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blankseplocked Ship Crews (They're Here, They're Real, get Over it)
 
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Raven Timoshenko
Caldari Provisions
Posted - 2008.04.22 14:56:00 - [181]
 

You know crews in ships can actually be anti-blob, and make combat more strategic than blob fests where ships remain 100% effective all the time.

Consider for example: In order to get a Battleship to have all its skill bonuses at 100% effectiveness, you need say 100 Crew.

The crew must be paid every 30 days, or else they leave, now in order to field a massive fleet you need every player to ensure that they have a full crew compliment, or else transfer crews to more strategically important ships.

This may reduce the number of ships deployed, thus reducing blobs and server lag, maybe also increasing the ingame money sink.

I dont know how this would b implemented quite frankly, because for one thing it means micro-management. The easiest way in my opinion is that players must pay a monthly maintenance fee every 30 days to keep the ship topped up with crews.

*shrug* just a thought

Grec
Posted - 2008.05.14 19:48:00 - [182]
 

to all those that not believe that ships have a crew,
read the eve chronicle, hands of a killer

btw a ship with no crew, bit weird to even imagine that

Krathos Morpheus
Legion Infernal
Posted - 2008.05.15 07:29:00 - [183]
 

So ships have crews... why should they be implemented in the game? It is enough to have them as flavor.
Too much effort to do something that will not add fun to the game. Another thing to manage... we have enough.
But the most important thing is: crew will break game balance in all ships. All bonuses and slots and numbers to be designed again. (Specially increasing the differences between big and little ships)

This thing will not add anything interesting enough to justify redoing the whole game.

gunnar aztek
Gallente
Posted - 2008.06.17 23:29:00 - [184]
 

i favor this idea,

must be implemented in a smart way...

Marcus Gideon
Gallente
Federal Defense Operations
Posted - 2008.06.18 00:09:00 - [185]
 

Edited by: Marcus Gideon on 18/06/2008 00:11:33
This is still a rather useless idea.

If crews had any kind of personalities, and could become dissatisfied with a pilot who likes to gank noob miners, they'd start to revolt. Your modules wouldn't activate on command, your ship would start flying diagonally or not at all, and then you'd eject the whole crew into space and hire a new one.

If crews offered any kind of bonuses by way of specialized training, they'd be nothing more than rigs with faces. People would start dealing and trading in highly trained personnel, essentially holding scientists and war heroes hostage to the highest bidders.

If crews had to be paid regularly, or else your ship began to suffer, people would complain. They'd say it was just another useless ISK sink. And there'd be threads sprouting up, asking for crew paychecks to automatically be removed from mission rewards and the like (which they probably already are, if crews really get pair as is).

If crews didn't do anything but say funny lines occasionally, we shouldn't be able to hear them anyways. The goo pod is for sensory deprivation, and the noises we do hear are simulated by the onboard computer. Having little chatter in the background wouldn't be anything more than a laugh track to a spacey sitcom.

If crews did anything more than perform general maintenance on your ship, then CCP would have put more into their details already.

The most rational explanation for a crews existance, is resale. Ships can accrue "1 billion, gagillion, fafillion, shabolubalu million illion yillion..." miles, and still work just as well for the next guy you sell it to. That's because the crew keeps everything in working order, provided you're not being shot full of holes at the time.

Unless people really feel a need for "Rigs with nametags" or extra chatter in the background (when most people turn the sound off entirely), then I think crews are best left behind the scenes.

Damien Wind
Caldari
Failboats LLC
Posted - 2008.06.19 17:50:00 - [186]
 

I like the basic concept of crews, however, I think a 'crew' should maybe be functional on capital ships only. Maybe even just capitals that cannot dock. When a player leaves, his or her crew will keep the ship in a defensive mode, preventing anyone else from entering/stealing it and returning fire upon being attacked. I have been playing a little over 6 months and I have found the learning curve of this game is part of what turns off so many new players from joining. I've tried to get some friends and co-workers into it, but save 1 or 2 people everyone seems to be too put off by how already complicated it is. Not saying to simplify it, but one more level of complexity might be a little unnecessary.

