
Herzog Wolfhammer
Aliastra
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Posted - 2009.07.30 23:52:00 -
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I like the idea of crews. One, it makes sense. Two, everybody complains about somebody getting a free lunch, and having to pay for or support a crew fixes that.
CCP has already provided cosumables and commodities that look exactly like something that is intended for a crew. Foodstuffs, supplies, booze, dancers (party ship!). You get the idea.
Crews can also fit into the "cost-consequence" concept that makes this game popular and challenging. Also, they would be an ISK sink for both the economy, cutting inflation, and an ISK sink for all players that takes the "Endless ISK Machine" element out of the game that also damages the economy.
Here is .02 ISK from me on this for this that could help the crews concept. 1. Crews need supplies and commoditys that keep them alive, taking up cargo space. 2. The longer in space, the more tired less efficient a crew is. No more free lunch in WH exploitation. 3. Running out of supplies means a starving and demoralized crew which means a less efficient chip. The ships stats SHOULD suffer. 4. Crews would need consumer goods, spirits, etc, to be more happier. Therefore items sticked up for "needs" and items for morale would be different and a pilot would have to balance this. 5. Crews are lost or reassigned when a ship is destroyed, therefore it is more incentive to not get a ship blown up so often. This could balance the ship capability between the careful missioner running lowsec with an experienced crack crew and a pirate who loses ships and crews constantly and has a ship staffed with green horns. 6. Players who lose a lot of ships would have to pay more for a crew than a player with a better reputation. Who wants to work for a captain who loses scores of ships? It would cost more. Therefore those who fly poorly would be punished for it. 7. To keep with the storyline, Amarr ships could have slaves, but the drugs used to control them actually mean something in the game and become sought after as commodities, making drug running a career in EvE (which seems like it was once intended but never picked up). 8. Crews should have drug boosters like capsuleers, but of course there is legality, addiction, etc. 9. For the Drama, when a ship is at that level of structure where it loses control, it would be interesting to see escape pods punching out. But use of smartbombs and killing crew wholesale would at this point be a heinous security hit.
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