conditions. Utilizing morale, firearms, combat specialization and training of crew members, leadership skills and the such the captain must overcome/deflect the enemy forces in order to attain victory. As mentioned above the crew can be trained into specific roles like Medic, Marine, Demolition Expert, Hacker (In order to circumvent the extra security that the players can now add to their modified ship layouts) etc in different academies that can be built and ran in POS or used at a cost as a station service with specific high standing corps. That is of course in addition to the specialist roles such as Engineer, Gunner, Helmsman, etc that the crew might have when working on the ship. So in short, the crew dual classes, which different levels of experience and proficiency in each the classes. Of course, any given crew member can be single class, giving extra bonuses to its single class, but making him less versatile in different situations.

I've got far more details to add, such as station interaction and crew quests, but that's it in a nutshell, what do you guys think?

Cpt Branko
Retired Pirate Club
Posted - 2007.07.25 13:08:00 - [84]
 

Edited by: Cpt Branko on 25/07/2007 13:20:45
Horrible bunch of ideas, i have to say. Let's go from the start:

Originally by: Cygnet Lythanea

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.



Right, battleships lack having more bonuses compared to small ships Evil or Very Mad
Oh, and we desperately need *more* bonuses. Rolling Eyes

Originally by: Tarron Sarek
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.

Originally by: Trading Plaices

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.




This is what would happen and what is essentially the problem. It'd be just another mandatory thing to boost in order to be competitive Rolling Eyes

If you want to do something positive regarding rigs, give us rigs in different sizes so it's worth it to rig ships smaller then a BC, and balance offensive vs defensive rigs.

Originally by: Kenji Noguchi
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.


Yeah, having to maximise another thing is a load of fun Rolling Eyes It'd be a very pain in the back side feature, because, if crews give bonuses, you have to get them.

Originally by: Erunanion

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 :)



You don't PvP much, do you?
If it gives the bonuses you described in your post, everyone and their mother would need to get it, even if they have to succumb to the micromenagement hell you described in your post. Immersion, yeah, right. You just want a bonus to your passive tank drake. Rolling Eyes

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:

frigate: 40



Leave my frigs alone. Anyway, 40 people on a ship with a 37m radius? Er, right. By the way, if you actually check the chronicles / database, they don't have crew, just a pod pilot.

Originally by: Celestos Marxii
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...


Yees, let's make a lot of 'clicky-clicky' when I'm in structure, great idea Evil or Very Mad
When you're in structure, you're 90% dead. A DC II will keep you alive for a while, but it's a very short while.

Originally by: DorXtar

....weird stuff...



That was just too weird. However, at the end of the post, you advocate that it'd create more of an incentive not to lose your ship.
Do you know what this means?
* 25% increase in carebear forum whinage after being shot down in low-sec / high-sec
* 10% less carebears willing to take risks
* 10% larger average carebear blob when hunting pirates
We don't need *more* incentives not to lose your ship. Pirates won't care anyway, the already scarce targets will.

Cpt Branko
Retired Pirate Club
Posted - 2007.07.25 13:20:00 - [85]
 

Continuing the 'horrible idea review'.

Originally by: Aidelon
Throwing my hat into the support of crews!
I think this would add an huge amount of immersion for players. I really think this should be added to the game - it's something that players would have a lot of fun with!
Each ship can hire a set amount of crew members:

Frigates 0
Cruisers 1
Battleships 2
Capitals: 4

Crew members cost X isk per month --> Money Sink!
Crew members add a certain bonus to a specific area of the ship. IE: 5% to weapon damage. or 5% to resistances. 1 slot per type (IE 1 gunnery crew member per ship, 1 engineer crew member per ship, etc).
The longer you employ a crew member, the better the bonus is! (and thus you must pay a higher salary ;))
You can remove crews from your ship and add them to another ship. After all, crews have legs too!
Backround stories could be developed. There could be a special 'mercenary' crew market -buy/sell better crews!
It would be a great mini game in addition to adding more combat options and ship interaction!


Ok - but are you aware that this horribly influences the BS vs cruiser vs frig balance, in addition to providing a 'must micromenage crews in order to get bonus' imperative, even in people who hate the idea of crews but are not willing to sacrifice a 5%+ damage/whatever bonus on their ships?

Originally by: Vordan Baszt
I love the idea of crews, I hate the idea of implants, and for that matter drug boosters.
This is a space ship game not some fantasy RPG!



