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Thread Statistics | Show CCP posts - 1 post(s) |
raven415
Caldari Special Projects Corp
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Posted - 2007.04.05 05:04:00 -
[31]
it is a interesting idea tho i doubt ccp could pull it off
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Shigawahhhhh
Caldari Metalworks
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Posted - 2007.04.05 06:12:00 -
[32]
I like the idea as it like rigs rewards the player who keeps there ship together rather than just going I can afford a new one. I read the original posts and not much else so forgive me if this has been said but how about a missile crew of some form for us caldari.
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Aron Palatine
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Posted - 2007.04.05 06:27:00 -
[33]
lol, again Raven415 I disagree with you. Here's my feelings on Crews; Small numbers would be better, easier to maintain, and understand. I would be extremely disappointed if you couldn't keep crew, and *have them gain exp*. It would really make your crew worth something to the RolePlayers. If your crew gives you very small/insignificant/Non-Impacting bonus' that's fine. And they should be in their own cargo style hold, non-accessable in space. A Crew's Quarters if you will. Give these guys a life, a reason to live, and a reason for me to care... make them my crew that *can* go from ship to ship with me. Even if they only had 5 levels each, a full titan's crew of 20 at level 5 should have some impact, but not enough to make it a requirement to have them. I'm ramble'n because it's late, so I'll wrap this up. But, This is a great idea, and should be seriously considered. Props to the OP.
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Rhamnousia
Caldari Pelennor Swarm R i s e
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Posted - 2007.04.05 16:15:00 -
[34]
now, there's a reason exotic dancers, brews, and tobacco exist in the game .... right? ... right?? with the introduction of crew members, we now hav legit reason to keep those things in hangar :)
now get that outta the way ...
the idea is interesting .. but might take a bit of work on the CCP side .. they might hav enough on their hands right now tryin to put the walkin in station stuff in motion in 2008 ... but there's no telling what's gonna come after that, so might as well throw this idea out there, we might get lucky, if u buy a lottery ticket, u hav a chance to win, though slim chance, but u hav a chance. on the other hand, if u dont buy it at all, u wont hav that chance. plain and simple..
on to the goodies, i think that crew members should be in the game, from the RP point of view, and even from the tactical point of view. but i think there should be limitations in what bonus a crew can give .. for example, a crew, no matter how well-trained of experienced, cant change the dmg that the gun is goin to deal out, or the amount of armor/shield being repaired/recharged. but they can improve the effectiveness of a few selected modules by a small percentage. like reducing reloading time (yarr!) or increase tracking speed of turrets by a _small_ percentage.
furthermore, about the number of crew, to be realistic, a kilometer long battleship should hold about two to four thousands crew members. but since that'll be a pain to maintain and even imply into the game. and i think the captain dont hav to talk to every single person in the ship either, just the important ones, like the officer of that "department" or something.
something along the line of:
- Gunner Crew: + number of crew members: 10-200 (10 for cruiser, 200 for titan) + officer: (give sum random generated name) + specilization: tracking (or sumthing along this line, stuff that doesn't hav too much direct impact on combat) + blah .. blah .. blah (anything) --------------------------------------- - yes, im a noob - yes, im a nut job - no, i dont give a .... about what u think of my noobness - now, tell me sumthing i dont know |
Kenji Noguchi
APEX Unlimited
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Posted - 2007.04.07 21:26:00 -
[35]
Having "your" crew would at a lot of flavour to the game. Having them gain experience, having a salary, etc would add another fun factor. Just make them give some minor bonus, like 1% like it was mentioned. Or maybe compliment you on the skills you have not trained yet. Or wathever. But I agree having a crew would be a very loveable and immersive feature. Kenji Noguchi, Caldari State warrior. APEX Unlimited Security Division. |
Aneroi
Amarr VIRTUAL LIFE VANGUARD
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Posted - 2007.04.08 07:16:00 -
[36]
We are pod pilots! there are no crew on a pod pilot's ship. it's only us and the computer _____________________________________________________________________
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Hasiti
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Posted - 2007.04.09 04:10:00 -
[37]
Edited by: Hasiti on 09/04/2007 04:06:35 I say good idea, there is many possibilities.
