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Terra Mikael
Private Nuisance
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Posted - 2009.08.05 12:56:00 -
[31]
Edited by: Terra Mikael on 05/08/2009 12:56:29
Already in game.
They are called rigs.
If you pretend there is people in them, your wing men may think you're insane, but I'm sure you'll feel more confident in your (and your crew's) abilities. ________________________________
Originally by: Lone Gunman Yes overpowered would be giving a ship with the Covert ops cloak the ability to fire say..Torpedos, now that would be overpowered. But CCP would |
Red Raider
Caldari Airbourne Demons DeMoN's N AnGeL's
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Posted - 2009.08.05 17:02:00 -
[32]
Not supported.
I would love to see more realism in the game but this solution isn't one I support.
A happy gamer isnt on the forums, they are playing the game unless they have an idea that they honestly think is helping out. |
Razel Krieg
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Posted - 2009.08.05 17:19:00 -
[33]
very cool. Would make eve feel more like a sci-fi mmorpg and less like a space simulator. I'd would love it.
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Simeon Whiteheaven
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Posted - 2009.08.06 06:20:00 -
[34]
I like this, but I think that crew need some type of payment, they are not working for free.
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DCThunder
Agent-Orange
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Posted - 2009.08.06 17:50:00 -
[35]
Isn't there something similar in Pirates of the Burning Sea about pirates in the 17th century Caribbean?
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Fille Balle
Ballbreakers R us
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Posted - 2009.08.26 22:46:00 -
[36]
Can't hurt. would provide a bit more immersion imo.
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Uronksur Suth
Sankkasen Mining Conglomerate
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Posted - 2009.08.27 01:01:00 -
[37]
Love the idea. Might be interesting to make it work somehow with Dust 514
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Crownsith
Potentium Force
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Posted - 2009.09.01 20:39:00 -
[38]
Edited by: Crownsith on 01/09/2009 20:47:45 Edited by: Crownsith on 01/09/2009 20:46:16 I think it is a great idea. Just a couple of small points...
Crew could gain experience in addition to training. Training can only get you so far, but to be a veteran shield tech crewman, you need real combat experience. Obviously managing to keep once crew alive until they reach a veteran status is a bonus for a commander as well, thus making it easier/cheaper to higher already experienced crew. In that way, crew Leadership is not only dependent on skill level but one once ability to effect Moral of the crew. Moral could be effected by number of things as well: wages, battles won etc. This could be a wonderful addition to RP as well. I realize that such a mechanic may make this idea even more complicated to balance. However, I believe that if the DEV's would decide to put their time into such a rather complex concept, they may as well approach it with an "all inn" attitude.
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Maewei Balducci
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Posted - 2009.09.01 22:21:00 -
[39]
i like the idea need lots of adjustement, but the idea is good :)
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mystiq pwnzorg
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Posted - 2009.09.01 22:37:00 -
[40]
-1
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Nidhiesk
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Posted - 2009.09.03 14:08:00 -
[41]
Edited by: Nidhiesk on 03/09/2009 14:08:29 1. lag ? yeah right. its just additional formulas to give you a boost on existing numbers..just like rigs...and from my understanding rigs doesn't make the game lagging. so no it wont make this game laggy.
2. this is optional I guess..well I hope cause yeah, its gonna get complicated with new recruits lol. there head hurts after they done the tutorials in the beginning lol.
3. This complicated ? OMFG, no seriously...complicated. mwuhahaha. what do you think the damage formula is ? believe me, this looks simple..well it is anyway. Just be thankful your not the person who does the coding for the dmg and all that kind of stuff.
p.s: complicated p.s.s: CCP, get this idea on the double NOW...I like it. p.s.s.s: can I get a crew down the airlock and see him die ?
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Mr Intel
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Posted - 2009.09.04 22:50:00 -
[42]
Supported due to potential
Nice idea, though when reading the whole thing my brain melted and is now in a puddle on the floor. Has great potential, but probably needs to be simpler to work and be coded into the game.
Maybe have crew be equivilent to T3 subsections with fuel needs?
