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Thread Statistics | Show CCP posts - 1 post(s) |
Austin Saferon
Center for Advanced Studies Gallente Federation
0
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Posted - 2014.02.08 22:04:00 -
[1] - Quote
After talking with some corpmates I found that adding crews to Eve would be a heated conversation but it would change gameplay but only slightly. The mechanics of the mod would affect all players PvP, PvE, Miners, Ratters, Gankers, Distributors, Pirates, and all others.
How it may work.
The crew would vary in size based on ship size and may be mixed.
The more ships you lose the higher the price per crew members (unless using slaves but penalties apply)
Miners GÇô will have a mining crew or militant crew that work increase mining yield for mining crews or increase security/ defense from gankers and pirates. Miner support ships- the same would apply
Ratters- crews would be militant based to increase standings with the faction they are in and or effectiveness of the guns and shields
Gankers/ Pirates- pirate crews for fighting in high sec increase damage
Distributors- crews to increase hold size because organization bonus or defensive crews to prevent loosing cargo
Command ships- command crew to increase bonuses to its fleet depending on the crew depends on the bonus
Crew could be formed but using slave which would penalize the user and can cause faction standing loss depending on faction
Crews made of specialist would get more bonuses over standard crew
Standard/ basic crews would be able to run the ship but only slight bonus
Command crew increased bonuses over specialist crews
Note: this is not to replace fleeting but to help level playing fields and increase the challenges and realism (if you donGÇÖt like the term realism for a game then donGÇÖt read the word)
Any suggestions and remarks welcome as long as it is not GÇ£THAT IS DUMBGÇ¥ justify your answer so the mod could work better. If you like it say so, so that we can make this work.
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ISD Ezwal
ISD Community Communications Liaisons
878
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Posted - 2014.02.08 22:24:00 -
[2] - Quote
This thread has been moved to Features & Ideas Discussion. ISD Ezwal Commander Community Communication Liaisons (CCLs) Interstellar Services Department |
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shimiku
Black VooDoo Asassins Cult of War
5
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Posted - 2014.02.08 22:46:00 -
[3] - Quote
then it might as well just be a special slot where you can add the bonus you want |
Schmata Bastanold
Black Rebel Rifter Club The Devil's Tattoo
1387
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Posted - 2014.02.08 22:51:00 -
[4] - Quote
Everything you listed in your post as effect of a crew is already in game in form of modules, drugs and fleet bonuses. I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |
Gimme more Cynos
Du nervst geh sterben
132
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Posted - 2014.02.08 22:56:00 -
[5] - Quote
shimiku wrote:then it might as well just be a special slot where you can add the bonus you want
Crews would make sense however. Adding crews for small gains (they need to be really small though) makes totally sense for spaceships. Better than implants to be honest.
I dont like the increasing costs though. Thats kinda bullcrap. We don't really need another drawback for doing PvP.
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Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
2440
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Posted - 2014.02.08 23:32:00 -
[6] - Quote
A nerf to PVP? Why would you ever think that was a good idea? |
The Jagji
Ministry of War Amarr Empire
11
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Posted - 2014.02.08 23:53:00 -
[7] - Quote
The only problem with this idea is that it goes against the EVE Lore. Witch is, you are linked up to your ship, and control it with you mind. So crews can't work in EVE due to that lore. |
Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
2440
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Posted - 2014.02.08 23:58:00 -
[8] - Quote
The Jagji wrote:The only problem with this idea is that it goes against the EVE Lore. Witch is, you are linked up to your ship, and control it with you mind. So crews can't work in EVE due to that lore.
But ships have crews. Just not bridge crews.
https://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines
Thing is, you're the one doing all the important stuff. The crew just keep the paint looking nice and the cargo stacked neatly. |
Icarus Able
Revenant Tactical
338
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Posted - 2014.02.09 00:11:00 -
[9] - Quote
No Nope Nope Nope Nope.
This would add pointless more complexity to Eve as all the things you saif are already affected. Not the first time someones suggested this idea and its still awful |
Austin Saferon
Center for Advanced Studies Gallente Federation
0
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Posted - 2014.02.09 00:40:00 -
[10] - Quote
I don't want to punish PvP players at all. The penalty would only affect you if every time you fight you loose your ship. the penalty would not hurt you if using pirate crews only if using a faction crew
I believe they could make it work because if you PvP you could use the crew to your advantage
prices would also be small.
https://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines
This was interesting and i would like to be able to see these crews listed affect the game in some way other that a static.
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Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
2442
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Posted - 2014.02.09 00:48:00 -
[11] - Quote
Austin Saferon wrote:I don't want to punish PvP players at all. The penalty would only affect you if every time you fight you loose your ship. the penalty would not hurt you if using pirate crews only if using a faction crew I believe they could make it work because if you PvP you could use the crew to your advantage prices would also be small. https://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelinesThis was interesting and i would like to be able to see these crews listed affect the game in some way other that a static.
But if you PVP, you WILL lose your ship. There is no question about this.
