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Thread Statistics | Show CCP posts - 2 post(s) |
Emsee
S.Y.N.D.R.O.M.E.
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Posted - 2007.05.20 13:27:00 -
[91]
Yes.
It would just be like adding another module to your ship, and make ship fitting more customisable.
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Grey Gryphon
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Posted - 2007.05.21 07:52:00 -
[92]
Edited by: Grey Gryphon on 21/05/2007 08:07:41 I vote yes, but only if it makes me more involved with the game without too much micromanagement. For one thing, please don't make crew another object like guns that the rich players can just buy and dispose of / transfer to their alts. I think crew should be like real people, who learn from their experience, have certain ways of behaving based on their culture / planet / race, etc., thereby rewarding players based on their play style and in game actions.
For example, the crew of a Dominix that is often used for mining becomes skilled at that task, thereby increasing the efficiency and response time of mining modules. Take that same ship into combat, and all else being equal, you'd always lose to a battle hardened pirate crew.
To add more flavour based on the whole race / planet thing above, why not have stronger crew from high gravity planets that have a higher chance of surviving when your hull is breached, but aren't as quick in space because they're not used to low gravity. The reverse would apply to low gravity dwellers. Amarri players would have access to Minmatar slave crews who they could literally work to death, but have a hard time hiring Gallente and Minmatar crew, especially if they had slaves aboard. Each racial crew could naturally have bonuses serving aboard their racial ships. Gallente may have no problems mixing crew factions, since they're democratic, but Caldari might be more elitist and only prefer their own kind.
When you lose your crew and need new ones, the kind of crew you can hire should reflect your play style, as well as your history in the game. Uber pirates with good kill / loss ratios get crews with higher starting PvP bonuses and no mining bonuses, and getting a full complement won't be an issue.
These are just some examples, but a whole host of other factors can come in. A player's corp standings, sec status, bounties, etc., can all affect his 'influence' and thus his ability to get the right crew for his needs.
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Red Knight
Gallente The Royal Guard
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Posted - 2007.05.21 08:16:00 -
[93]
Originally by: Bein Glorious man a turret
No more blob problems if all of goonswarm is manning a single capitol ship... A thousand dudes at a thousand turrets, get some *real* capitol ship action going!
*wakes up*
Yeah, crews would be awesome. I can't see it happening anytime soon at all, but it would be great and would reduce blob warfare. Plus keep EVE moving forward - lord knows we'll need a "Turret Handling" skill, rank 37 or something, to get the 120mil SP vets busy... ------------------------------------------
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Evenfall Phoenix
The Arrow Project Morsus Mihi
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Posted - 2007.05.21 09:44:00 -
[94]
Originally by: Avery Cane I would like to see crews added to the game.
I vote YES.
No. I don't want this game to turn into Navy Field. There's already enough to keep track of, and once heat gets here it's going to be alot more.
Besides, everytime you ship blows up you'd need new crews, which means a longer wait between dying and fighting again.
On top of that where are the crews going to come from. Harvesting Planets? At the rate ships are lost teh Galaxy would be left with no populous to harvest in weeks. On the flip side, if a new skill tree came out that gave the player the chance to help the birthrate... well that might be a little appealing (for men at least... some women too I'd bet), but that's a different topic entirely.
In short.... no. Heat is going to be a hassle, let's not compound the issue.
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Hectaire Glade
Forum Jockey
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Posted - 2007.05.21 09:57:00 -
[95]
I'd vote Yes, provided there was a right click 'Jettison Crew...' option whilst in space, and when actioned they have a funky graphic slowely freezing over then going 'pop' from explosive decompression.
Would also let pirates ransom you to jet your crew :)
Lastly, 'crewing' a gun on a supercap ship would be a nice feature to the game, one guy piloting, another player or players manning weapon systems would be ubercool.
