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blankseplocked Ship Crews (They're Here, They're Real, get Over it)
 
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Anjou
Amarr
Igneus Auctorita
Posted - 2007.10.16 01:20:00 - [121]
 

Continued from above.

Teams: Teams are specialized, highly skilled, small groups. They are specialists, and have much higher bonuses than normal crew. They are generally officers, and are used to command the rank-and-file to better perform their tasks.

How They Fit In:

Since there is no current system to use such as I've described above, a new crew management system is required, but it's not a complicated as it sounds: crew are like dynamic components. They can be killed, they have costs (training, recruiting, etc.), they can be contracted out (sold/loaned to other players), and work much like any other stat-modifying piece of equipment, but are so much more than that.
Name them, invent stories for them, learn to value their skills and histories. Is your crew mostly Minmatar? Strike back at the Amarr Empire and they will rally to you.

Crew Dynamics:

Crew Health, Morale, Skill, and Desperation:

Health: Your crew are living, breathing beings. They can be hurt, and even killed, by not only damage to your ship, but by pushing them too hard for too long (High Alert option: short breaks, no sleep, lean rations; higher bonuses for a short time, i.e. combat, but after then the crew's health and morale deteriorate.)

Morale: Your crew is affected by those they work with, your ships status, and how you treat them (reckless/overuse of High Alert option).

Skill: The skill level of your crew. The longer they're with you, the more they learn. Experience is the best teacher, as they say. A more skilled, seasoned crew will have better bonuses than a green, unseasoned crew.

Desperation: When the going gets rough and you're down to the last bit of armor and the capacitor is just about empty, your crew can perform miracles a machine could never dream of. The higher their desperation, the more likely their bonuses are to spike, but the more likely an accident is to occur (bonuses spike for brief moment, but crew health degrades more rapidly)


So, that's my idea.
I hope you liked it. ^__^

Danjira Ryuujin
Caldari
Posted - 2007.10.16 22:39:00 - [122]
 

Edited by: Danjira Ryuujin on 16/10/2007 22:39:22
This won't work unless we find some way for it to go horribly wrong for the Amarrians. Ah, yes, slave revolts Twisted Evil

Abrazzar
Posted - 2007.10.20 12:16:00 - [123]
 

Well, I have scribbled some ideas about crews together and got a simple solution and a more complex solution for implementing them. I think the solutions are within the scope that allows people to interact with the crews without distracting too much from the actual gameplay. Those scribbles don't contain really exact stats as those are subject to balancing anyways and i prefer to leave that to those who own the game design document. Wink

Crews

1.)Simple solution

In the fitting screen is an additional slot for crew. Every ship class has its own kind of crew. Crew 'modules' cost a set price on the market. Each crew type comes in three varieties: Conscripts, Standard and Faction.

Conscripts are used when no crew 'module' is installed. They reduce the CPU and Power Grid on the ship by 10% due to bad handling.

Standard crew is average in price and have no mods.

Faction crew can only be obtained via LP Stores and give a single +5% bonus on a certain faction specialty. Alternatively, faction crews enable leadership bonus of a certain leadership variety to be applied even when not in a gang or fleet. This bonus is overridden if a actual fleet or gang with leadership bonuses on that particular stat is created.

There is no maintenance cost. Crews are lost at ship destruction.

Abrazzar
Posted - 2007.10.20 12:16:00 - [124]
 

Crews

2.)Complex Solution

In the fitting screen is a new 'hold', like drone bay and cargo, called 'Crew's Quarters'. The Quarters have a certain max. volume that indicates how much crew you need to fly the ship at maximum efficiency. The percentage to the max crew amount is applied to Power Grid and CPU. This means with half the crew you will only have half the Power Grid and CPU available. Crew comes in items with 0.1 m3 volume and a basic hiring price on the market So a ship that needs 600 people as crew has Crew's Quarters of 60 m3.


Crew types:

Conscripts/Civilian, Standard/Trained, Faction/Expert for a simpler way. Very much like above, the Crew's Quarters can only be filled by one type of crew, modifications similar to the simple solution above.

More complex would be to have differing qualities of crews like above with cheap civilian conscripts (or elite slaves if you're Amarr) which reduce the overall performance of all ship attributes by a certain percentage, standard crews that don't modify anything, specialist crews that modify a certain attribute and faction crews that modify a certain set of attributes.
You can mix and match crew types in the quarters but the modifications will depend on the proportion a certain type has in the total crew. So if half your crew is conscripts, the other half are standard, the malus of the conscripts is only one half of a full crew. This also means you can match together different specialists to increase the attributes you like, albeit more limited in the amount as pure specialist crews.
The bonus of specialists and faction crews should be dependent of the leadership skills of the pod pilot very much like described in the 'simple solution' section.
To be able to use faction crews you will need a certain standing with the faction, else the crew will just deny servitude.

