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Thread Statistics | Show CCP posts - 0 post(s) |
Rahelis
Space-Brewery-Association 24eme Legion Etrangere
96
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Posted - 2014.08.04 08:42:00 -
[1] - Quote
With the implementation of "teams" for industrial activites done, I ask myself if we will see "crews" for ships sooner of later.
Crews would add a lasting benefit to warfare and tactic and would make the survival of ships more important.
Even if crews would only be done for caps - it would be a big change to EVE.
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Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
1711
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Posted - 2014.08.04 11:38:00 -
[2] - Quote
The concept sounds nice, but how could it be implemented in an engaging way?
If it's just a flat, fixed stats bonus, it kind of overlaps with implants, links, even faction/deadspace/officer modules if you think about it. All stuff that gives you some +X% performance for a price and/or additional effort and/or risk.
If it's a stat bonus that increases over time:
- If it's just real time, it's not so much about survival, it's more like 'buy ship and crew, leave ship in station for a couple of months, undock with bonuses'
- If it's some kind of 'XP', it could easily become a tedious grind: 'I'll repeatedly shoot my corpmate while he reps, so my crew become better shooters and his crew become better reppers'.
Did you have some implementation concept in mind? EVE Online: Death-o-meter |
Ralph King-Griffin
Lords.Of.Midnight The Devil's Warrior Alliance
3529
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Posted - 2014.08.04 11:49:00 -
[3] - Quote
Gully Alex Foyle wrote:The concept sounds nice, but how could it be implemented in an engaging way?
If it's just a flat, fixed stats bonus, it kind of overlaps with implants, links, even faction/deadspace/officer modules if you think about it. All stuff that gives you some +X% performance for a price and/or additional effort and/or risk.
If it's a stat bonus that increases over time:
- If it's some kind of 'XP', it could easily become a tedious grind: 'I'll repeatedly shoot my corpmate while he reps, so my crew become better shooters and his crew become better reppers'.
Did you have some implementation concept in mind? - If it's just real time, it's not so much about survival, it's more like 'buy ship and crew, leave ship in station for a couple of months, undock with Corpses' =][= |
Cearain
Goose Swarm Coalition
1330
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Posted - 2014.08.04 15:42:00 -
[4] - Quote
I wish crews would be designed to give the same bonuses as links based on the type of crew you buy. There would a be a minmatar crew member for each bonus you get from skirmish, a caldari crew for each bonus you get for siege links etc.
They would cost isk and die when your ship goes down. (so having a link alt would still be preferable from an economic point of view) But it would allow casual solo pvpers to be competitive. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Xuixien
The Dark Space Initiative Scary Wormhole People
1361
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Posted - 2014.08.05 21:51:00 -
[5] - Quote
Crews would be cool but the problem is, after 11 years of the Empyrean age, all the skilled crew members have probably already died, and those still alive are probably alive because they do not serve on Capsuleer ships.
But yeah to implement them would just require CCP adding "crew slots" to the fitting window. Crews would have different effects on your ships and different levels and would be available via NPC/LP and represent an ISK sink. They would also have a drop rate (escape pods). Epic Space Cat |
Ralph King-Griffin
Lords.Of.Midnight The Devil's Warrior Alliance
3585
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Posted - 2014.08.06 08:22:00 -
[6] - Quote
Xuixien wrote:Crews would be cool but the problem is, after 11 years of the Empyrean age, all the skilled crew members have probably already died, and those still alive are probably alive because they do not serve on Capsuleer ships.
But yeah to implement them would just require CCP adding "crew slots" to the fitting window. Crews would have different effects on your ships and different levels and would be available via NPC/LP and represent an ISK sink. They would also have a drop rate (escape pods). You realise we Amarr would be half way to thorough breed crews by now =][= |
Gordin Brott
CTRL-Q Iron Oxide.
21
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Posted - 2014.08.06 09:41:00 -
[7] - Quote
Ralph King-Griffin wrote:Xuixien wrote:Crews would be cool but the problem is, after 11 years of the Empyrean age, all the skilled crew members have probably already died, and those still alive are probably alive because they do not serve on Capsuleer ships.
But yeah to implement them would just require CCP adding "crew slots" to the fitting window. Crews would have different effects on your ships and different levels and would be available via NPC/LP and represent an ISK sink. They would also have a drop rate (escape pods). You realise we Amarr would be half way to thorough breed crews by now
Why half way? Children are probably very good at crawling through narrow ducts. |
Samuel Triptee
Black Fox Marauders Repeat 0ffenders
62
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Posted - 2014.08.06 15:43:00 -
[8] - Quote
And here I thought sticking implants in my head, buying skill books, and spending ISK on clones would be enough.
Have we forgotten who and what we are? We are capsuleers!
We're able to control the ships without assistance from fallible humans.
Now if you would like to have crews of entertainers, traders, and other non-essential personnel, then by all means bring it on.