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Phreeze
Insidious Existence RAZOR Alliance
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Posted - 2009.09.05 05:43:00 -
[43]
Holy crap this is an awful idea.
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CrossedSwords
Mysterys Inc.
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Posted - 2009.09.05 11:35:00 -
[44]
Edited by: CrossedSwords on 05/09/2009 11:35:40 i like it :) e |
Bagehi
Association of Commonwealth Enterprises Gentlemen's Club
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Posted - 2009.10.19 18:23:00 -
[45]
Excellent idea. Well thought out concept for it too.
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Dretzle Omega
Caldari Caldari Navy Volunteer Task Force
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Posted - 2009.10.19 18:37:00 -
[46]
Interesting idea, but riddled with flaws:
Quote: * Having crew is '''not mandatory'''.
Just like having rigs is not mandatory, but if you want to compete you'll want the best to compete with. If the other guy has crews, you'll want them, too.
Needing a rig in order to fit crews makes no sense, from an RP standpoint, which seems to be most of your justification for this idea. The crews already work inside the ship. Rigs are cool things you can do to mess with the ship for better results, just like instead of buying brakes from the manufacturer I could rig something up with some cork and sheet metal lying around (not recommended ).
And in case you missed it from my post above: the crews already work inside the ship. When you fire missiles, the crews are in the bowels of your ship to reload it.
And what about that "Oh crap, I left my crew in station"? RP, you can now not turn around to redock. You have no crew to operate under your commands.
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mazzilliu
Caldari Sniggerdly Pandemic Legion
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Posted - 2009.10.19 20:47:00 -
[47]
Edited by: mazzilliu on 19/10/2009 20:47:19 This was brought to the CSM and CCP and shot down. Here are the reasonings:
1. there are already a lot of things which can modify ship stats. 2. adding more things that modify ship stats just mean there is a lot of re-balancing work that needs to be done to prevent the inevitable overpowered ship 3. when a new stat modifier is released and rebalanced with respect to everything else, that means people who don't get this new thing for their ships will be at a disadvantage to everyone else. 4. with mods, rigs, skills, implants, gang bonuses, ETC ETC, players already have enough **** to worry about, and they have a long enough list of things they "must have" to be competitive.
MAZZILLIU 2009. CHANGE I CAN IMPOSE ON YOU. |
Bunyip
Center for Advanced Studies
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Posted - 2009.10.20 04:22:00 -
[48]
I came up with this concept, although a bit different, a long time ago. IMHO, we should be able to train the 'livestock' human trade goods in an academy to work in our ships. It might require a POS module to do, or it could be available at most academy stations or such.
The basic idea is that the crew goes through a series of steps, and some of these steps can add to the RP value. For instance, slavers can be taken off of vitoc, or others can be given vitoc, depending on which side of the Amarr/Minmatar war you're on.
Once the recruits graduate (which you would have to pay for their education and wait for their education to be completed), you can equip them in new 'crew slots'. Frigates wouldn't have any crew slots, Destroyers 1, Cruisers 2, BCs 4, BS 6, Capital 10, for example. Once put into place, they add a 1% bonus to that specific area they're trained in (guns, shields, speed, etc).
Over time, these crews gain education in their field, allowing their bonus to increase up to 3%. The crews can be 'unequipped' and sold, giving a new market area for trained crew. Obviously, you'd have to be doing what the crew specializes in (activating a module of the type that corresponds to the crew - Gunners/Guns, Scientists/Scanning, Engineers/Shields (amount repaired), etc).
Since frigates don't have crew slots, the new players can ease themselves into the idea. A tutorial might open up as soon as you switch ships into your first crew-ready ship to walk you through how it works.
This method accomplishes many goals without many hinderances outside of the coding requirements: * Makes 'livestock' trade goods valuable, and you might have to feed the crew as well, with other trade goods. * Brings a new development to ship customization. * Eases new players into the game without overwhelming them. * Introduces a time-based element and ISK sink. * Opens up a new market segment for players to specialize in.
"May all your hits be crits." - Knights of the Dinner Table. |
Reverend Book
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Posted - 2009.10.20 20:52:00 -
[49]
Originally by: Bunyip I came up with this concept, although a bit different, a long time ago. . .
