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blankseplocked Ship Crews (They're Here, They're Real, get Over it)
 
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Ellaine TashMurkon
CBC Interstellar
Tactical Narcotics Team
Posted - 2007.07.27 09:53:00 - [91]
 

Mortals are cheap meat. There are trillions of them. They come for free, most elite maybe for 100 isk :)

largewhereitcounts
Posted - 2007.07.29 21:25:00 - [92]
 

Originally by: Tulisin Dragonflame
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.



___ I like the OP idea and I am quoting this because I want to add: if you can capture crew make it so that if a crew is loyal to someone some of the crew would rather suicide than be enslaved and this would also depend a little on race and bloodline of the crew. I also want to add that many people might disagree with this because the bonuses might unbalance things but I disagree disagree with them, a 0.5% bonus is better than no bonus at all and definitely makes a difference.

___ The most important thing and what I think would help EVE most is that this is very high in roleplay and would add a lot more to the game than just the obvious gameplay variety.




i take
Posted - 2007.07.30 03:16:00 - [93]
 

good idea need tweaking though

Natalia Kovac
Minmatar
Stimulus
Rote Kapelle
Posted - 2007.08.08 18:01:00 - [94]
 

I like the idea of crew, definitely.

Rilder
Caldari
Oberon Incorporated
Morsus Mihi
Posted - 2007.08.08 18:42:00 - [95]
 

You know if they added crew I'd like to see a simulated "lag" if you like to lose alot of ships, or use unloyal crew

"Your crew is having trouble activating your Armor-repairers due to how much they hate you and want you dead"


Ellaine TashMurkon
CBC Interstellar
Tactical Narcotics Team
Posted - 2007.08.08 19:37:00 - [96]
 

With walking in stations it would be nice to see 6000 people bowing in awe under my feet, 4 long rows of people on both sides of elevated pathway, before I undock my sucide smartbomb geddon :)

Cygnet Lythanea
World Welfare Works Association
Posted - 2007.08.14 22:15:00 - [97]
 

Originally by: Ellaine TashMurkon
With walking in stations it would be nice to see 6000 people bowing in awe under my feet, 4 long rows of people on both sides of elevated pathway, before I undock my sucide smartbomb geddon :)



Do they hand you a wakizashi as you board, oh heroic kamikazi pilot? Twisted Evil

I'd still like to see CCP give the crew idea a whirl. Starship games arn't just cool because of the ship, they're cool because of the people onboard. We all know the Ebon Hawk.. or the Enterprise are bad watch yo mouth fitted tech 2 packin mammas... but is that what makes it cool? Consider the idea of crews as a balance to the pvp monsters... sure,they're l337, but a mission running setup with a good crew should still stand a chance...

I know many hate 'real world' comparisons, but warships don't refit every ten min... and I'd like to see eve move more in that direction, toward a more 'realistic' space war.

Khanak Hryad
Amarr
GoonWaffe
Goonswarm Federation
Posted - 2007.08.15 17:02:00 - [98]
 

/signed

a very good idea, will add another level of complexity to the game, which is good for those of us who may get bored with the current flow of things

Crewman Jenkins
Caldari
Malicious Demi-Lancers
Posted - 2007.09.10 03:03:00 - [99]
 

I like it, Iv always wanted crew on my ships. I always imagined the crew numbers a little different, like 5 or so for a frig, but each ship would/should be different. The crew "module" would just be something that would symbolize the crew and their strengths/training, not their exact number. The crew modules would just come in 4 classes, small, medium, large, and capital for their respective ship sizes. Each crew could then be interchanged into ships of the same size class they are meant for. Depending on the crew size you have it would either affect the % bonus received, the quickness of their training, or the number of bonuses since the more people you have the more knowledge they can acquire as a whole.

Those are my thoughts on it.

Ilvan
Gallente
Post with your Brain
Posted - 2007.09.10 04:53:00 - [100]
 

A better idea would be to 'lore out' the human crews entirely. Why not just use semi-autonomous robots and AI subsystems?

As a side effect, all ships would get an agility and velocity bonus Very Happy

Meleia
Satanic Red
Insurgency
Posted - 2007.09.15 14:29:00 - [101]
 

So when will this be implemented??
"Soon"? Never? If so, why not?

Ellaine TashMurkon
CBC Interstellar
Tactical Narcotics Team
Posted - 2007.09.15 17:56:00 - [102]
 

Originally by: Ilvan
A better idea would be to 'lore out' the human crews entirely. Why not just use semi-autonomous robots and AI subsystems?