Crew Maintenance:

Every crew member will be paid per hour in space. When you undock a counter starts and stops when you dock again. Every full hour on the timer the payment will get deducted from the wallet. Payment can vary between 1-10 ISK, depending on the kind of crew. Slaves and conscripts are not paid at all but they need nourishment, see below.
Every crew member will use up 0.01 m3 Water, 0.02 m3 Frozen Food and 0.01 m3 Oxygen per day in space. Time in space will be calculated the same way as with the wages. Uneven fractions will be dropped and added to the next day use.
If any one of the maintenance cannot be paid the crew will stop working until the requirements are met. If the maintenance isn't paid 5 times in a row the crew will leave at the next port (wages) or die on the ship (nourishment).


Crew and Ship Loss:

When a ship gets destroyed only 10-20% of the crew survive. They will appear at the closest station the player has Assets at. A new leadership skill (Crew Safety Procedures, requiring Leadership lvl II) will increase the amount of saved crew by 5% per level. So with lvl III in this skill 25-35% of the crew gets saved. Higher qualified personnel will get saved first, then lower qualified. Slaves are always lost, they either died or ran away.
A module requiring Crew Safety Procedures (Crew Escape Capsules)can be put into a low slot to increase the amount of saved crew by 25%, a T2 version increases it by 50%. This module is always destroyed with the ship.


Crew Information:

There needs to be a info screen with all crew relevant information available. This should be opened by a right-click on ship menu point. This screen would have a list of the crew, percentages of the different kinds to the max crew, percentage of the crew to the maximum, attribute modifications on the ship, total time in space, time until the next payment, time until the next nourishment, times a payment/nourishment was missed, amount of payment/nourishment needed the next time and expected survival rate at destruction. Crew should be sortable by name, percentage of crew, payment and survival priority.

Tarron Sarek
Gallente
Biotronics Inc.
Initiative Mercenaries
Posted - 2007.10.20 13:37:00 - [125]
 

It is argued that we already have crews, but they don't give any bonus.
Well if we already have crews you can already name them, invent stories for them or learn to value their .. presence.
But I guess as long as there is no bonus derived from them, that won't happen.

As far as immersion is concerned (stories, names, etc.) I'm not sure whether introducing a new set of bonuses is the right place to start.
There are many other opportunities with far less game breaking potential. NPC's like agents, the police or civilian craft, planets, stations, billboards, .. to name a few.

Apart from that, and that's actually my real concern, I think crews would create problems, because they would present yet another bonus to stack on top of module bonuses, rig bonuses, skill bonuses, leadership bonuses and implant bonuses.
That means more extreme extremes, even harder to balance than they are now, and an even bigger difference between new character and old character, probably resulting in complaints and eventually a new player boost.

What I would like to see is some thoughts about these possible problems. How do you prevent any of that from happening?

Abrazzar
Posted - 2007.10.20 14:33:00 - [126]
 

In my concept the bonus of the crew is derived from the leadership skills that give gangs a bonus but not when you fly alone. With specialist crews you can gain this skill derived bonus when you are on your own but when in a gang the higher bonus of gang leaders overrides the crew bonus.

Also the crews are come with a trade off in ISK and maintenance and risk of loosing the hired crew with your ship. Maybe the actual bonus from crews can be halved to 1% per skill level in the appropriate leadership skill and faction crews only add their additional faction bonus if you have a certain leadership specialization.

It is always a difficult thing to make a feature worthwhile for the players to use and rewarding enough without damaging the overall game balance. Features need to get assessed and after implementation they need to be adjusted to fit into the dynamics of a working game.

A debate about how any feature is to be balanced is endless and ultimately pointless until it's integrated into the playing environment for 'real life' assessment.

tatchcoma
Posted - 2007.10.25 13:28:00 - [127]
 

the basic idea of crews in special slots (more for bigger ships etc) is cool...tho i think ppl are going a bit too far with being able to train them or implementing salaries etc. I think it would be better to just have "crew" available but different classes of crew like there are different classes of ammo. You would need crew for your ship to function and having less than a full compliment would impair the ships performance eg: acceleration, turning, warp, rate of fire and loading etc.