Author, you did'nt even read what he said.
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Wander Lost
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Posted - 2007.04.10 13:05:00 -
[38]
Edited by: Wander Lost on 10/04/2007 13:03:27 Crews would have to be mostly capitol ship, though it would seem feasable all the way down to destroyer (in varied occupancies). You'd have to take into account wages too. They could be assigned to different positions to boost the effects of certain slots. Make guns reload faster, salvage cycle faster, assist repair units. They would have to be picked up from stations with a 24 hour contract before they stop giving bonuses and leave the ship upon the next docking. A reasonble fee for the contract could be anywhere from 25-40k per crew member, making a destroyer with room for three and a battleship with room for 20 able to max out their available bonuses with a balanced fee.
Also a note - since the pod is what protects you from the rigors of warp, the crew might put a very very very slight delay on the time it takes to warp to prepare for it. Scaled of course with how many crew members there are.
Feel free to improve on that one.
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Mad Rage
Amarr Dark Crystal Corporation
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Posted - 2007.04.16 23:56:00 -
[39]
Quote: the crew can be removed, though not sold. (Unless you're in Amarr space... LOL)
hahhahaha sorry that made me laugh "what happend to your crew *capn replys: you didn;t notice the new guns :)*
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Mad Rage
Amarr Dark Crystal Corporation
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Posted - 2007.04.16 23:57:00 -
[40]
Originally by: Aneroi We are pod pilots! there are no crew on a pod pilot's ship. it's only us and the computer
pod pilot is kidda am sorry FUBAR to me note my 3 chapter long "with Crew" story make it fun :P
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Alexa Stryker
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Posted - 2007.04.21 13:25:00 -
[41]
I like the idea, I say yes to it... signed
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Vents
Yakuza Corp THE R0NIN
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Posted - 2007.04.21 14:13:00 -
[42]
I've long had the idea of allowing ships/ship crews to gain experience over time so pilots are rewarded for keeping their ships alive. However it's likely this'll just make strong setups stronger and weak setups go nowhere.
As for the use of crew as ship slots I think it could open up some interesting game dynamics like crew sabotage (especially if you've tried to put the prisoners from cargo containers to work ). So I'd be interested in the direction crews could take EVE as long as they're implemented in such a way that they're not something you have to micromanage unless you want to give your ship the edge.
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Washell Olivaw
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Posted - 2007.04.21 15:21:00 -
[43]
Ruthless (short story):
"ignoring a pair of jaw-dropped crewmembers gawking at her"
"Otro was now looking at the world through the lens of a camera drone. His Moa-class cruiser floated in the hangar, fully crewed, armed, and ready for departure."
"In the name of both his own safety and that of his crew, there will be no exceptions to that condition"
The Otro in question is Otro Gariushi. Currently listed in-game as Ishukone's CEO. This story takes place recently, not 100 years ago.
I like the idea of crew gaining experience over time.
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Aneroi
Amarr VIRTUAL LIFE VANGUARD Freelancer Alliance
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Posted - 2007.04.21 16:46:00 -
[44]
my earlier posts was before I had read alot of the short stories and now I know that there is crews on our ships too.
/signed
http://aneroi.tk |
Erunanion
The Caldari Confederation
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Posted - 2007.04.26 12:39:00 -
[45]
An excellent idea - having crew slots that give only 1% bonus in whatever is superb. Its not over-powering, and would add to the immersion of the game.
/signed.
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Ischia
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Posted - 2007.04.27 05:04:00 -
[46]
Originally by: Cygnet Lythanea Ok, now that I got that out of hte way, here's my idea
Interesting, but it would reflect a radical change in EVE philosophy: adding active NPCs.