As a side effect, all ships would get an agility and velocity bonus Very Happy

Humans are cheaper :)

George K'ntara
Gallente
We Build Stuff Inc.
Posted - 2007.09.15 18:09:00 - [103]
 

I like the idea of crews in general it makes sense from a story based point of view and would add a nice new feature to the game. I would only hope that it was more based on isk and experience, then it having to add other skills to train.

Has CCP ever posted a comment in response to this idea?

Ilvan
Gallente
Post with your Brain
Posted - 2007.09.15 20:02:00 - [104]
 

Originally by: Ellaine TashMurkon
Originally by: Ilvan
A better idea would be to 'lore out' the human crews entirely. Why not just use semi-autonomous robots and AI subsystems?

As a side effect, all ships would get an agility and velocity bonus Very Happy

Humans are cheaper :)

Only if you're Amarr. ugh

Marine HK4861
Caldari
State Protectorate
Posted - 2007.09.15 21:37:00 - [105]
 

Originally by: Ilvan
A better idea would be to 'lore out' the human crews entirely. Why not just use semi-autonomous robots and AI subsystems?



You're proposing to put robots with the troubleshooting capabilities of humans on board your ship?

They've tried that already and they created the rogue drones.
Just imagine one of them gaining sentience, passing it on to the rest of the ship systems, then the next thing you know you've been ejected in your pod from the ship and the new rogue drone infested ship has started locking you...


So now you're proposing to have AIs and robots with the same operational intelligence as your normal combat drones on board your ship?
You'll be lucky to make it out of the docking bay in one piece. Very Happy

Ilvan
Gallente
Post with your Brain
Posted - 2007.09.16 01:01:00 - [106]
 

Originally by: Marine HK4861
Originally by: Ilvan
A better idea would be to 'lore out' the human crews entirely. Why not just use semi-autonomous robots and AI subsystems?



You're proposing to put robots with the troubleshooting capabilities of humans on board your ship?

They've tried that already and they created the rogue drones.
Just imagine one of them gaining sentience, passing it on to the rest of the ship systems, then the next thing you know you've been ejected in your pod from the ship and the new rogue drone infested ship has started locking you...


So now you're proposing to have AIs and robots with the same operational intelligence as your normal combat drones on board your ship?
You'll be lucky to make it out of the docking bay in one piece. Very Happy

I think we can all agree that the AI in combat drones comes straight from the bargain bin. I'd expect the ones running my ship to be of considerably higher quality. Cool

Ellaine TashMurkon
CBC Interstellar
Tactical Narcotics Team
Posted - 2007.09.16 07:34:00 - [107]
 

Edited by: Ellaine TashMurkon on 16/09/2007 07:35:12
Edited by: Ellaine TashMurkon on 16/09/2007 07:34:38
Better AI -> more complex -> more code -> more places for bugs and design mistakes -> more chaces for a catastrophe :)

And cheap humans are everywhere. You do not need to recruit a crew of middle class Gallente who want 100 isk per month + bonuses + jacuzi + 3 days off a week on stations with pleasure hubs + living standard of a ****(*) hotel room on board + 3 holocinemas on average BS + a zero G dancehall on ships above cruiser. And then you see one of the guns not shooting in battle because the gunner took a day on request. No. You can hire on of those 35 trillions of poor Intakis that you can find on federation outskirts. They will work for food, so their kids dont starve :) They will gladly accept the 60% risk of death to get the slight chance of getting in the middle class mentioned above :)

*) its not censoriship, that are four stars :)

Marine HK4861
Caldari
State Protectorate
Posted - 2007.09.17 06:28:00 - [108]
 

Originally by: Ilvan
Originally by: Marine HK4861


You're proposing to put robots with the troubleshooting capabilities of humans on board your ship?

They've tried that already and they created the rogue drones.
Just imagine one of them gaining sentience, passing it on to the rest of the ship systems, then the next thing you know you've been ejected in your pod from the ship and the new rogue drone infested ship has started locking you...
Very Happy

I think we can all agree that the AI in combat drones comes straight from the bargain bin. I'd expect the ones running my ship to be of considerably higher quality. Cool


I've edited my post down to the bit that you missed.
More intelligent AI = more chance of gaining sentience = more chance of your ship becoming rogue drone infested.

That's why combat drones are so stupid.

Rilder
Caldari
Oberon Incorporated
Morsus Mihi
Posted - 2007.09.17 10:36:00 - [109]
 

How about having a crew system simular to silent hunter 4

Picture of silent hunter 4s crew management

Basicly when you start a campaign your given a boat and a rather random assortment of crew, you can add more crew, either unexperianced recruits for free or experianced men for "Renown" then you place them in there slots in the management screen, now you don't have to mess with any of this, its all auto-matic.