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UGWidowmaker
Caldari Setenta Corp Xelas Alliance
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Posted - 2007.05.21 10:15:00 -
[96]
i think this owuld be very very good for the game.. if implented correct. many good ideas here... the longer u survieve in batles the better crew u get and your crew would gain xp..
and there is many planets to get crew from so shouldent be a prop... hell u could even implent growth of a planet into the planet, and to actually get people from the planet u need a pos at its moon or something to recruit em. then corps would compeete about getting the best planets with best growth damn im all exited... i would personaly love it.. also imagine this
u can then get a real proffesion we miss MAJORLY in the game, PIRATS... i meen real pirats. they coul dget a hijacking crew wich could try to invade your ship, and if suceeded they woud gain controle of it, only to ransom for its freedom... they shouldent get the ship but gain the right to claim ransom of it... DAMN new COOL aspects...
ccp cant do this fast enough, it would be so much better than the idea of walking in station and such. walking in station is cool to. but i think if the crew is done correct eve would benefit much more of that. ofc in another way, walking in stations would draw the girls attention to eve, where the crew would benefit us the players who have devoted 4 years into the game, and most likely will put in 4 more years if it is... :)
HURRY CCP.
*snip* - signature removed, please email us with a link to the signature if you wish to know why. -Ivan K if we suck at pvp then why come fight us all the time ???
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CCP Ginger
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Posted - 2007.05.21 11:18:00 -
[97]
I vote yes! I want to see my crew burn in space and have letters from bereft family everytime my ship died.
Well.. that might suck. But still, its a subject that seems to rear its head up every now and then here :)
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Topaz Skydiver
Minmatar Narrative Freshfood
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Posted - 2007.05.21 11:44:00 -
[98]
Originally by: Pewpewdude only if mine can be a crew of exotic dancers.
Yes, but in the same pod that I am in. --------------------------------------------- *snip* |
Ezekiel Sulastin
Gallente Direct Intent
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Posted - 2007.05.21 11:52:00 -
[99]
Yeah, we have crews, but we don't need to worry about managing them. Why? We have first officers to do it for us. You don't think they'd implement a new captainship paradigm without properly accounting for the lack of direct interaction, do you?
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Paul Darth
Mother Corp
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Posted - 2007.05.21 11:57:00 -
[100]
I already spend like 1 hour to fit a ship to loose it in 1 minute (if im lucky), what the hell, 1 hour and 10 minutes wouldnt make much diference. Might give even more diversity to the game. Btw, can minmatar slaves working in amarr ships rebel and take their ships?
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Iyanah
Minmatar Mining Munitions and Mayhem R i s e
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Posted - 2007.05.21 13:21:00 -
[101]
Originally by: Petrothian Tong Edited by: Petrothian Tong on 18/05/2007 22:01:29 all ships come with basic crew.. and yeah small bonuses if you train the basic crew (by paying isk of course) in special fields.
IE: damage control teams: adds 5% to amour resists (stacks)
IE: weapon dock specialists: add 5% to weapon reloading speed (hehehe!!! someone gotta load those missiles/shells faster!)
but yeah, they die if your ship blows up...
edit: it wont be much change, just add "crew slots" .. and it wont be sims online.. since well, you can do much with them other than putting them in the ship for small bonuses.
they are just like any modules.. squishy, modules..
i was gonna suggest a similar possible implimentation for "crew modules" except you only get one such module per ship, and it represents a team of "crew specialists".
i.e. a team of people on your ship who have trained in a special field, so you can have a basic engineering team to add say 5% boost amount to shield boosters/armour repairers, then have a verteran and elite team adding 7% and 10% respectively, as an example.
it would be nice to see this kind of thing, it's pretty cool. but it is just something that would be nice to see, not an "OMG we must have this now!!" ========================================== Iy |
Lux Simian
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Posted - 2007.05.21 13:43:00 -
[102]
Originally by: Tredegar What's the point of having crews though? I mean what would they do for us? I really don't see a need for them and it would only add a detail to the game without really enhancing it.
Presto, but thats exactly why I vote yes. I just like the idea of having little men and women to assign to the ship. I don't even care if they have no bonuses and cost nothing. More detail the better to me!
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Natalia Fachiri
Minmatar Huang Yinglong Namtz'aar k'in
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Posted - 2007.05.21 13:44:00 -
[103]
evryone sayinf 'once the shields drop crew starts dieing'....THINK. Think of the armor tankers out there who would be weakend by this.