I have something similar on a website for our corp over a year old myself. I agree with many of the points raised in this. Crews would be a great way to do a lot with Leadership/Social/Corporate Management skills and make Charisma a slightly more relevant skill. It lets the livestock section of trade goods suddenly become important.
I believe that new slots other than rigs should be available, and that the maintenance of crews be implemented into already existing aspects of Eve as much as possible. A simple Pantry bay to put foodstuffs, spirits, and antibiotics, among others, would suffice, with the amount of material being used out of it dependent on the number of crew slots filled by the player.
I think that the observation that this helps missioners more than PVP is relevant. But you have to pay these crews something, so how about this: rather than a drawback like rigs give, crews take a percentage of bounties and mission rewards equal to the percentage bonus that they give. It's not crippling, and in the event that many different bonuses are given by different crew components, an average is used. This means particularly evil micromanagers will keep the crack squads for their weapons rooms or whatever, and rotate greenhorns out as soon as they're trained in order to keep the bonuses low. There's a potential for pilots swapping to uncrewed ships for mission completions, but the bounties themselves would be skimmed for crew performance.
I like this for a lot of reasons, and I think that eventually it will happen whether CCP is interested in it or not right now.
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Shadow Lord77
Stellar Policying
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Posted - 2009.12.07 23:11:00 -
[50]
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Ebeneser Scrooj
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Posted - 2010.01.24 22:32:00 -
[51]
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Solo Player
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Posted - 2010.02.01 00:45:00 -
[52]
hmmm... new CSM, new chance? Glad someone necroed that ;)
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Marcus Gideon
Gallente Federal Defense Operations
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Posted - 2010.02.01 01:03:00 -
[53]
Originally by: mazzilliu This was brought to the CSM and CCP and shot down. Here are the reasonings:
1. there are already a lot of things which can modify ship stats. 2. adding more things that modify ship stats just mean there is a lot of re-balancing work that needs to be done to prevent the inevitable overpowered ship 3. when a new stat modifier is released and rebalanced with respect to everything else, that means people who don't get this new thing for their ships will be at a disadvantage to everyone else. 4. with mods, rigs, skills, implants, gang bonuses, ETC ETC, players already have enough **** to worry about, and they have a long enough list of things they "must have" to be competitive.
1) Modules, Rigs, Skills, Implants, Drugs, Fleet Boosts... did I miss any?
2-4) Adding something, even if you say "isn't mandatory", will only mean it is completely mandatory if you want "the best" you can get. And no one will be happy unless they can get their hands on every little bonus available.
Also, keep in mind who you're asking to implement this. CCP does not have the best track record for stuff working well the first time (or ever).
Sure, you have "Crew", which look remarkably like "Rigs" with faces. Oh... and due to a glitch, your Cap doesn't recharge unless you have a full crew complement onboard.
Or even better... those cheap Crewmen you found, were actually Corporate Spies seeded at the hubs by Goons. And I bet you were wondering where all your ISK went when you logged in this morning, huh? |
Gertrud ToD
Terrorists of Dimensions Electric Monkey Overlords
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Posted - 2010.02.01 03:23:00 -
[54]
... whats that robot stuff about? according to eve background story we allready have crews.
also, i dont want to know how much more complex the calculations in battles get if crew, in special several crew teams are added to the equation, wonder what they would simplify to not cause horrible lag.
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Seth Ruin
Minmatar Ominous Corp Cult of War
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Posted - 2010.02.01 04:20:00 -
[55]
Originally by: De'Veldrin Can we make it so you have to pay them salaries too?
No, I'm serious.
I'd actually agree with this as well. A nice isk sink.
The only beef I have with this proposal is, however, that it's yet another unnecessary boost, as mazzilliu already said. =/ While I love the idea of crews, I can see them pushing certain setups out of balance.
Crews would be a great idea and welcome addition if they had some sort of indirect effect. Something that doesn't directly affect combat and ideally isn't already being modified by modules, skills, or roles.
The idea needs some refinement before I'm willing to support it.