In combat once a ship gets into hull they should also begin to loose crew as they die in the fight, bearing in mind the more crew you loose the worse your ship flys.

Luthien Dawn
Posted - 2007.11.08 01:43:00 - [128]
 

Can we plz get this any time soon?
Or will it never happen?

Plz Devs, just tell us.

Manfred Rickenbocker
Pan Galactic Gargle Blasters
Important Internet Spaceship League
Posted - 2007.11.09 07:54:00 - [129]
 

Originally by: Tarron Sarek

Apart from that, and that's actually my real concern, I think crews would create problems, because they would present yet another bonus to stack on top of module bonuses, rig bonuses, skill bonuses, leadership bonuses and implant bonuses.
That means more extreme extremes, even harder to balance than they are now, and an even bigger difference between new character and old character, probably resulting in complaints and eventually a new player boost.

What I would like to see is some thoughts about these possible problems. How do you prevent any of that from happening?


/signed
I believe I posted in a similar thread a long time ago. Crews pose a huge balance problem for players and CCP to fix. I do agree something needs to be done to add them though, since they are in the fiction and it just plain makes sense. When I posted prior, this was my take on things:

Basic: Crews supplement existing skills used by the player. Thats it.

How: Have a skill, such as "Crewing", that as you increase it allows you to add more crew to your ship. Crew would be filled similar to a meter 0 to 100% and crewing would increase the crew you can use by increments of 20% (make it 10% and have an Advanced Crewing skill?). Crew sizes would be logarithmic like everything else, so frigates have 5 crew, cruisers 50, BS 500, capitals 5000.

What: Crewing increases your EFFECTIVE ship skill. Each ship has bonuses related to how well you can use your ship, so at ship skill 3, your 5% to turrets becomes 15%. Make crews able to supplement this up to the max possible skill 20% per level (see why this for skill?). So, say your ship skill is 3 and you get that 15% to turrets and want that extra 10%? Add 40% of max crew.

Extra Crew: Obviously, at ship Lv 5 there is no reason to use crew. In fact, why have EXTRA crew at all? The only way to balance this with old players is to make crew DIE. Yes, thats right... as you take damage invariably crew members will bite the bullet and keel over. In this way you need to replenish crew, and more advanced players wont lose their props for getting that skill all the way to 5.

Extending Crews: Make crews cost money over time to maintain, like a crew bill from Concord or the DED. Make crews apply to other things, such as the turret skills themselves, or to repair skills, etc. Add skills to make crews more survivable in combat (Crew Life Support).

Thoughts? This obviously needs to be fleshed out a tad...

Jenjuan
Gallente
Amargosa Observatory
Posted - 2007.11.13 18:00:00 - [130]
 

Even better than Ship Crews would be Co-Pilots. Basically, you could spread out the Skill Requirements over several players, with each having control over certain systems. This would allow smaller corps and alliances to get Motherships much faster and promote more teamwork in the game.

ProClone Alpha
Posted - 2007.11.19 20:16:00 - [131]
 

Nice ideas, guys. My favorite one is that crew would be trainable - would gain abilities (like +5% ship hitpoints, etc.) the longer you use a particular crew unit. Of course we would need to prevent people from just 'hanging a ship' in high-sec and training the ship that way. Perhaps bonuses could be gained for something that requires some manual activation - ex. hitpoints bonus for every n-nth turning on of the armor repair module, damage bonus fo n-th firing of the guns, and so on. Crews could be bought and sold, would be destroyed with a ship but we could have some 'escape pods' module increasing a chance that crew would survive in a wreck. Moving a crew from one ship to another may result in them loosing some abilities, permanently or temporarily, to reflect retraining, the bigger the change - the bigger the loss. Moving from the same ship to a copy shouldn't be penalized, changing within faction should be penalized less, and so on. Ships should also have sizes - a frigate can accommodate one crew unit, but a battleship needs 10 (their bonuses should not be cumulative; this point may need further balancing).

Ishii kun
Gallente
Snake Eyes Inc
Friend or Enemy
Posted - 2007.11.20 02:07:00 - [132]
 

I think crew would be a great idea, especialy with the ambigulation thing coming up (sorry if i spelt that wrong). my 2 cents is (and sorry if someone already sugested it, i didnt go through the whole thread) is that cause there are militants and such in the game that you could invade other ships, capture or kill crew and attempt to take over ships. or you could even implement the ability to carry players on your ship (out of their pods of coarse) and they could mingle with the crew or join raiding partys onto enemy ships.