-Damien

Katsuri Nara
EVE University
Ivy League
Posted - 2008.07.06 14:00:00 - [187]
 

Great idea, crews have always been something I longed to see in EVE. Reminds me of the Elite days, crewing back then made the game more real in my honest opinion.

Rachel Silverside
Caldari
Handsome Millionaire Playboys
Warped Aggression
Posted - 2008.07.24 10:41:00 - [188]
 

maybe the crew could do basic repairs like reping you armor and hull but not repairing weapons and stuff so you could last longer but stll lose your weapons and i could acctually see ccp adding them engineers repair your hull and armor faters and can repair your weapons and modules slightly like 20-35%, gunners get your weapons to hit more and harder while techies increase your cap recharge rate and size

Hitachi Morimoto
Gallente
Synthetic Light Mining Corps.
Posted - 2008.07.24 11:30:00 - [189]
 

Edited by: Hitachi Morimoto on 24/07/2008 11:32:25
I'm not entirely in favour of this idea, for a few reasons.

1:It's gonna cost you...
High ranked crews would cost a premium, even if you can't sell them. (Contacts, contracts.) farmers would turn to crew farming, then sell the resulting crew.

2: A bad aftertaste.
Due to their use and subsequent loss once a ship dies, the use of ships crew (If forced) would keep many more people out of 0.0 for fear of losing their high end crew.

3: Damm greenhorns make me sick.
if for instance, a war between two corps causes a lot of crew loss on one side but little on the other, (A landslide victory) then the losers lost more than ships: they lost bonuses. this gives the winners a clear advantage over the losers as their crew gains experience, where the losers need to retrain theirs. It works in real life, but in a game it leads to unbalanced gameplay.

4: Here's my pink slip, ya douche.
what would happen if a player's time runs out? do the crews stay with them? Do they leave? Insurance times out, why shouldn't crew? Kinda puts the whole idea of salary and crew commodities to question, doesn't it?

5: You sunk my battleship!!!
Ahh, my biggest fear. Rats come, you get popped, you get ransomed. What happens to your crew? Do they pop out in a can? Are the eligable for ransom too, despite the inability to carry them? How would you carry your ransomed crew home? would they want to be with you after you leave rather quickly in a pod?

6: But i am not immortal...
The whole reason a ship has a pod pilot is to join the bridge of immortality and efficency. If a ship has a crew, this bridge is effectively severed. A crew can't operate with each member in a pod, nor can they effectively carry out their duties (engineers in particular) in a pod. Not only that, but a pod captain has to relay orders to other crew members to get them carried out. there is a lagtime inbetween those orders and their execution. that lagtime can kill in battle. For the sake of reality, there should be a lagtime before the bonuses are effective. A crew doesn't run 24/7. The bonuses should only be active in a relevant situation. (battle stations!)
Plus, why risk thousands when you can risk one seemingly immortal pilot? the choice seems obvious.

7: ...So lets test your mortality, shall we?
If i want to fly into the sun in the name of science, fine. I'll just insure my ship, sign up for a good clone, and watch as my skin boils away in bemused contemplation. My crew on the other hand, might reroute power from the navigation systems, or worse from the pod life control systems. A crew should have the ability to advise or influence a captain's decisions. How are you going to stop a mutiny? Flush the corridors? speaking of which...

8: Living on a hulk sucks veldspar.
Make it realistic. How are you going to fit crew's quarters, storage for food, water, commodities, bodily waste, etc on a hulk full of kernite? Some ships aren't built for crew.

9: Population boom.
Sure, a titan can carry a fleet in it's hangar. What about crew? Sorta stems to reason a large ship should have a large crew. Then what? should the bonuses stack? Should a big ship be able to carry a massive crew capable of large bonuses? How would you balance that?

finally,


10: But these boots are made for walkin...
Ambulation. we get crews, someone somewhere is going to ask for ambulation on ships and whine "If we can walk on stations, why can't we interact with our crew?" simple reason. You want to model, map and animate every working part, every crewmember, every enterable place on your ship?
I thought not. A crew's eye view of you ganking a titan would be awesomeblasters, but time consuming. maybe in a few years.