So, with pilot controlling 90% of what happens on the ship, making the pilot react faster, etc, etc is 'fantasy RPG'? Laughing

Originally by: Vordan Baszt

Why not transfer all the bonuses given by implants to crews (apart from stat bonuses of course). This would make much more sense.



No, it wouldn't. If a implant makes me (I control all the guns on my lil Frig) better with my guns, I don't see how transferring the bonus to my imaginary crewmember (which I have 0 of) makes much more sense. Or you just want to eliminate any possible bonuses I can get in a frig hull?


Originally by: Vordan Baszt

...boarding?...



Boarding when shields are down?
You mean, let's make a ninja-nerf to any armour-tanked ship? Are you aware what the gameplay ramifications of this would be?



Ellaine TashMurkon
CBC Interstellar
Tactical Narcotics Team
Posted - 2007.07.25 13:21:00 - [86]
 

Crew as managable entity is just added complexity with little fun added to gameplay. More time spent in hangar checking if second officer is happy enough and if the laser lens cleaning crew got their portion of Vitoc. Less time spent in space.
However...

Crew count statistics in showinfo and killmails would be nice. Typical Eve player will love knowing he just killed 6000 people :)

Dr Wilhelm
Amarr
Imperial Anarchists
Posted - 2007.07.25 13:22:00 - [87]
 

psh I dont care what crew do, I just think they should exist. Personally I would prefer the horde of hooded minions approach to staffing a ship, but maybe thats cos I am an amarrian slaver at heart.

It would certainly be nice to have a crew, with some sytle to them, and a bit more option for customisation. The modifiers dont have to be large or game breaking, just give the game a little more substance.

Crew in almost any format would be an improvement on none at all. Huge ships with massive decks and obvious windows pilotted by one guy - lame...

Verona Mal
EVE University
Ivy League
Posted - 2007.07.25 20:16:00 - [88]
 

/signed

I think adding crew is a great idea and there's plenty of good ideas to draw from in this thread should CCP ever consider adding crew to the game. From a tactical and RP perspective crew make a lot of sense.

Here's my $0.02 on the matter: start simple. At the moment there's no crew in the game at all. Some ideas mentioned here, while good, are going to seriously unbalance the game if implemented suddenly. Crew could start off simply as a rig/mod and later we can worry about crew experience, loyalty, boarding parties, feeding, etc. Ships straight off the production line can come equipped with skeleton crews so that nobody starts off at a disadvantage, suicide gankers can still use stripped down ships, and so on.

Duhmad IbnRa
Gallente
EvE Dynamo
Posted - 2007.07.26 00:11:00 - [89]
 

i like the idea of crews:

there should be 3 different types:

Engineers: automatic, allthough slow repair of structure, integrity(i will explain this in a bit) and armor

Marines: Defend the ship against boarding parties

Crew: does the same as engineers but with lower efficency, but can also defend the ship, but not as good as marines.

Integrity: would be the fourth health bar of your ship, comes before structure but after armor. once it is gone the ship is disabled but not destroyed. it can only be restored if the ship has full structure.

With enhanced abilities for the tractor beam it would be possible to capture / tow ships.

Dr Cedric
Caldari
Orbital Industry and Research.
Posted - 2007.07.27 06:26:00 - [90]
 

Basically mostly good idea. I can't believe (and I've read the whole forum on this...) that no one has mentioned the LP store....

You want a crappy crew member just to check it out, you shell out 2000 lp to *Insert Faction name HERE* Navy and there you go...

You want an uber awesome gonna boost your stats 2% across the board, you ask the vice admiral of the entire navy to hop on board...and you spend your 200k lp and 300,000,000.00 ISK to get him there...

They all work for the navy, they all get clones, when they die, you lose standing w/ your faction.

If you wanna make it complicated then you have Cruiser Crews, BC crews, BS crews, etc etc...

AND, only the one who runs the mission and spends the points can get the crew member. That way, if none of the PvPers wanna run missions, none of them will have a crew member worth a crap. If you're a full time mission runner and wanna test your guns, you get a bonus for doing it w/ something valuable on board. Seems to keep things balanced to me... Just another thing for the mission runners to go after to get the next edge on those darned Cal. Navy agents and their rasafrackin missions!

Just add another page on the Bio section titled crew members, and a skill crew management, one crew for each level...
List out your crew, each members bonus and the total effective bonus
Crew bonuses are stacking penalized so that the absolute biggest boost you will ever get is like 2-5% (CCP gods, do your math) Seems simple enough to me!


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