However, if you tweak with your roster yourself you can get that little bit of performance boost. So for example in the screen above, having more of right specialty guys in one room will make that green bar fill up and that part of the sub work better.

So to convert this to EvE, lets make the rooms..

"Drone Deck"
"Engine Room"
"Bridge"
"Missiles"
"Shield/Armor Engineering"
"Turret control"
"Electronics Room"
(Note ships that don't use a certain area won't have crew in that area, for example a drake wont have a turret control room)

When you buy a ship youl be given a rather random assortment of crew, most won't be specialized in any area, and you can buy more crew using Lp Or Just hiring random peeps at a station. As for making your crew more experianced I really have no idea, perhaps PvP kills and a small chance of a PvE kill giving experiance or something.

Perhaps having a full experianced crew would give a small bonus like, 2.5% effiency in that room for a full green bar and a -2.5% efficiency for a empty bar, and if you don't pay attention to your crew at all then it will generally average around 0%.

Amior
Amarr
Imperial Shipment
Posted - 2007.09.17 11:36:00 - [110]
 

If your planning on thinking of showing an idea of crew members... you should try to look @ Navy Field...

You buy a lvl 1 Pilot and you got to increase its ability...

If I was you make it able to run certain items such as they did with that heating thingy on guns... slide a guy in it..

With either a bonus on Damage, Range, Accuracy, Rapid Fire as examples...

What you do is the char has like 10-20 abilities.... you get like 15 point total to upgrade that pilot... Those abilities are unchangeable and can't be removed. You will gain exp from ratting/mission & pvp (more exp). Each Level you gain you get +1 point which is also unchangeable.

Pilots should cost for lvl1 @ 10mil. They will be with you forever even if you die... so basically when you die so does the pilot which automatic has its on clones...

LVL 1 Re-Activate Pilot would be around 100k to bring back
LVL 100 Re-Activate Pilot would be around 1mil to bring back

So for an example you have a LVL100 Pilot that has 100 Points towards damage... that will give you 10% to Turret Damage. Each level you do to get to lvl 100 it does .1% per level added onto the guns.

I would say you allowed a total of 50 Pilots Min.

This is just an idea I came up with...

Ellaine TashMurkon
CBC Interstellar
Tactical Narcotics Team
Posted - 2007.09.17 11:40:00 - [111]
 

We are the pilots.

Amior
Amarr
Imperial Shipment
Posted - 2007.09.17 11:47:00 - [112]
 

Originally by: Ellaine TashMurkon
We are the pilots.
Yes for small ships... back in the day they had passengers on each Vessels... should be able to run more Mini Pilots/Gunners/ W/E... who cares just read...

holocaust187
Posted - 2007.10.01 03:43:00 - [113]
 

I agree with the idea of a crew

rova T
Running with Knives
Posted - 2007.10.01 03:44:00 - [114]
 

This can add a new level of game play to eve.

Cpt Branko
Retired Pirate Club
Posted - 2007.10.01 06:22:00 - [115]
 

No.

1) Balance nightmare with new bonuses. Also, certain bonuses are much more powerful then others, and also, bonuses further improve the ability of 'maxed' setups (vaga with 20% speed, passive drake with 20% shield recharge). You get even more powerful fits with crews, which is bad.

2) Another attribute you just have to min/max.

3) Another consequence of ship loss (since good crews, I assume, would cost a fair bit AND be a time-sink according to you) making high-sec people less likely to go try out PvP for fear of crew loss.

4) Assuming different crew sizes for different ships (since frigs are supposed to have 0-3 crew members), gives a boost for big ships while decreasing small ships efficency further. See (1).

Basically, if you want to RP with crews, then don't give them ANY bonuses, and don't force people who detest the idea of crews to use them just to get that 10-20% more (and, yes, if you ignore a pontential 10-20% boost in PvP, you're going to die miserably).


If you think it'd give you mission runners any chance in PvP, it wouldn't. A good crew wouldn't help you any (unless you already did fit out your ship for PvP), it'd just make the loss more painful...

Thera Romana
Posted - 2007.10.04 18:28:00 - [116]
 

What about real life crew members being able to replace the crew when you want to, Flight deck operations officer could control drones of a carrier, while a ships defense operator controls defensive weapons, and the pilot is flying, Fleet commander minds the fleet and tells all what the goal is and how to get there, Why have a single piloted titan, you could also have it so that during some phases those pilots get in thier own ships and go say recon. This would reduce total numbers of ships in a battle while not reducing number of players. Have all positions able to be played by npc's but the npc would get all the bonuses of the players.