Nice idea, but needs a massive amount of work for this cheesewheel to get rolling.

Dogspeed.

ShadowDraqon
The Quantum Company
Independent Faction
Posted - 2008.08.04 03:07:00 - [190]
 

Very HappyI like it. As for the fact that larger ships (cruisers, BSs) have crews of 100s or 1000s, how about having to worry only about officers:
Gun crew officer: can get maximum performance out of your gun crew: 2% reduction to reloading time
Etc. Better officers = better bonuses = cost more. If you don't want to pay them you could have officers with no special training.

Muugly
Posted - 2008.08.12 10:22:00 - [191]
 

i really like it the way it is right now .. i just imagine my crew doing evrything for me while i sit at the helm bossing evryone around ...

Luminus Mallus
Posted - 2008.08.12 23:03:00 - [192]
 

For starters, the idea of ship crews is in fact correct, and good.

Regarding the many objections, I notice nobody voiced the only plausible, realistic possible answer. Simply put,

CREWS-ARE-NOT-HUMAN

as a matter of fact, the crew would be represented by bioroids (that would actually -die-)/ automatons/ robots, necessary to make a more efficient work at operating some systems, and they would, get a hold of this,
occupy cargo space.

The captain, at his sole discretion, would be able to load, for example, the 'repair systems crew' in his cargohold, as he would do any other cargo, only that he would obtain, for example, any possible benefit.

Of course we could want a more 'realistic' approach, and would want to pretend that the ship might not even undock, without proper crew in its cargohold.

Making the crew an active part of a ship would be a great management idea, would open new market opportunities, and would make the game even more deep and intriguing. The possibility to further construct on the bioroid crew is in fact, almost unlimited and awesome.

Go for it.


Marcus Gideon
Gallente
Federal Defense Operations
Posted - 2008.08.12 23:27:00 - [193]
 

Edited by: Marcus Gideon on 12/08/2008 23:28:22
The Jovian Wetgrave

Hands of a Killer

Read the stories above, and then continue with the discussion.


Crews are most definately human beings. And they are completely disposable. Most Pilots won't even look back as their pod ejects and they start warping for home to get another ship.

Crews are practically useless for gameplay purposes. Every function of value is channeled directly through the pilot. Your pilot is lying inside a gooey pod, like "The Matrix". His brain is wired directly into the ship. His sight is actually orbiting Camera Drones. His hearing is simulated sound effects from the computer. When he looks intently at a distant ship, the computer initiates a Target Lock. And when he thinks ill thoughts towards that ship, the guns open fire...

Despite our best hopes and dreams... of muttering "Make it so" as you pace the bridge and constantly adjust your tunic... there is nothing a Crew can add to the game.

The best they would amount to, is another form of Rigging. You'd fit Modules to boost your ship output in various systems... you'd fit Rigs to modify other systems... and you'd hire on Crewmembers to modify other systems.

It'd be nothing more than extra boosts that CCP would have to account for... probably by nerfing some things along the way. Just listen, can't you hear the outcries? "They gave us Crew, and made everything weaker to compensate!"

Luminus Mallus
Posted - 2008.08.13 05:10:00 - [194]
 

Originally by: Marcus Gideon
Edited by: Marcus Gideon on 12/08/2008 23:28:22
The Jovian Wetgrave

Hands of a Killer

... there is nothing a Crew can add to the game.

The best they would amount to, is another form of Rigging.


Given that the WHOLE ship system is based around EQUIPPING/ FITTING/ RIGGING, your entire objection is ridiculous, and pathetic.

It's EXACTLY BECAUSE crew would be 'MORE RIGGING', that it's VALUABLE to have.
In particular, my idea of having the crew as 'cargo items' is in fact the more convenient, for now.

