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StiZum Hilidii
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Posted - 2005.06.15 14:17:00 -
[1]
since playing some other games i think it would be amazing tyo add crew slots to ships
1 for frigs 3 for cruisers and 5 for battle ships
how it works? simple 3 classes of crew Gunnery class: With each level of experience they reduce the rof by 1% and increase by 1%
Mechanic class: With each level of experience mechanic works to repair the ships amrour/structure base level 100 per min in frig 300 per min in cruiser and 500 per min in bs. each level add 5% to that. so a level 6 mechanic in a bs would repair 650 armour in a minute. or something along those lines. nice if you have a medium rep fitted and you have a break between a fight.
Electronics expert: each level of experience earned decreases the time taken to lock others ships and increases max lock range by a factor of 2% per level.
crew would be on sale in all major stations and would be race specific, only amarr crew can work in amarr ships e.t.c you buy them on a base level of 0 for gunner experience comes through dmg done to other ships. every 1000 dmg done gives a point of experience 100 points per level.
max level of gunner crew is 15
for mechanic every time you have dmg to your ship and the mechanic repairs this you gain points. for every 500 dmg that is repaired the mechanic gains 2 points of experience again 100 points per level.
electronis crew learn in a different way every time you use a module to boost your range / lock time the electronics guy learns a few things. you lock 10 times and fire at a person you gain a point of experience and this time 50 points per level.
no experience would come from shooting own corp mates.
this is a little laugh all you want idea of how it would look kinda: Linkage notice top left the crew slots . i have 2 mechanics and 1 gunner in there atm
Linkage
my crew :P
anyways just an idea to give a bit more interest to the game. the crew would die in the ship im afraid. when the ship goes down but they can be removed from a ship and they can be sold and traded.
what you think?
STAN
FACTA NON VERBA |

Amthrianius
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Posted - 2005.06.15 14:19:00 -
[2]
Nice! I would allow some crew to survive tho like modules are when a ship is destroyed so you can cpature crew in pvp to replace your own if they are better, or sell them, more of a way to make profit from PvP :) ---------------
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Ajunta LEE
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Posted - 2005.06.15 14:40:00 -
[3]
a very good idea indeed. i support it 100 percent and i ahve nothing to add
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Eldore savitore
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Posted - 2005.06.15 15:09:00 -
[4]
well, i support the idea, but it would open for exp exploits. very easy to get maxed level, altho it takes time. Can be done easilly with a macro. I'll rather suggest a whole new skilltree, with skills for different classes of crew, and making a couple of different crew in each class (race specific) Example: an amarr logistics crewmember would give a bonus on remote armor reps, a caldari would give bonus to shieldtransfers, and so on.
My suggested skilltree: Crew Control(rank 1): 0 is base number of crew allowed. each level in this skill add 1, to a max of 5 crewmembers. Gunnery crew efficiency(rank 3): as earlier explained by threadstarter. Mechanic crew(rank 3): as earlier explained by threadstarter Engineers(rank 3): may add a bonus to PG or cap, dependant of race. Electronic engineers(rank 3): CPU or electronics system bonus (EW, targetting systems, and so on and so forth.) Navigators(rank 3): Covers velocity bonuses, AB/MWD, agility, blahblahblah.
Good idea btw, but would need some storyline to support it ;p *The whole idea behind pod-piloting being that 1 single individual should be able to control ships a lot better than any crew that is not neurally connected to the ship via a pod*
As for sold and traded: as not all races use slaves, i think the purchase cost should be camouflaged as "hiring fee" and also add a small tax from all rat bounties, maybe 0.5% per crewmember *to a max of 2.5% in a bship* People don't work for free, ya know
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LoxyRider
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Posted - 2005.06.15 15:10:00 -
[5]
Someone's been playing Navyfield ^^.
Good idea tho, would be interesting. ----- Eris Discordia; I think the proper term is <3
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StiZum Hilidii
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Posted - 2005.06.15 15:31:00 -
[6]
Originally by: Eldore savitore well, i support the idea, but it would open for exp exploits. very easy to get maxed level, altho it takes time. Can be done easilly with a macro. I'll rather suggest a whole new skilltree, with skills for different classes of crew, and making a couple of different crew in each class (race specific) Example: an amarr logistics crewmember would give a bonus on remote armor reps, a caldari would give bonus to shieldtransfers, and so on.
My suggested skilltree: Crew Control(rank 1): 0 is base number of crew allowed. each level in this skill add 1, to a max of 5 crewmembers. Gunnery crew efficiency(rank 3): as earlier explained by threadstarter. Mechanic crew(rank 3): as earlier explained by threadstarter Engineers(rank 3): may add a bonus to PG or cap, dependant of race. Electronic engineers(rank 3): CPU or electronics system bonus (EW, targetting systems, and so on and so forth.) Navigators(rank 3): Covers velocity bonuses, AB/MWD, agility, blahblahblah.
Good idea btw, but would need some storyline to support it ;p *The whole idea behind pod-piloting being that 1 single individual should be able to control ships a lot better than any crew that is not neurally connected to the ship via a pod*
As for sold and traded: as not all races use slaves, i think the purchase cost should be camouflaged as "hiring fee" and also add a small tax from all rat bounties, maybe 0.5% per crewmember *to a max of 2.5% in a bship* People don't work for free, ya know
for me though mate im completely bored of skills. this would require you actually doing something to get the points to raise the crew. and yes some one could macro it but people do it anyways for mining and stuff.
but to be honest skills aint hard to do either. this would require you to do dmg to another persons ship in the gunners case. and where can you do that only 0.0 or when at war or low sec. makes it kinda interesting STAN
FACTA NON VERBA |