If anything, crew starts dieing if you are into structure, there is no other fair way. And since that means that you are probably dead in a few more seconds anyway, what would be the use of it?
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Roshan longshot
Gallente Ordos Humanitas FREGE Alliance
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Posted - 2007.05.21 14:57:00 -
[104]
I would like to see crews also, bonus here and there? More you pay them the better the crew bonus...and if you got that reputation...238 ships destroyed last week...you would still have to pay for a less skilled crew.
Not to mention all the bio-mass smashing into surviving ships
Free-form Professions, ensure no limetations on professions. Be a trader, fighter, industialist, researcher, hunter pirate or mixture of them all.
[i]As read from the original box.
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Arachidamia
Matari People's Front
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Posted - 2007.05.21 16:34:00 -
[105]
So if it's added... what will happen to the frigates? Some of them are listed as only having 1 crewman, who I assume is the pilot.
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Dal Thrax
Caldari Multiverse Corporation The Core Collective
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Posted - 2007.05.21 17:54:00 -
[106]
Originally by: CCP Wrangler This is a discussion forum, if you want crews then say why and if you don't say why not. Simply saying yes or no is not discussing, it's spam and will get the thread locked.
I'd like crews if 1) They where a onetime expense 2) They did not increase the base price of a ship. 3) Training them would give only a minimal bonus (say 3% max) and would not give a bonus to either grid of CPU (I could be convinced that a well trained crew should give a bigger bonus to EWAR however). 4) I would like to see damage control training that would give a small passive armor and structure rep (or maybe just a passive structure rep).
Dal
Originally by: CCP Sharkbait we are screwed. delaying startup again. soon as i have time i will fill you in on the details
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Gimpslayer
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Posted - 2007.05.21 18:29:00 -
[107]
Edited by: Gimpslayer on 21/05/2007 18:33:09 I vote NO
BECAUSE
how are crews any different than rigs? What bonus will they add that isn't already covered in the scope of available rigs???
Essentially, are crews just another rig slot?
EDIT: It would be cool if crews gained experience. IE, the more i use my jag crew the better ac boni I get. It differntiates the "crew" by adding an element not found in any mod in game <-- a mod which gets better with use. Do you see inbalances created by adding another rig slot?
Discuss
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Gimpslayer
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Posted - 2007.05.21 18:41:00 -
[108]
IFFF We did get crews...!!
I'd like to see crews as a module which improves with use.. Ie, it gets better at ac use the more i use them w/ my ac's... It'd differentiate the "crew" from other plug n place modules (implants, rigs, etc). It'd give the crew some real interest instead of just another static boni to train for / buy.
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Utopiana
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Posted - 2007.05.21 18:58:00 -
[109]
Edited by: Utopiana on 21/05/2007 18:57:42 Multiplayer ships would be a nice addition to the game, especially with the bigger ships.
But to make it interesting at all, we would need the ability to walk about first, maybe something to consider with the walkable stations.
First person view from the ships would in any case be nice in itself :)
Crew as a module are worthless, its just another module with a new fancy name.
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Black Seraph
RONA Deepspace
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Posted - 2007.05.21 19:53:00 -
[110]
Crews should definitely exist in the game.
Every ship should have a single crew slot, sort of a fitting slot. A ship begins with a basic crew which offers no bonuses to the ship at all. As the ship kills targets of any type (PvP or PvE) the crew slowly matures and starts granting small bonuses to things like ship maneuverability, maximum warp speed, tracking, missile velocity, etc.
Crews should be able to be removed from a ship just by drag and drop, so you can sell/purchase upgraded crews. Basic crews are like Rookie ships, when you have no other crew, they volunteer.
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Missa
Caldari Caldari Technological Division
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Posted - 2007.05.21 19:57:00 -
[111]
No |
Teccmo
Gallente FireStar Inc FATAL Alliance
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Posted - 2007.05.21 20:14:00 -
[112]
Originally by: Ash Vincetti No thanks. I already micromanage enough aspects of my ship. Next thing you know i'll have to start taking "Bathroom Breaks" to keep my performance 100%.