Next people will ask for them to pilot frigates while they fly their BS...and I would want to poach well-trained crew from other pilots by offering more pay or better hours. Or lower risks. Forming ones own gang with NPC pilots and doing the harder plexes, or missions even, would be interesting.
It gets complex fast, and while all of those options would be fun, I'd prefer to see more interesting options for my PC, not expanded NPC roles.
Having said that, we already have semi-active NPCs in the form of research agents, so there may be some scope...but NPCs who perform the core function of EVE (flying & managing ships) worry me.
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Nihilion Saro
Gallente The Imperial Commonwealth The Sundering
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Posted - 2007.04.28 03:11:00 -
[47]
I would love to have a crew. So much could be done with it. I think it would be a waste to make it another slot-type mod though. It would just be another mod with another name.
Crew should be a resource you have to buy in order to gain full functionality from your ship. For example, you could fill with half a crew, but you only get half the performance. Maybe you can reassign crew on the fly to different areas of the ship (shields, turrets, engines, etc).
When you take structure damage, your crewman die. If you're down to 50% structure, you lost, say, 50% of your crew and your ship will have half the performance. So in a last defensive effort to hold out long enough for your buddies to kill the guy shooting you, you reassign all personnel to defenses, and you thus you can no longer move or shoot.
Where do crew come from, and from whom do we buy it? Well, it could be an unlimited good sold by major NPC stations. That creates a mini-profession for people who want to transport crew out to lesser NPC stations or outposts in 0.0.
Maybe they can even gain experience points of some sort, gaining levels and becoming more effective. In particular, they could gain experience via mission runners. Crewman used by mission runners doing combat missions will gain benefits in combat stuff. Mission runners doing hauler missions may get some other kind of bonus, more valuable for industrial ships or something.
And then contracts for "skilled crew" can be bought and sold by players seeking an edge. It gives a new source of income for PvEers without a new isk in the game, and creates a new way in which PvPers and 0.0 dwellers can interact with PvEers.
I think this would be great fun! and best of all IT MAKES WILL FINALL MAKE SENSE WHY OUR SHIPS HAVE SO MANY WINDOWS AND BLINKY LIGHTS AND BRIDGES!
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Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.04.28 04:59:00 -
[48]
Well besides having on the lamest and girliest titles I have ever seen. I would just like to point one thing out.
If ship crews already exist on ships... which you proved yourself... then logically if they are already there, there is no reason to add them in :)
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Tarron Sarek
Gallente Cadien Cybernetics
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Posted - 2007.04.28 09:24:00 -
[49]
Oh it's not about the crew. It's about the bonuses.
_________________________________ - The sky is the sky wherever you go - |
Ischia
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Posted - 2007.04.28 12:40:00 -
[50]
Originally by: Tarron Sarek It's about the bonuses.
lol..ah, an honest person. You wont last long.
Anything for that +2%.
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Ischia
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Posted - 2007.04.28 12:42:00 -
[51]
Originally by: Nihilion Saro IT MAKES WILL FINALL MAKE SENSE WHY OUR SHIPS HAVE SO MANY WINDOWS AND BLINKY LIGHTS AND BRIDGES!
Hah. We have blinky lights because they look cute and give the lonely single pilot a sense of self-importance.
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Shichiro Arasaka
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Posted - 2007.04.28 14:34:00 -
[52]
nice idea, doubt it will ever happen.
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Erunanion
The Caldari Confederation
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Posted - 2007.04.28 19:43:00 -
[53]
I don't see why its so unlikely. I mean obviously stuff like active-AI NPCs (no offence, I'm just thinking that the added [bad] complexity, not to mention the insane server lag of trying to run the AI of ship-flying NPCs etc) is not likely at all, but having them as a means of attaining that little bit extra from a ship (lets all admit it - we want the bonuses. But the RP value shouldn't be forgotten) is certainly a viable addition to the game, that shouldn't be overly hard to implement of balance.