Your ignorant objection, along the lines of all other equivalent objections, is identical to the refusal of, say, adding another market branch to the ship modification tree, which is just a near-sighted display of conservationism.

Oh and you state that crews are definitely human, yet they are disposable? It's obvious that you and your like-minded don't want to read between the lines: persons wear lifesavers in ships since the year 1800, and you expect that a human boards a multi-million isk vessel, knowing that they'd die, on an emergency? That's just ridiculous, but there's two solutions.
1- crew 'ejects' invisibly, but that'd be a bit too much 'roleplay', especially if they're in the cargohold. If they in fact eject as cargo, that'd require development.Or you 'suggest', that one should find the crew magically in their 'items' menu... in which base? Absurd!
2- crew is in fact HUMANOID rather than human, in particular, they'd be BIOROIDS, mass produced 'people', that come FROM A SPECIFIC GENETIC PATTERN (that of a great mechanic/ gun specialist/ etc.) and they are in fact a sort of SLAVES to your ship. This is in fact 'realistic', since OF COURSE the crews would DO WHATEVER THEY CAN to save the ship, since it'd otherwise be their tomb.

Any other objection like yours regarding the 'non utility of ship crews' is, at this point, a pure waste of time, so try and stop beating the dead horse of 'would add nothing', already.

Abrazzar
Posted - 2008.08.13 10:39:00 - [195]
 

Originally by: Luminus Mallus

2- crew is in fact HUMANOID rather than human, in particular, they'd be BIOROIDS, mass produced 'people', that come FROM A SPECIFIC GENETIC PATTERN (that of a great mechanic/ gun specialist/ etc.) and they are in fact a sort of SLAVES to your ship. This is in fact 'realistic', since OF COURSE the crews would DO WHATEVER THEY CAN to save the ship, since it'd otherwise be their tomb.

This I vehemently object to. Crew is human. There are no manufactured people. For one part, they'd be more expensive than to hire normal people. Just check what a clone costs. The only people that reproduce artificially on a regular basis are the Jovians and to a lesser degree Caldari. Maybe Sansha have some zombie breeding facilities, who knows.

For the other part, 'bioroids' goes against available prime fiction and it tastes too much like apples to be any good for EVE.


While I added some ideas for crews further up this thread and generally support it, I see one reason why it won't be added: Crew are rather insignificant concerning abilities and costs to justify the time it'd need to implement a working system for them. It'd add immersion, granted, but giving them too much significance could take away from the immortal elite that are the capsuleers.

Marcus Gideon
Gallente
Federal Defense Operations
Posted - 2008.08.13 12:05:00 - [196]
 

Edited by: Marcus Gideon on 13/08/2008 12:14:06
Originally by: Luminus Mallus
Originally by: Marcus Gideon

The Jovian Wetgrave

Hands of a Killer

... there is nothing a Crew can add to the game.

The best they would amount to, is another form of Rigging.

Given that the WHOLE ship system is based around EQUIPPING/ FITTING/ RIGGING, your entire objection is ridiculous, and pathetic.

It's EXACTLY BECAUSE crew would be 'MORE RIGGING', that it's VALUABLE to have.
In particular, my idea of having the crew as 'cargo items' is in fact the more convenient, for now.

Your ignorant objection, along the lines of all other equivalent objections, is identical to the refusal of, say, adding another market branch to the ship modification tree, which is just a near-sighted display of conservationism.

Oh and you state that crews are definitely human, yet they are disposable? It's obvious that you and your like-minded don't want to read between the lines: persons wear lifesavers in ships since the year 1800, and you expect that a human boards a multi-million isk vessel, knowing that they'd die, on an emergency? That's just ridiculous, but there's two solutions.
1- crew 'ejects' invisibly, but that'd be a bit too much 'roleplay', especially if they're in the cargohold. If they in fact eject as cargo, that'd require development.Or you 'suggest', that one should find the crew magically in their 'items' menu... in which base? Absurd!
2- crew is in fact HUMANOID rather than human, in particular, they'd be BIOROIDS, mass produced 'people', that come FROM A SPECIFIC GENETIC PATTERN (that of a great mechanic/ gun specialist/ etc.) and they are in fact a sort of SLAVES to your ship. This is in fact 'realistic', since OF COURSE the crews would DO WHATEVER THEY CAN to save the ship, since it'd otherwise be their tomb.