Prokonsul Piotrus
Minmatar
Prokonsular Republic
Posted - 2007.11.20 05:51:00 - [133]
 

True, it would be great to find a use for those useless population pieces. You could use them to crew POSes and such to boost something, too. And while I don't see how this could be easily implemented, boarding would be fun, yes :)

Shin Mao
Caldari
AFC
Death or Glory
Posted - 2007.11.20 09:52:00 - [134]
 

Edited by: Shin Mao on 20/11/2007 09:53:15
I hate this idea, living crew - useless meat bags. Drones doesn't eat, sleep, drink, rebel against low salary ect. What can living people do better than drones? Drones have faster reaction, they can be reppaired, stored, replaced easily ect. Living things can only bloody die betterTwisted Evil.
Immortal godlike man-machines doesn't need imperfect instruments of their will like living crew...dixi

JeanLuc Rome
Gallente
Posted - 2007.11.22 20:14:00 - [135]
 

Originally by: Shin Mao
Edited by: Shin Mao on 20/11/2007 09:53:15
I hate this idea, living crew - useless meat bags. Drones doesn't eat, sleep, drink, rebel against low salary ect. What can living people do better than drones? Drones have faster reaction, they can be reppaired, stored, replaced easily ect. Living things can only bloody die betterTwisted Evil.
Immortal godlike man-machines doesn't need imperfect instruments of their will like living crew...dixi


So now you are a God Shin?... cause for all we know, when you get podded, you can get killed too, lol

Ilandrin Yona
Allied Harvesting
Posted - 2007.11.25 02:16:00 - [136]
 

I'd love having real crew to manage. It'd make Eve seem that much more real. I don't know about the idea of making a crew slot, though. I think crew management should be a whole new interface. I also like the idea of having to pay crew salaries. Again - that's just more believable.

I would also like the idea of crew morale. Basically, the better you treat your crew the better they perform which transaltes into a better performing ship (and the opposite would be true also).

Ishii kun
Gallente
Snake Eyes Inc
Friend or Enemy
Posted - 2007.11.27 03:40:00 - [137]
 

Originally by: Ilandrin Yona
I don't know about the idea of making a crew slot, though.


I was thinking more of a crew quarters sort of thing. kind of like another hold (cargo hold/drone bay type of interface) that has a maximum limit, however, it also has a minimum limit as well, like the minimum amount of crew for your ship to operate properly. or you could even break it down further and have a enginering section, officer section, security section and such.

Snowcrash Winterheart2
Gallente
Concordia Discors
Posted - 2007.11.27 09:53:00 - [138]
 

I'd like to see the crew figures reappearing on the ship stats. I wouldn't like to see anything done with crew; managing them? Health? Gah! Sounds like the Sims in space... sorry but it does.

When you consider that some frigates are the size of a 747, it makes sense that something massive like a Megathron would have more than just pure automation on it.

Tyran Fury
Posted - 2007.11.27 12:21:00 - [139]
 

Edited by: Tyran Fury on 27/11/2007 12:26:17
Edited by: Tyran Fury on 27/11/2007 12:24:38
I need other minds to help me with this currently simple crew system design. Hope it doesn't totally suck :P.

Ships have crew quarters, which house one crew member per m^3 of capacity. Members must be nourished and maybe paid ISK.

General Crew types are:
Maintenance: Low nourishment, none-low ISK
Engineers: Low-medium nourishment, low ISK
Marines: Medium-high nourishment, low-medium ISK
Special Operative: High nourishment, medium ISK

Special Crew types are:
Mercenaries: Medium-high nourishment, medium-high ISK
Characters: High nourishment, high ISK

General crew members could be infinite or based on population factors in each system. You select one and load him. During flight, they are given nourishment, and after the flight, they are paid whatever ISK is owed. If any die from mal-nourishment, you lose the ISK anyways. Maybe there's some penalty?
Special crew members are met at stations and name their price.

Maintenance: Performs infrastructural upkeep.
Engineers: Enhances infrastructure, limit 10% of crew.
Marines: Boards and captures enemy ships and stations
Special Ops: Sabotages enemy ships and stations, limit 5% of crew
Mercenaries: Boards and captures enemy ships and stations. Limit 25% of crew.
Characters: Performs various functions based on profession. They may become friends, but normally they work as mercenaries. Limit 3. Whatever retinue they have must be stored, and it does not count for the mercenary limitation if they are your friend.