But then what do I know, I just play games :p
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Shichiro Arasaka
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Posted - 2007.04.28 23:25:00 -
[54]
I think frigates would have crews too. And shuttles for that matter. I would say total crew levels to be approximately the following:
shuttle: 4 frigate: 40 destroyer: 190 cruiser: 275 battlecruiser: 500 battleship: 1000 carrier/dreadnaught: 1500 mothership: 1900 titan: 2500
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Nihilion Saro
Gallente The Imperial Commonwealth The Sundering
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Posted - 2007.04.29 00:52:00 -
[55]
Originally by: Shichiro Arasaka I think frigates would have crews too. And shuttles for that matter. I would say total crew levels to be approximately the following:
shuttle: 4 frigate: 40 destroyer: 190 cruiser: 275 battlecruiser: 500 battleship: 1000 carrier/dreadnaught: 1500 mothership: 1900 titan: 2500
Yeah, I like that. Crew should be a resource similar to HP. Except their fluid and must be distributed over your different systems. Like moving crew from weapons to defenses, or defenses to engines. And have some skills that affect their survivability when you're taking structure damage. Maybe as a base loss rate, 50% structure damage means 50% loss of crew, and thus 50% loss of overall performance. (Then you must reassign crew where you need them most, like engines to escape, or defenses to tank a little bit longer).
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Ischia
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Posted - 2007.04.29 03:47:00 -
[56]
Originally by: Nihilion Saro
... battleship: 1000 ...
Hmmm....but they dont have pods, poor buggers. Either that, or blow up a BS, and watch 1000 pods spawn.
That would make it a lot easier for the pilot's pod to escape, I guess.
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Signaldog
Gallente Venom. THE V I G I L
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Posted - 2007.04.29 03:49:00 -
[57]
No pods for crew...they don't deserve it as they have not qualified to be "The Elite".
READ MY SALVAGER THREAD HERE!!!!
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Kramer Verone
Amarr
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Posted - 2007.04.29 03:58:00 -
[58]
i don't see the point
just wasting more ressources in my opinion.
modules,skills, rigs and gang bonuses are enough.
eve is complicated enough for newcomers, don't scare them off.
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Shichiro Arasaka
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Posted - 2007.04.29 11:15:00 -
[59]
Edited by: Shichiro Arasaka on 29/04/2007 11:13:26
Originally by: Ischia
Originally by: Nihilion Saro
... battleship: 1000 ...
Hmmm....but they dont have pods, poor buggers. Either that, or blow up a BS, and watch 1000 pods spawn.
That would make it a lot easier for the pilot's pod to escape, I guess.
In PvP yes, but mission NPCs dont pod kill (yet!). Anyway you could have the RP scenario where crews are just cloned automatons, conditioned in the cloning vats for asingle specific job. Your ship gets caulked, your original crew dies, but not a problem as your new ship comes complete with a newly cloned crew, waiting to be programmed with your command codes.
Crew specialisations would be Command; Weapons (split between offensive systems, defensive systems, sensors and maintainance); Engineering (propulsion, power, damage control (armour & structure); and Supply (looking after your cargo bay, loading unloading, reloading weapons systems). If youre using drones then also a Flight Crew (remote pilots and maintainance/drone bay crew).
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Celestos Marxii
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Posted - 2007.04.29 15:37:00 -
[60]
Yeah, I really think this would add a lot to the game. I personally would really enjoy the feeling of being a "captain" of a ship. The ability to move crew around to different duties on the ship. Combined with the "Heat" feature upcoming, adds a lot of depth to game play. I think it would be a great compliment to heat.
Heat allows you to "overclock" your modules, or make them run above 100% spec. Crew becomes an issue after you've taken some structure damage and have lost some of your crew and your systems aren't running at full capacity. So if you want your damage control systems (armour and shield, or whatever), then you must transfer crew from other parts of the ship.
And I also agree with the idea that they should crew should have some kind of quality level. Experienced crew should be able to be traded between players. Great way for mission runners to make money off of PvPers.
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