Cycerin Strikebeam
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Posted - 2005.06.15 17:07:00 -
[7]
This idea owns. 
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Ninketsu
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Posted - 2005.06.15 17:43:00 -
[8]
Awesome!
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StiZum Hilidii
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Posted - 2005.06.15 18:06:00 -
[9]
nice poitn raised to me by a buddie was that for gunners the points would only be added on destruction of the target ship.
this would not count for noob frigs so no taking the mick with that .
STAN
FACTA NON VERBA |

Chaoskeeper
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Posted - 2005.06.16 09:21:00 -
[10]
can u put in Exotic Dancers too? they would act like warp core stabs and jammers since the opposite pilot would look at other thinks than his instruments 
*cough*perhaps even playing with his "instrument"*cough*
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StiZum Hilidii
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Posted - 2005.06.16 14:14:00 -
[11]
i think you have this game confused with another :P STAN
FACTA NON VERBA |

Chowdown
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Posted - 2005.06.16 14:21:00 -
[12]
TBH a great idea imo, may even address some peoples waining interest.
New Shinra Kill system, please be patient were still ironing out the finer points!! |

Viceroy
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Posted - 2005.06.16 14:27:00 -
[13]
Not a bad idea at all, CCP should look into it. Crews would be a nice addition to the game, as long as they aren't sploitable ofc. __________________________
Finite Horizon Your end is our beginning.
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Temi
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Posted - 2005.06.16 14:33:00 -
[14]
would be cool. but instead of buying and selling crew(well possible in amarr space :P) you coudl rather simply hire crew... as in employee's working on your ship, and they wold be harder to hire if you lost lots of ships etc(who jumps into a spaceship thats almost certain to blow up after 5 mins anyway? perhaps those poor(crap :P) crew men who noone wants and is dirt poor :D) Spelling errors ahoy.. |