Players may lease their character as a mercenary. They may login to watch their employer fly, and do other management stuff that they have to do. Their employer may allow them to do some ship functions, such as piloting, targeting, gunnery, scanning, etc. These privileges may be revoked at any time.
Players also do this to merge their skills. Every skill level above 5 only increases skill levels after that by .95, then .85 for the next, then .7, .5, and finally .25. Only two players may merge skill levels. Other players may merge to help run a ship.

Infrastructure is damaged every damage cycle in flight. A damage cycle may be a minute or two for the first cycle. The subsequent cycles are reduced in time by some percentage so as to have some amount of time that is close to, or even modestly higher than, basic mission flight time in which only minimal damage is done. The amount of damage is a percentage of the current maximum stat value.

Infrastructure damage includes:
Engine: Low velocity damage with low limit
Capacitor: Low recharge rate damage with medium limit, low capacity damage with low limit
Shield: Medium recharge rate damage with medium limit, low capacity damage with medium limit
Sensor: Medium strength damage with medium limit, medium range damage with high limit

Maintenance crew members repair this damage at a certain rate based on their grade. They also repair hull and armor when you're not being attacked.
Repairshops repair this damage.
Low slot maintenance systems passively repair this damage as well as hull damage even when being attacked.
Medium slot maintenance systems passively repair this damage as well as armor damage even when being attacked.(Is this OK, or should it just be one type?)

Engineers enhance the power grid, CPU Throughput, capacitors, shields, engines, and sensors. This bonus is not affected by flight damage, or they reduce flight damage. The grade levels determine bonus.

Tyran Fury
Posted - 2007.11.27 12:23:00 - [140]
 

Edited by: Tyran Fury on 27/11/2007 12:30:35
I don't know any boarding and marine fighting system in a way that is CPU efficient and I won't try now.

Special Ops is self explanatory.

Mercenaries are like marines, only better.

Characters are an idea I have with inspiration from Warhammer 40,000's "Eisenhorn." Eisenhorn has a retinue of friends. He also has many other minions working for him in his work as an imperial inquisitor. The player will be like Eisenhorn with friends and minions. Your crew are your minions. If you have a low social level with your character, that character is just a mercenary working for you. If you become friends, the character may choose to join you permanently, so long as you nourish him/her. If you refuse, they go on their way but they might help you in other ways depending on your friendship. These friends may have their own retinue who become your minions as mercenaries. You can only have three of these characters on your ship at any one time. Excess character friends can be taken into a fleet with you as some of the help they may provide for you.

Characters specialize a certain amount in different occupations such as Exploring, Science, Mining, Robotics, Engineering, Manufacturing, Trading, Gambling, etc. They grow in experience.

Explorers can help you navigate and explore space. Some skills of theirs are hunting and archeology.
Scientists can help you research, as well as perform tasks having to do with biology, geology, and other 'ologies'.
Miners are good at increasing mining laser efficiency, managing moon mining, and other mining jobs.
Roboteers are good at managing drones.
Engineers are good at installing components and so increase grid and CPU capacity. They also perform maintenance, and repair hull and armor when you're not being attacked. Any Diagnostic/Control systems, ship mods, flux coils, power relays, etc. are upgraded by this character.
Manfacturers are self-explanatory.
Traders are self-explanatory.
Gamblers can be given money and will try to make it grow. They passively gamble away at a station. They can't take more from you.

Anything else?

Mr Broker
Posted - 2007.11.27 14:28:00 - [141]
 

never gonna happen

Natalie Jax
Battlestars
GoonSwarm
Posted - 2007.11.27 16:46:00 - [142]
 

I’ve often toyed around with the idea of some kind of crew slot and I’ve read quite a few of the suggestions here. Most are quite good, but in my opinion there are three key aspects that must be in place for the idea to make sense.

1) A ship should be able to operate just fine while ignoring the crew slot. Call it what you will, personally I simply call it a skeleton crew that represents the minimum personnel needed to maintain your vessel. You get no bonuses from them, they don’t learn or gain skills because it’s all they can do to maintain the ship as is. They’re just there. This is key as it makes this an optional element, much like rigs, where you can benefit from the mechanic but it’s not absolutely necessary.

2) Crew should gain ‘experience’ based on how long you fly a particular ship. Rigs already provide customization; we don’t really need another element to do the same thing. What I think is needed is some kind of reward for flying the same ship for a long period of time. The bonuses could be tied to various statistics, such as damage dealt, damage received, missions completed or even ore mined. But the longer you fly a particular ship the bigger/better the bonus you receive from your crew.