Any other objection like yours regarding the 'non utility of ship crews' is, at this point, a pure waste of time, so try and stop beating the dead horse of 'would add nothing', already.

Your ranting amuses me... dance Jester, dance!

Actually, it's rather apparent that you didn't read the stories before you continued, so I'll enlighten you.

"These are not the hands of a killer."
...
"Yet, we both know that I am. I have seen lives ended at the hands of enraged cattle, good peopleís shells stripped apart by inelegant tools of destruction. I have in turn killed this cattle, throwing their lifeless husks to the hungry void. I have fought enemies sheltered by walls they thought would keep them safe. I have imagined their screams in my mind. My lasers danced across their unshielded armor-stripped hulls exposing empty interiors to space and I smiled as they died."

"This is what youíll face. Madmen locked inside capsules, squandering lives as if they were nothing. When you are up there you are a tool, nothing more. A slave to the will of a pilot, bound to a man immortal until his mind can no longer be cloned."

"Mankind has taken to the stars and destruction has followed in its wake. Demigods patrol the lifeless expanse above, and they donít care about you. We are pilots. We control your destiny. When you are gone, we will live and we know this."
...
Four months later, Daren Athaksis was confirmed as one of six-thousand three-hundred and fourteen reported casualties resulting from the destruction of the Apocalypse-class battleship "Dam-Imud." His post was filled within three days. His family was not notified.


Crew are human beings, hired on at any station, when someone decides they'd rather risk their lives to join a crew and possibly earn a bit of cash here and there. And when the ship goes *POOF*, then the pilot hires a new crew when they rebuild the ship, and goes on about their business.

Marcus Gideon
Gallente
Federal Defense Operations
Posted - 2008.08.13 12:13:00 - [197]
 

Edited by: Marcus Gideon on 13/08/2008 12:15:35
CCP has said time and again, that Slot counts are a form of control for the ships. Along with PG and CPU, they help determine how strong a ship will be compared to the rest.

By adding a "Crew" rigging, you're making it possible to min/max the ships even more. And that would require balancing by CCP (read: NERF). So you ask for "a little tweak here and there" and you'll end up with a HUGE PAIN IN THE A$$ when they totally destroy your concept of ship construction.


We're not saying that Crews wouldn't be interesting... but we're all saying that they'd skew the system. And CCP doesn't know how to balance a system properly without SERIOUSLY destroying game content.

"Would add nothing" means it would cost more to implement than it would return. Consider how many things happen "automatically" onboard your ship. Shields regenerate, Cap recharges, Ammo reloads, etc. What if the "behind the scenes" explanation is that Crewmembers operate these vital systems? From shoveling bullets into a barrel, to pedaling the exercise bike like a hamster wheel. Who knows?

But imagine the Nerf that comes rolling in when Crew is added. Now your Shields require attendants before they function properly. Cap just drains away to nothing, unless you remembered to hire a proper engineering team. And overall your ship just QUITS one day, when regular maintenance wasn't performed by a trained staff. You are, after all, putting a hundred trillion miles on the thing daily...

You want 1% turret tracking... but at what cost?

Luminus Mallus
Posted - 2008.08.13 14:35:00 - [198]
 

Let me summarize your post.

Originally by: Marcus Gideon
Edited by: Marcus Gideon on 13/08/2008 12:15:35
"Would add nothing" means it would cost more to implement than it would return.


So you're "amusing me", basically trying to explain one thing, with a totally different meaning.
FAIL, Jester, FAIL!

Whilst my reply might sound bitter, it is not. It is purely realistic.
We're writing about FICTION, so we can bend it and twist it to our will.