But as soon as something, or someone else takes a step onto my command deck I will biomass myself. Have You Hugged Your Frigate Today? |
DJ FunkyBacon
Eve Radio Corporation
303
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Posted - 2014.08.07 19:31:00 -
[9] - Quote
Would need an "abandon ship" button for when you know you're going down so you can save your crew for another ship. Not hitting button in time = everybody dies. CSM9 Factional Warfare/Lowsec Representative Radio Host, Blogger, Lowsec Resident, PvP Afficionado. http://funkybacon.blogspot.com http://twitter.com/FunkyBacon |
X Gallentius
Justified Chaos
2436
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Posted - 2014.08.07 19:47:00 -
[10] - Quote
I would personally be the largest single employer in all of New Eden. Employment would be so dangerous that I'm sure the thousands of crew members under my employment would unionize and demand that I undergo weekly safety training classes.
(Crews are a stupid concept for this game) |
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Estella Osoka
Deep Void Merc Syndicate
441
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Posted - 2014.08.07 20:14:00 -
[11] - Quote
Ingame union lawsuits! Brilliant! |
Xavi Bastanold
Parallax Shift The Periphery
0
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Posted - 2014.08.07 20:16:00 -
[12] - Quote
It's already canon that crews are part of the ships capsuleers fly. Adding stat boosts would be cool, based on flying time of attending crews. Losing a ship would result in a % loss of crew, while adding replacements would lower experience. Crews that survive a ship's destruction could be expected to land at the nearest station, then make their way to a 'rally' station at some given time. Crew-base boosts could eve be differentiated between non-combat and combat flight time.
Lots of ways to go with this idea. I've always found it odd that as capsuleers, we've never had any mechanism for crews. It would open another door into rating players and influencing combat styles.
Good hunting, Xavi |
Xavi Bastanold
Parallax Shift The Periphery
0
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Posted - 2014.08.07 20:19:00 -
[13] - Quote
DJ FunkyBacon wrote:Would need an "abandon ship" button for when you know you're going down so you can save your crew for another ship. Not hitting button in time = everybody dies.
One example: hitting the 'abandon ship' button earlier would save more of your crew, but you would lose your boosts over that time as well. Don't hit the 'abandon ship' button and lose a high % of your crew.
Good hunting, Xavi |
Cearain
Goose Swarm Coalition
1337
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Posted - 2014.08.07 20:46:00 -
[14] - Quote
DJ FunkyBacon wrote:Would need an "abandon ship" button for when you know you're going down so you can save your crew for another ship. Not hitting button in time = everybody dies.
It would be interesting if the crews could cost more if you constantly lost them. Maybe it would work like a tax/isk sink.
I would assume you would get crews from pi universities or something. You would pay the player a set amount and then on top of that you would pay a tax based on how many crews you lost in the last week or something. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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SmokinJs Arthie
Justified Chaos
64
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Posted - 2014.08.07 21:00:00 -
[15] - Quote
Estella Osoka wrote:Ingame union lawsuits! Brilliant! REGULATIONS WILL KILL PVP!!! THIS IS AN OUTRAGE! |
Estella Osoka
Deep Void Merc Syndicate
442
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Posted - 2014.08.07 21:03:00 -
[16] - Quote
Considering the amount of derptrons we lose, my wallet would go negative real quick. |
SmokinJs Arthie
Justified Chaos
64
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Posted - 2014.08.07 21:05:00 -
[17] - Quote
Derptrons are not OSHA compliant. |
Molikai
Disciples of the Ebon Dragon The Coalition of Forgotten Stars
5
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Posted - 2014.08.10 15:23:00 -
[18] - Quote
Well, I think mayhap you're all missing the consequences of being able to copy your consciousness into a cloned body. My ships /do /have a crew. And every single one of them is me.
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Sara Tosa
School of Applied Knowledge Caldari State
76
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Posted - 2014.08.10 17:12:00 -
[19] - Quote
Gully Alex Foyle wrote:The concept sounds nice, but how could it be implemented in an engaging way? mostly as a skin or parallel system to overheat, standard crew make stuff work regularly, expert crew make stuff work better but it will logor it, elite crew squeeze just a bit more than expert. for amar call them slaves, slavemasters and torturers. |
Tengu Grib
Happy Fun Fun
284
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Posted - 2014.08.11 02:29:00 -
[20] - Quote
I like the idea of having to feed your crews, login to your Titan that's been offline for 6 months and whole crew starved to death. 'Whoops.' Tengu Grib > I agree. The distinct lack of quality spaceships makes RL the worst space sim ever. SolidX > i'm an alt IRL Guilty conscience? Buy a mining permit today. www.minerbumping.com |
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Yang Aurilen
The Mjolnir Bloc The Bloc
306
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Posted - 2014.08.11 04:02:00 -
[21] - Quote
SmokinJs Arthie wrote:Derptrons are not OSHA compliant.