It increases the gap between old and new players, drives up the cost of every single PVP setup, and at best just duplicates the affect of rigs. |
ShahFluffers
Ice Fire Warriors Late Night Alliance
4869
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Posted - 2014.02.09 02:34:00 -
[12] - Quote
Danika Princip wrote:But if you PVP, you WILL lose your ship. There is no question about this. This.
Most "GOOD" players in Faction Warfare will lose 10 to 30 ships in a month... newbies lose even more. I hear the rates of loss in Red vs. Blue average about 100+ a month. Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective. |
Mike Ermagerd
Southern Invicta AAA Citizens
2
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Posted - 2014.02.09 03:49:00 -
[13] - Quote
ships have lotsa windows....Im just sayn, is all. |
Austin Saferon
Center for Advanced Studies Gallente Federation
0
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Posted - 2014.02.09 04:15:00 -
[14] - Quote
The ship loss factor you would be able to recover from if you make a kill.
would this make everyone happy that is how I originally meant it.
Any other ideas or criticisms.
thanks
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Vizvig
Savage Blizzard Bright Side of Death
149
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Posted - 2014.02.09 06:14:00 -
[15] - Quote
Ts go back WOT.
Danika Princip wrote: It increases the gap between old and new players, drives up the cost of every single PVP setup, and at best just duplicates the affect of rigs.
Gap between noobs and oldf. ? in eve? wut
if this is true why CCP adds more and more new skills? |
Nefarious One
A fistfull of dollars
0
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Posted - 2014.02.09 11:43:00 -
[16] - Quote
As for the EVE Lore, the idea makes perfect sense, and would be a great way to present the factions in a more detailed way, with descriptions of each caste/group/subtype of crew members.
As for the Mechanics: I assume that it will appear in the form of a new slot for crew, with the number of those "Crew slots" relative to the ship physical size (ex. 1 for frigs, 2 for cruisers, 3 for BS).
1/ It will complicate the game - but lets be honest, that is what we love about EVE - the level of complexity and huge possibilities
2/ It will allow you to tailor the ship to you needs in an increased way - Including engineering teams to help with active armor tank, but will increase your Signature Radius. You say "removable rigs"? I say "yeah, why not?".
3/ TYPES - There would be basic, easy to obtain "t1" crew providing different modules, and a lot of other subtypes - especially faction crews. The faction crews will be much easier to get than the usual faction modules - what will mean that they should be within the reach of a usual player. Wouldn't you like to crew your Cynabal with bloodthirsty, psychotic Angel Cartel thugs?
4/ COSTS - When including crews, the hull price should go down a little bit (in the means of materials) so that the price difference will be equal to a standard price of full crew (like t1 crew)
5/ LORE - Imagine 4-5 subtypes of crew for each faction, each with their separate description that adds to the lore - ex: - Blood Raiders Clerics performing grisly sacrifices on board your ship to give you special bonuses. - SoE reasearch team, helping with your exploration skills. - EoM fanatical prechers increasing the abilities of other crew members - A ton of different, interesting groups |
Lina Theist
Rosendal Research and Development
39
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Posted - 2014.02.09 11:51:00 -
[17] - Quote
reason 1 : power creep |
Lephia DeGrande
Luxembourg Space Union
226
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Posted - 2014.02.09 12:01:00 -
[18] - Quote
Rigs = Crew |
ColdCutz
Frigonometry
100
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Posted - 2014.02.09 16:04:00 -
[19] - Quote
Ok. Try this.
. . .
Some affecting skills that the capsuleer doesn't have would be off-loaded onto the crew - giving low skill players the ability to immediately compete on nearly the same skillpoint level as older players, but at a reasonable financial cost in the form of crew salary. It would work like this:
- Limited number of crew slots, so not every skill affecting ship performance can be filled-in by crew (3 to 5 slots for frigates) - You only have Small Hybrid Turrets to, say, level 2. Having a "Tech 1" gunner would make the guns perform as though you had level 5. - A "Tech 2" gunner would allow you to use Tech 2 guns without the capsuleer his or herself having the prereq skills (because the gunner would be taking over most of the operation of your guns). - To counter this huge advantage the crew member would have to be paid a high salary in order to operate (perhaps 500k ISK/hr or more) - Older players would not have a need for crew because their skills affecting the ship would already be maxed out. |
Daichi Yamato
Xero Security and Technologies
1052
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Posted - 2014.02.10 00:45:00 -
[20] - Quote
no. dnt need even more mods that affect ships. u have mods, drugs, boosts, rigs and implants (edit- oh and skills). either pretend one or more of them represent ur crew or put human live stock in ur cargo bay and then play better because of the placebo affect.
lore wise the crew on ur ship do very little beyond basic maintenance. they should never have any effect on what ur ship can do. do u really want to spend money on crew that can mop better and apply duct tape faster than the next guys, but do nothing else?
the crew ideas i did like however, was someone asking for a crew kill amount to show up on kill mails and add a way to scan down wrecks so that they can be warped to. EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY?No; there are no systems or locations in New Eden where PvP may be completely avoided""So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time" |
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