Yours sir is, as I wrote already, beating the dead horse of "would add nothing", for pure fear of novelty, because of a spastic need for static-thinking that becomes common in mmorpgs, in particular with people that have played a fair bit of time.

To be blunt, it's CCP's job to decide HOW to put something we want, into the game. People like you (no offense meant whatsoever) take the 'suggestions' issue a bit too seriously, and actually play the devil's advocate... on the developer's behalf!

Crews are a great addition to the game. Period.

You fear that it might imbalance the game? CCP's job.
You think that they would require lots of coding? CCP's job.
You imagine that they would alter the market's equilibrium? CCP's job.
And if they do their job badly, then WE COMPLAIN, and they fix it.
See? It's a 3 step thing, basically. Simpler than simple.

So, instead of beating and beating and beating that poor, dead horse, Jester, suggest a 'realistic' way for crews to fit into our current ship/ cargo/ rig system, possibly; As many of us did already.

PS
I in fact did not read the chronicles, since they were actually not part of my argument.

J Kunjeh
Gallente
Posted - 2008.08.13 16:37:00 - [199]
 

I absolutely support this idea. The details to be worked out of course, but the OP (and some of the good replies) are a great start. This would bring a whole new level of tactical planning to Eve.

Yamichi Wiggin
Caldari
Eye of Osiris
EDGE Alliance
Posted - 2008.08.13 19:46:00 - [200]
 

Edited by: Yamichi Wiggin on 13/08/2008 19:54:40
I see nothing but a benefit to this.

1- This would increase the intrinsic value of each ship, not the ship class. Suddenly, replacing my poor mission Raven wouldn't be just an exercise in spending isk, but a serious effort at rebuilding my crew. It would add weight to every encounter because so far in Eve, the only thing you can lose is SP. Anything else can be bought.

2- This would allow some fudge factor in the balancing act that is Eve. They would be like boosters/low level implants that don't cost an arm and a leg. Player effort could balance out isk a little bit.

3- (maybe 1a actually) one of the worst parts is that there is no way to personalize your ship at present aside from name and fitting. Having a crew would make that ship YOUR ship, not just another Absolution pwning noobs.

4- low-level isk-sink. Supplies, salary, more skills, etc etc etc...

I like the idea. I like the idea a LOT more than ambulation.

Edit- Oh and Marimoto- you make me happy.

H Lecter
Gallente
The Black Rabbits Academy
The Gurlstas Associates
Posted - 2008.08.13 22:49:00 - [201]
 

Nice immersion factor for mission runners.

For pirates it would be more a pain in the a** to have a crew that demands salaries - my life in Eve is expensive enough already. What happens when you run out of ISK? You cannot fly a battleship anymore then and have only your frig? Will your crew start a mutiny?

Sorry, I can live with stats about crew that I lost, but any real implications would suck...

Somealt Ofmine
Posted - 2008.08.13 23:09:00 - [202]
 

Only if they'd talk to you:

Oh!!! Nice move captain dumbass, you jumped us right into a gate-camp!! Embarassed


H Lecter
Gallente
The Black Rabbits Academy
The Gurlstas Associates
Posted - 2008.08.14 06:42:00 - [203]
 

Originally by: Somealt Ofmine
Only if they'd talk to you:

Oh!!! Nice move captain dumbass, you jumped us right into a gate-camp!! Embarassed




OK, forget my previous post - such comments would be worth the ISK to spend on a crew Very Happy

Cloora
APEX Unlimited
APEX Conglomerate
Posted - 2008.08.14 18:00:00 - [204]
 

Because there is no in game mechanic for crews, we get noobs all the time asking if ships have crews.

Just to eliminate having to explain to them all the time I want crews. At least the damn stats added to the ship attributes for now. Then add upgradable crews and bonuses later.

I WANT TO SEE CREW!!

/signed

Cloora
APEX Unlimited
APEX Conglomerate
Posted - 2008.08.16 03:59:00 - [205]
 

I am not really sure why CCP devs don't comment on this. It is not a hard thing to develop compared to many things proposed. It woudl add a ton of immersion especially with Ambulation when it comes out to have your ships crew have an effect.