Bathroom breaks? I was thinking about marketing a Lazy-Boy office chair with a built in dookie receptical. All I have to do now is borrow some Eve technology so I can actually "vaporize" the poo.
Anyways, I had thought of the possibility of having crews before and am sure many others have. They could gain their own experience, have costs of living, contracts could be sold/traded. It would be interesting, and wouldn't nessicarily have to be for only pvp pilots. I have to agree with Ash tho, micromanagement is already here in a major way. --------------------------------------------------------------------
===There is an eerie calm in space, fragile minds |
Avery Cane
Contras
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Posted - 2007.05.21 20:44:00 -
[113]
Well i think for sure they should be a ISK sink. After that there is two ways i see it could happen.
1. You purchase say 5 to 10 different commanders, they come with X amount of crew with them. With experiance they get better with in game experiance be it mining, pvping, npcing, salavaging, or hauling. The diffenent commanders and their crews could be removed and put on other ships or sold.
2. Its just a basic isk sink that you have to pay to keep the ship functioning. go into structure you need to buy more crew. All this would add is more realizism to the game.
As far as bonues these crew could offer are
1. warp speed 2. reload time 3. heat regulation( when it comes out) 4. mining laser distance 5. salvaging time 6. basically anything not directly effected where a mod might become to powerful or not useful.
These are not all that could be put in, but i think that anything that adds content to eve is good. i dont think we are talking about major resources ccp would have to put in to make this happen. As for the people against this idea saying you already manage to much on your ship, i mean its not like the cook is going to be sending you mail about the shipment of quafe not being on time. And on killmails the only thing that needs to be put on is maybe how many died.
As far as getting these crew. well from stations for now, and maybe even planets and moons. at least it would give them a use other than a spot to park your pos at.
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alexreborn
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Posted - 2007.05.22 14:13:00 -
[114]
i think crews would be a cool idea. would add to the emotional aspect of the gam eif your ships get destroyed, especially after flying with them for a month!
the bonuses could be small...
an engineering crew would give a boost to overall speed a boost to shield regeeration a boost to armor repair amount.
or what about an elite gunnery crew, where you get a bonus to tracking ships.
of course there would be different types of crews depending on what you want your ship to do..
perhaps an entire skill tree in th euse of crews/elite crews, and specialized crews could be created where the skills boost the performance of atributes that the crews give.
for example say that engineering crew gives a 2% bonus to shield regen..
but u could have a skill that boosts the effictiveness of engineer crews. so at lvl 5, you get a 10% bonus to shield regen amount for your engineers..
or it could be based purely on experience. Where your crew gets XP for every rat, pirate, or person you kill. that would be cool to.
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Fornacis
Gallente hirr Morsus Mihi
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Posted - 2007.05.22 14:23:00 -
[115]
Crews would be awesome because you would have to keep their morale up with Rum, and they could get sick with scurvy and you would have to keep citrus in your cargo hangar. Your signature exceeds the maximum allowed filesize of 24000 bytes -Sahwoolo Etoophie ([email protected]) |
Janu Hull
Caldari Order of Z Industries
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Posted - 2007.05.22 15:27:00 -
[116]
Originally by: Fornacis Crews would be awesome because you would have to keep their morale up with Rum, and they could get sick with scurvy and you would have to keep citrus in your cargo hangar.
I dunno, Exotic Dancers as a form of "consumable" has some nauseating implications...
This is my sig, there are many others just like it. With me, my sig is worthless. Without (or with even) my sig, I am worthless... |
Gerod Theron
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Posted - 2007.05.22 15:42:00 -
[117]
Originally by: CCP Wrangler This is a discussion forum, if you want crews then say why and if you don't say why not. Simply saying yes or no is not discussing, it's spam and will get the thread locked.
its funny. the real spam get by but this is jumped on. lol
i would like to see in my ships atributes page a crew size number. even if it didnt mean anything to game mechanics. just kinda cool.
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Manfred Rickenbocker
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Posted - 2007.05.22 17:49:00 -
[118]
Edited by: Manfred Rickenbocker on 22/05/2007 17:52:14 Edited by: Manfred Rickenbocker on 22/05/2007 17:49:06 I love the ideas of crews, however I think its being handled wrong.