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Solo Player
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Posted - 2010.02.01 09:46:00 -
[56]
Afraid of one more level of complexity, possibly unbalancing things? Simple, scrap fleet boosts. They have never made any sense - numeric superiority and good coordination seem to offer enough of an advantage on their own.
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Marlona Sky
D00M. Triumvirate.
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Posted - 2010.02.01 11:23:00 -
[57]
Originally by: Solo Player Simple, scrap fleet boosts. They have never made any sense - numeric superiority and good coordination seem to offer enough of an advantage on their own.
First, Solo Player, your insane!
Back to the OP...
I think slots for ship crew would be cool. These crew would be found in npc wrecks like modules and would have three different versions.
Of course there would be many different aspects that would receive bonuses but in each area it would only be 0.5%, 1.0% and 1.5%.
Providing that little extra 'punch' to whatever you want them to specialize in. Once installed they can not be removed. If you kill a player ship that say had a crew for +1.5% to shield amount, when you loot the can they would be a downgraded version of 1.0%.
In closing a slight modifier to a ship is cool but lets keep it relativity low to keep things from being unbalanced. I have mixed feelings about the longer they are in a ship the better they get or the more you use the ship the better they get.
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Solo Player
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Posted - 2010.02.02 08:51:00 -
[58]
Originally by: Marlona Sky
First, Solo Player, your insane!
fine arguments, keep them coming...
Quote:
These crew would be found in npc wrecks like modules
hmmm... thid sounds a bit like slave labour - go on, I like it ;) Maybe just for faction crews, though?
Quote:
Of course there would be many different aspects that would receive bonuses but in each area it would only be 0.5%, 1.0% and 1.5%.
So as not to threaten your current comfortable status quo? I say more bonus but at higher costs. Actually, this might be a means to address existing misbalances.
Quote:
Providing that little extra 'punch' to whatever you want them to specialize in. Once installed they can not be removed. If you kill a player ship that say had a crew for +1.5% to shield amount, when you loot the can they would be a downgraded version of 1.0%.
Agreed - crew experience should be untransferable or at most at a high penalty (reduced by 50% per transfer).
Quote:
In closing a slight modifier to a ship is cool but lets keep it relativity low to keep things from being unbalanced. I have mixed feelings about the longer they are in a ship the better they get or the more you use the ship the better they get.
Again, why the fear? This is a major point of this proposal: create an incentive to keep a ship alive. Of course, just parking a ship in station should not yield experience, fighting more than mining, and pvp more than pve, as risk should precede/increase reward.
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Termina Pax
Gallente INTR0N
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Posted - 2010.02.03 01:45:00 -
[59]
Frankly I always thought of the idea of Capsuleers possessing crews absurd, a way of generating false pathos in the RP fiction on these forums, one that has obviously spread to the back story like a cancer. Stuff like "Saying a silent prayer for the gallant crew as my ship erupts like blazing thermite" or crap like that. Absurd for several reasons:
-Capsuleers can get their ships insured. Before anybody compares the situation to RL concept like life insurance or employee loss, notice that RL warships, which are what what we fly btw, are NEVER offered insurance. Why? Because its kinda morally repugnant, in addition to impractical from the insurer's standpoint, to insure combatants that are meant to die.
-Any self-respecting Minmatar or even some Gallente should really object to any situation of wage-slavery desperate enough for TRAINED crewmembers - whose lives are obviously cheap enough to not be offered additional insurance for next of kin - to put their lives on the line for mere private enterprise, which is what most capsuleer activities should be considered.
-Crew pay. Maybe the Spacefarer's Union goes on strike after your third ship loss in as many hours?
The whole concept of the capsule was to enable the kind of efficiency and response crew cannot offer. And if you want backstory, it was developed by the Jovians, who arguably don't even have the numbers required to staff their fleets otherwise.
Buy hey, why not? I could see new weapons centered around Maser technology or neutron bombs designed to kill your crew. Plague Ammo. Maybe as soon as your ship gets in structure crew starts dying. . . LOOK GOOD GET PAID HUSTLE WITH INTR0N |
Memorya
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Posted - 2010.02.13 14:56:00 -
[60]
Good idea.
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