I realize that many capsuleers have a god complex and care nothing about thier crews if they live or die, but I like keeping my ships alive and would like to be rewarded (albiet just a tad bit) for that.

Stats about how many crew was killed and sirvived would be a quick step in the direction also as well as what I mentioned above before we get any upgradable crews.

Of all the things people propose for EVE I am most excited about this right now.

Silva Riley
Posted - 2008.08.20 13:54:00 - [206]
 

Edited by: Silva Riley on 20/08/2008 13:56:12
Ship crews would open not only a small can of worms, but more importantly a truckload of new options and possibilities, which is why I'd support it completely.

I would not go too much into detail with it, though.

My concept would be to differentiate simply between a few veterancy degrees and between races.

Rookie, Trained, Seasoned, Exemplary, Veteran, Elite
Minmatar, Amarr, Caldari, Gallente, Mixed

Each crew quality level could add a micro bonus like 0,25% to a set of ship core stats (shields, armor repair rate, armor, speed, sensor range, lock time, rate of fire), each race could have one stat with double effect and the actual race would come into effect depending on whom you are fighting. Minmatar fight more dedicated against Amarr (and vice versa), but they fight worse against their own kind to the point where they reduce stats, instead of increasing them. Mixed crews would not have any preferences and neither an advantage or disadvantage. Crews would not be bought, they would be employed and they would have a regular upkeep cost. If you can't pay your crew, it just leaves, never to come back. Crews would become better, depending on the time they spent inside a ship, they would become worse if they are just stored away and the initial quality level you could employ would depend on your leadership skill.

If a ship is killed, there could not only be one character pod, but a cloud of escape pods. That could be a single object, like a swarm. Just like nebulae and gas clouds are done. If you rescue the crew, you can ransom it, or release it at a station. Ransom it and you get some money, release it and you get some standing bonus, security rating increase, or just a better feeling. Kill the escape pod swarm and you get a security rating drop.

Depending on the ship, a certain skeleton crew would be required. More crew would not do a thing, but crew could be lost when hull damage occurs and if it drops below skeleton crew number, stats could decrease. This would fit in well and would instill a performance decrease, when ships are seriously crippled.

Adding something like that would be really simple. Balancing it would be a little less simple, but not even close to the scope of things that are done regularly.

Trancehacker
Caldari
The Trancehacker Corp
Posted - 2008.08.20 21:03:00 - [207]
 

I like the Idea of Crews. You Know, there are alot of us players who migrated here from other MMORPG's and Don't know alot of Peeps in Eve, and Frankly, Have no inclination or time to deal with it. We are the Kind of players that SOLO, and this game is NOT meant for EXCLUSIVE Team Play, contrary to popular opinion. Older folks with Kids just can't do the 12-14Hr Sessions in game like the Hardcore Players, but we still fiend for our Eve fix. I've been playing for 2 years, I've never been in a gang or a corp, I've soloed the whole time, and have 18 Ships in my hangar, Mad Cash, 5.7 Million Total Skill Points, Mostly Tech II Mod Fits, etc. and I DIDN'T buy my Toon, or need a Corp or a gang to get them. I feel an Idea like this would give the Multitudes of Players Like Me (and Yes, we are out there in droves) another thing to Immerse my self into. This is a Great Idea for Solo Players as well as the Benefits for Corp Fleets, PvPrs and the Like.