3) The crew ‘experience’ gain has to be tied to an element that requires active gameplay. As much as I like the idea of gaining a bonus for flying a ship over time, it would be detrimental to have it implemented in a way that could be too easily gained. For example, if your crew gained ‘experience’ as your ship took damage you could just set your ship in an easy mission that you can perma-tank and go to bed, wake up and have a nifty bonus. The gain should be tied to something that requires interaction in order to ‘earn’ the crew experience.

My thoughts on the matter: I think untrained crew should be a commodity, and each ship has a crew-capacity. As your crew gain ‘experience’ through whatever means they go from untrained to trained at which point they provide a bonus to your ship. This bonus would be applied based on how full your crew slot is. i.e. – if you only have half your crew-slot filled with trained crewmen, you only get half the bonus.

While untrained crew would be a basic commodity, once they become trained they should be limited to ship-class such as Cruiser Crew, Battleship Crew, Mining Barge Crew, etc. This would help keep people from training crew on a big ship and selling the trained crew in bulk to be used on smaller ships and suchlike. Ship destruction would kill a portion of the crew, but you could loot the remainder and use/sell the trained crewmen that survive.

As for what form the bonuses could take … there are so many options, many of which already discussed here. To keep things simple the bonuses could be ship-class specific or ship-size specific. In addition to your typical per-level class bonuses you could have a separate “trained crew” bonus. The nature of the bonus should be something that makes sense for a crew internal to a ship to provide. A competent crew might keep your engines running better, thereby allowing a higher top speed, but a direct armor hp bonus might not make as much sense.

If nothing else, it would be a neat addition to the game that provides roleplayers and non-roleplayers alike with something. There are pitfalls to avoid, but it would be nice to gain some sort of reward for keeping a ship alive!

Xlera
Minmatar
Triton Research
Illuminati.
Posted - 2007.11.28 13:54:00 - [143]
 

/signed

Ellaine TashMurkon
CBC Interstellar
Tactical Narcotics Team
Posted - 2007.11.29 14:57:00 - [144]
 

Edited by: Ellaine TashMurkon on 29/11/2007 15:01:04
Edited by: Ellaine TashMurkon on 29/11/2007 14:58:52
I think that adding a randomly generated group photo of crew to killmails would be really great! Like this;

cruiser size

But more like SF, with crew race compatible with the ship race and number of crewmen related to ship size :)

Could also be affected by ship type (more civilian look in industrials, more military for a BS and more highteh for T2 ships etc) and to pod-pilots security status (the more below 0 the more crewmen have eyepatches and parrots, the more above 0 the cleaner uniforms).

Ishii kun
Gallente
Snake Eyes Inc
Friend or Enemy
Posted - 2007.11.30 19:11:00 - [145]
 

Originally by: Ilandrin Yona

I would also like the idea of crew morale. Basically, the better you treat your crew the better they perform which transaltes into a better performing ship (and the opposite would be true also).

Originally by: Natalie Jax
Ship destruction would kill a portion of the crew, but you could loot the remainder and use/sell the trained crewmen that survive.


what I think is that if there is crew morale, then when a ship is destroyed and the enemy loots the crew, then the crew will recognise that "hey, this is the guy that killed all our friends" and you could have a mutany on your hands. this could be countered by giving them extra pay, bigger quarters etc. and if they successfully rebel, then they could eject the captian from his ship and b-line it for the nearest station and contract themselves back to their origional owners (yes, i know this is too complex for the game at the moment, but in the future... you never know)

Ilsa Schnee
Posted - 2007.12.15 17:06:00 - [146]
 

Or you just make the crew a way to let your ship gather xp. So when i shot a million shots with my lasers they hit jusst a little bit better. How much more do you need, just something to make a diffrence on your 2year old ship and the one you bought yesterday.

Pedrunn
Masuat'aa Matari
Ushra'Khan
Posted - 2007.12.24 14:59:00 - [147]
 

/signed

Originally by: Vincent Almasy

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).



Wow. Charisma will have some use afterall :)


blake fallout
Posted - 2007.12.24 16:00:00 - [148]
 

way, way, back when eve started, thier used to be blue prints of ships with size/crew on them why they took that out of the web site is beyond me.

CptEav1s
Gallente
Posted - 2007.12.24 17:30:00 - [149]
 

I love it. It is extremely close to implants and rigs but it really gives another aspect of customization to the game.

Signed
Cheers
- CptEav1s

Koyama Ise
Caldari
Posted - 2007.12.25 11:12:00 - [150]
 

Let's please avoid this and not add another layer of lag to fleet ops. It's already pretty bad.


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