As we see it, a ship has a certain set of innate abilities. For example, a thorax gets hybrid gun bonuses, Domi gets drone bonus, etc (Im gallente, so bear with me). Theoretically, if a ship were crewed by regular people, it would have these bonuses since the ship is doing its normal job. However, through the use of the pod pilot, you are replacing the crew entirely by a single person mind-linked with the entire ship. By learning skill-levels in that ship, you are learning how to better fly that ship without crew and begin to bring out its innate abilities. So, down to the idea for crew: instead of crew giving bonuses to various things, crew can be used to supplement the basic ship skill and making up for pilot inexperience. So, the thorax has a 5% hybrid gun bonus for Level 1 Gallente Cruiser, using supplemental quantities of crew you can bring a ship up to its full potential. Say, for frigates, you need 1 crew per extra level (for the max of 5, otherwise it would get absurd). Frigate skill 2 plus 3 crew would yield a frigate of skill 5 (for bonus sake). Cruisers would be 10 per level, battleships 100 and so on... With this method, you are using crew to level the playing field between pilots that have max skills and those that do not.
Two caveats: crew cannot replace required skill, e.g. Tier 3 battleships will still require BS 3 to operate, and once you start taking hull damage, you begin to lose crew. For losing crew, you base it on total hull damage: as damage to the hull increases, the chance of losing crew increases (bulkheads failing, fires, collateral damage).
Application: Crew is treated like its own seperate cargo hold, kind of like a drone bay. You can have a max crew (equal to the level based on ship per crew - requirement and skill level). So, Dominix requires Lv. 1, max crew would be 500 at Lv. 0. If you have Gallente BS to Lv 2, it would be 300 sized crew bay (to prevent overstocking of crew, and keep things in line). Alternate: crew bay sufficient for max crew at Lv. 0, just the pilot can supplement for lost skill levels before it starts taking attribute damage. So, stocking 500 crew, and having level 2 BS, you need to lose 200 crew to hull damage before you start losing bonuses.
Maintenance: for each crew member, it costs 100 ISK per day to maintain (they have to eat!). So, for a week, this would cost 700 ISK per crew member. Frigate max cost would be 3500 (5 * 700), cruiser would be 35000, BS would be 350,000, and so on. Seems fair enough since you dont have to have crew to begin with to fly the ship. Crew has to be purchased in-station (restrictions? gallente crew for gallente ships at gallente stations...?) and is treated like an item similar to drones or ammo. Your wallet tab can keep track of all the crew you possess throughout the universe in all of your stations and bill you on a weekly/biweekly/monthly basis, even though you can pay at any time based on current funds. If you fail to pay, you can get struck with crewing penalties (cant stock max crew on ship, crew will leave you, cant purchase more crew).
Related skills: Crewing: increases the size of the crew bay based on ship type (frigate, 1 per level, cruiser, 10 per level, etc) up to total of 5 levels (extra crew gets killed off preventing loss in bonuses, remember?) Crew Welfare: Reduces the pay cost for crew by 5% (100 per day become 95 per day and so on) Crew Relations: Increases the amount of time between pay periods before crewing penalties (one week per level).
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Praetor Novak
Macabre Votum INVICTUS.
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Posted - 2007.05.22 18:20:00 -
[119]
Is anybody asking the question, how much lag will this cause? Imagine for a moment Jita with 700+ pod pilots and now you have individual crew counts/skills/etc. calculating on the server...
If it increases lag - I say NO. What happened to "The Need for Speed" mentality around here?
Faction gear, Rigs and the pending Heat and Tech 3 will be enough for now. Eventually with more and more ship mods only the Mega-rich will be able to compete in EVE.
I do like the basic premise of the idea though; it would add another layer or immersion and richness to the depth of the EVE Universe. ItĘs just that the hardware and software running the EVE servers is reaching some sort of critical mass with the current complexities of EVE.
If CCP can address the server hardware/software piece from a lag perspective then I say YES.
- Praetor Novak
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Jim McGregor
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Posted - 2007.05.22 18:24:00 -
[120]
Deanna Troy. Oh yes.
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