Marcus Gideon
Gallente
Federal Defense Operations
Posted - 2008.08.20 21:59:00 - [208]
 

Edited by: Marcus Gideon on 20/08/2008 22:00:42
Originally by: Trancehacker
I like the Idea of Crews. You Know, there are alot of us players who migrated here from other MMORPG's and Don't know alot of Peeps in Eve, and Frankly, Have no inclination or time to deal with it. We are the Kind of players that SOLO, and this game is NOT meant for EXCLUSIVE Team Play, contrary to popular opinion. Older folks with Kids just can't do the 12-14Hr Sessions in game like the Hardcore Players, but we still fiend for our Eve fix. I've been playing for 2 years, I've never been in a gang or a corp, I've soloed the whole time, and have 18 Ships in my hangar, Mad Cash, 5.7 Million Total Skill Points, Mostly Tech II Mod Fits, etc. and I DIDN'T buy my Toon, or need a Corp or a gang to get them. I feel an Idea like this would give the Multitudes of Players Like Me (and Yes, we are out there in droves) another thing to Immerse my self into. This is a Great Idea for Solo Players as well as the Benefits for Corp Fleets, PvPrs and the Like.


Umm... "Crew" doesn't mean someone else flies your other ships for you. It doesn't mean you can have a BS, several Cruisers, and Logistics... with a single player behind the keyboard.

Crew means little people running about inside your ship. Doing things like adding stats, boosting module output, and generally making life more complicated by adding further variation to ship makeup.


I'd say... if everyone MUST have this Crew idea realized... then Crew should have to be Hired, and subsequently Paid for their services.

Each member would require an initial purchase from the NPC Market. Depending on quality of the Crewman, it could range from 1,000 to 100,000 per person. And given that anything larger than a Frigate will require at least a dozen members... that's 12,000 to 1,200,000 to pull your Cruiser out of the station.

Then, your earnings are divided evenly amongst the crew... based upon ships compliment as well as difficulty of the mission and so on. So a reward from an L4, divided up between you and the 6,314 crew members aboard your Apoc, leaves you with about 3.14 ISK after taxes. And should you fail to pay (if an option were provided to dictate how much you could pay) then your crew could always quit. Now your ship is trapped in the station, unable to undock unless you hire on a new crew.
This would of course make way for the Standings option suggested earlier. As your performance towards your crew improves or declines, your Standings towards that faction could waver as well. Pretty soon, you have developed a reputation of losing ships in combat left and right, as well as withholding paychecks even when you do succeed at a mission. Now that 1,000 - 100,000 has just gained a few more Zeros... or perhaps they outright refuse to work for you.
Now you have to buy a shuttle or Frigate (which are small enough to not need Crew), and head to another Region entirely, to hire on a crew and ship them back... just to get your BS back out of drydock again.


Does this really sound like fun to everyone? Sound like a big enough pain in the ass, to justify that extra 1-5% boost to Cap recharge rate? Or can we just accept the fact that YOU are the star of the show, and that the CREW are not necessary to the story?

Trancehacker
Caldari
The Trancehacker Corp
Posted - 2008.08.21 00:50:00 - [209]
 

Marcus Gid, DOH, Of course I understand that you couldn't fly multiple ships simultaneously, I mean the time administering the Crew skill points, positions, hiring, firing, replacing, scouting, and the like. Kinda like franchise mode in Madden, simmin the games and just doin the front office stuff. It would be a nice addittion IMHO. =)

Luminus Mallus
Posted - 2008.08.23 11:06:00 - [210]
 

Originally by: Marcus Gideon
Does this really sound like fun to everyone?

Yes. Never heard of a ship without a crew.
The enterprise's crew is usually expendable (nerd joke: never wear the red shirt), but it's ALWAYS there, catching shrapnel on explosions, extinguishing fires, absorbing radiation in reactor room.
They are a spectacular immersion factor.

Originally by: Marcus Gideon
Sound like a big enough pain in the ass, to justify that extra 1-5% boost to Cap recharge rate? Or can we just accept the fact that YOU are the star of the show, and that the CREW are not necessary to the story?

You are surely eager to ridiculously simplify the gameplay, but after all EVE CAN PLAY AS AN RPG.
Following your logic, why not cease writing chronicles? Why bother giving plot/ storyline missions?

Of course a reply is not necessary.

The game would benefit immensely from such an important feature as crews, in terms of immersion and gameplay.
And there's DOZENS of ways to discuss it (our desire), and to implement it (CCP's job).


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