We're capsuleers anyways so we can shoot the next OSHA inspector that flies besides us demanding a crew inspection. Also good luck to them trying to dodge any gatecamps. |
Desivo Delta Visseroff
The Scope Gallente Federation
243
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Posted - 2014.08.13 18:26:00 -
[22] - Quote
I remember back in the day when I played some free STO. All the ships had a crew compliment that was supposed to do [some benefit to your ship] by keeping them conscious and alive. I never got it. All I know is that most of my crew was dead/dying in every encounter.
So, crews may be nice for RP purposes, but imagine how much more loss averse players would be if our ships carried crewing that skilled and stacked small boosts over time! I was hunting for sick loot, but all I could get my hands on were 50 corpses.............. |
Val'Dore
PlanetCorp InterStellar
765
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Posted - 2014.08.13 18:48:00 -
[23] - Quote
I carry my crew in cargo, they even have their own box.
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Shaklu
Mass Effect Enterprises Dark Knights of Eden
20
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Posted - 2014.08.14 19:32:00 -
[24] - Quote
You could add a more traditional leveling scheme to your crews.. every kill will gain them a bit of exp, increasing their effectiveness, but when your ship goes down: they are lost.
Actually that would be somewhat funny because it would be the exact opposite of the common "captain goes down with the ship" thing. You could self-destruct your ship in the middle of 1.0 out of combat, and the only one who doesn't die is your captain.
Perhaps use of escape pods could be added so the crew members could be scooped by enemies? I dunno, you could go a bunch of ways with this idea. |
Javina Shana
Hedion University Amarr Empire
0
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Posted - 2014.08.14 22:50:00 -
[25] - Quote
If crews are used in the same fashion as the work crews currently do in Industry, it would add another layer of complexity to how ship will work. That can be an interesting direction.
However... what if crews could be used to pilot another ship you own? It could make for an interesting concept... however I can guess that this will quickly be seen as overpowered.
Question is, how to limit the number of crews a single player can employ? A static number? Or by how high your charisma is? Or by how good you are at Leadership skills in general (not counting Corporation Management as that would quickly allow a singular player to get thousands of crews on his side. And if he is wealthy enough, he could literally take over the galaxy with few to oppose him).
Crews could have diffrent training rates, such as some crew are only good as piloting Frigates, while others can possibly command a Command Ship, but the cost diffrences between the two would be most notable due to the time it takes a capsuleer to learn Command Ships from scratch (100+ Days and that's without having Medium turrets and such trained).
This could be an interesting direction, however as I pointed out, it can be quickly seen as overpowered, especially when used by those really rich.
On one hand what if two sides of pirates decides to aquire 100+ frigates with crews and then roam low-sec.... it would make FW look like a firecracker party compared to what could possibly happen. On another hand, a relatively new pilot could find some protection by hiring crews so he has additional muscle, even if it is just one or two additional frigates. |
Benar Ellecon
Card games on MOTORCYCLES
51
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Posted - 2014.08.19 14:31:00 -
[26] - Quote
Samuel Triptee wrote:And here I thought sticking implants in my head, buying skill books, and spending ISK on clones would be enough.
Have we forgotten who and what we are? We are capsuleers!
We're able to control the ships without assistance from fallible humans.
Now if you would like to have crews of entertainers, traders, and other non-essential personnel, then by all means bring it on.
But as soon as something, or someone else takes a step onto my command deck I will biomass myself.
Well unless you only fly frigates, you may as well start biomassing now. Because all the ships have crews.
On a side note, each ship you buy should come with a starting crew with no bonuses.
Over time, if your ship lives on for a time they gain experience, or you can pay a price and upgrade the crew (or maybe pay to train?).
Also I like the idea of the different racial crews adding different bonuses.
+1 Fly with your hair on FIRE! |
Rabe Raptor
The Conference Elite CODE.
29
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Posted - 2014.08.20 08:32:00 -
[27] - Quote
I usually fly with exotic dancers if that counts.
How I roll bro. Together we can make Highsec a better place! The Law of Highsec Read it, share it, learn it, quote it, live it! |
vicuneo
Sunburn Industries
40
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Posted - 2014.08.21 07:03:00 -
[28] - Quote
So each "crew" member would have their own skill training queue? Interesting.
Thus taking the concept of a "pure" character with a highly tuned specialisation to another level.
That is, until the crew is killed / sacked, because they are not immortal egg dwellers like the rest of us. |
Ssabat Thraxx
Dominion Tenebrarum Reverberation Project
337
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Posted - 2014.08.22 17:51:00 -
[29] - Quote
Samuel Triptee wrote:
But as soon as something, or someone else takes a step onto my command deck I will biomass myself.
You and me both.
Either the rules apply to everyone, or they don't justly apply to anyone.
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Vizvig
Savage Blizzard
149
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Posted - 2014.08.23 07:05:00 -
[30] - Quote
It is will be nice to have subcap with stats of a capital, provided by the crew. (or not?) And a crew will be acting like another t2/fac/DED module, thus adding cost to the hull.
(Anyway, i'm indifferent.) |
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