Yuri Mengeroth
Minmatar
Very Bad Things
Posted - 2007.10.10 02:07:00 - [117]
 

I agree crews should NOT give any ship stat bonuses. They would be fun to have and could tie in to missions, NPC trade goods, storylines, etc.

I'd like to see them just for the immersion factor.

/signed, but give me a skill queue first ;)

Karyuudo Tydraad
Caldari
State Protectorate
Posted - 2007.10.10 10:01:00 - [118]
 

No, it's just another unnecessary element. It doesn't add anything to the game besides a whole new level of micromanagement that would be a nightmare on bigger ships. And ESPECIALLY if you kept the current number of crew members for ships. One battleship has thousands of crew members, cruisers have hundreds.

Murdah
Blue Republic
RvB - BLUE Republic
Posted - 2007.10.10 17:24:00 - [119]
 

i like th idea but could we have the crew restricted 2 capitalsYARRRR!!

Anjou
Amarr
Igneus Auctorita
Posted - 2007.10.16 01:03:00 - [120]
 

Ok, first, confession time: I didn't read the whole 4 pages... more like 2 and half...
Anyway, I'd like to build on an idea I saw proposed by Erunanion: rather than
individual crew, have teams and groups, each lead by an officer, or several officers of different ranks. If I've already annoyed you with my idea, please feel free to stop reading and go on about your business. However, if you are interested, please continue.

The Crew:

As a new element to EVE, the crew mechanic would need organization and definition of what it does, can do, and can't do. So, first off, I'll explain to you what role, in my mind, the crew should play in the universe of EVE.

Role: The crew supports and enhances the capsuleers' control of the ship, and helps him or her to maintain and service the ship. Thus, the crew takes off of the burden on the pilot, granted a very small part of the burden. Additionally, the crew services and maintains the ship in ways the even the extensive autonomous systems of the ship cannot. The crew mans the guns, patches the holes, replaces the shorted-out motherboards, and other such jobs. The crew gains experience as they learn the nuances of the ship, are exposed to combat, and become familiar with their jobs. A well-trained, seasoned crew is a very valuable commodity indeed.

What they do: The crew assumes some of the burden of the pilot, be it navigation, gunnery, analyzing sensory data, or whatever. Thus, with more of their attention freed up, the pilot can concentrate on other factors of piloting the ship. This translates, in game mechanics, to a small bonus for whatever assignments the crew have. I.e. if you have a dedicated, experienced gunnery team in addition to your crew, your gunnery accuracy and reloading will be marginally increased (1-10%).

What they don't do: A crew does not make up for having a low skill level in a particular area. Their bonuses are a percentage increase of your skill; the higher your skill, the greater the increase. Thus, you should have high skills to make full use of your crew.

How you use them: Your crew is a supplement to your own skills as a pilot, but are a separate resource in their own right. Thus, for introduction of a crew system into EVE, I would propose a new skill set: Crew Management, and to introduce other, Crew-specifics skills, to the Leadership skill set.

Classes, Officers, Teams, Groups, and What They Do:
Classes:
Based on your ship, from destroyer to titan to mining barge to freighter, your crew and what they do is affected by their class. There are 8 classes, and in parentheses are what they affect.

The classes are: Gunnery (Targeting Speed, Accuracy, Tracking Speed), Sensor (Targeting Range, Radar/Overview refresh rate, Accuracy Falloff distance), Drone Operation (Number, Range, Armor/Hull strength), Navigation (Speed, Agility, Warp Alignment, Warp Speed), Mining (Amount Mined, Mining Range), Shield Operation (Shield Regen., Shield max HP, Shield Resistances), Repair (Repair mod speed/cap. use, hull/armor max HP & resists), Subsystem Operations (Any other mods (tracking computer, cloaking, shield/ energized armor, etc. and their duration/cap use/additional bonus/reduced penalties).

Groups:
Crew are used in groups; depending on ship size, the size of the group will vary, but only so many can be housed on a particular class of ship. Groups are labeled by class, and each group, depending on their race, expertise, and experience, will provide a bonus to ship components.

Officers:

Each group is headed by a team of officers, who are required to relay your orders to the rank-and-file. Officers unlock the full bonus of having a crew, and an experienced officer can even add, very slightly, to a crew group's bonus. There are three officers per officer team, each of different rank, and each specialized in some area (Gunnery Command, Navigation Command, Drone Command, etc.).

(Cont. in Next Post.)


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