Senater
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Posted - 2005.06.16 14:42:00 -
[15]
Nice idea, experience should count for something rather then the current skill training system.
And why stop at just 3 types of crew? You could for example have a supply specialist who adds a bonus to your ships Cargohold, or a navigation officer which boosts speed (or warp speed or maybe how close you can warp to a point ).
An "anti-exploit" system will need to put in place for each type of crew though so none of this afk-leveling which happened in the past.
------
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Cuplarca
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Posted - 2005.06.16 16:04:00 -
[16]
Yes agrre some grinding training in eve might be fun aswell as time based training
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Ybytlan
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Posted - 2005.06.16 21:47:00 -
[17]
Agreed wud be quite cool to do sumthin that, means people who have been in the game for 2 years may not have such an advantage over new players.
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Falhofnir
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Posted - 2005.06.16 22:22:00 -
[18]
Edited by: Falhofnir on 16/06/2005 22:23:44 can we have insta-crews, crew-lottery, Miner Crew 2 bpcs, Crews of Dupe and stuff ?
can it be made that when you put crews from different sex into your ship they reproduce and through the magic of darwinian laws they just get better and is it possible that we get nude patch too ?
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StiZum Hilidii
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Posted - 2005.06.16 23:04:00 -
[19]
lol STAN
FACTA NON VERBA
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Mystiqua
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Posted - 2005.06.18 21:30:00 -
[20]
Crews would be great. I was thinking only capital ships for crews, but just one slot for small ships is ok. There is a lot of potential for crews, anyone who has played Skies of Arcadia can see that.
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Glarion Garnier
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Posted - 2005.06.19 16:17:00 -
[21]
Edited by: Glarion Garnier on 19/06/2005 16:17:23 Then there could be some rare crew member's you could get from agent's or from some special location's high level complexes. Named pilot's in a sense.
WTB - 5 x Robert Duvall - (7% to armor hitpoints guy) very valuable
Perhaps you could multiply some crew member's for a cost or by skill (by cloning them) in empire space clone crew's would be contraband .
And you could only use one char on one ship. But this would allow you to clone your best clonable crew guy to all your friends ships in 0.0 .. FOR COST offcourse.
Remember the leader's In Master OF orion 2 you were able to hire. these crew member's could have a fee as well. Just like your self. you don't Live in garbage pile's when you dock in to station's .. Our Regualtion allready states at Solar Wind that only sleep in 5 star hotel's . 
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Zenst
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Posted - 2005.06.20 09:22:00 -
[22]
nice idea, but already kinda done after a fashion. Hrdwiring implants already do this, albeit at a less of an extent and more limited.
I would like to see the ability to research ship BPO attributes slightly and create unique ship bpc's/ships, tht would spice it up some more IMHO and give the science peons something to do ahh poor kayman with 20m+ science going to waste.
Anyhow keep on it as something along these lines would indeed spice things up some.
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StellarSheep
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Posted - 2005.06.20 12:05:00 -
[23]
I didnt read all posts so maybe already someone wrote that. Personally i think that this crew should be trained. I mean if more they fight then more they gives u bonuses. Of course they should have maximum that they can give but it could be funny to train them ;) Generaly it could be funny for example when u have ship that kills 50 other and then u have another bonus for example +50 to capacitor capacity in your ass frig or whatever ;) It could be very profficiency for pvp pilots to train that crew/ship and then trade it :)
Sorry for my poor english ;) ________________________________________________
StellarSheep Fury Corporation member
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Kaotic
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Posted - 2005.06.20 20:25:00 -
[24]
Didnt you have to hire crew in Frontier, the Elite sequel? I'm sure your reputation and standing affected who you could hire, maybe thats something that could be worked in. Maybe you could have a "Crew for Hire" message board in the stations, or you could place ads for "Position Vacant". This could open up a whole new aspect to the skills/ mods bonus aspect of the game and freshen it up a lot. 
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Lynn Kyle
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Posted - 2005.06.20 21:19:00 -
[25]
A potential balance for this would be to require differing pay levels based on the crew level, say 50 * crew level * a base pay per month. For example a gunnery crew pay scale might be: level 1 50K / month level 2 100K / month level 3 150K / month level 4 200K / month level 5 250K / month
If you don't pay the crew, they leave the ship (i.e. you have to hire new crew).
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StiZum Hilidii
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Posted - 2005.06.28 14:47:00 -
[26]
like the adtion of pay STAN
FACTA NON VERBA
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Anatalia Timmerov
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Posted - 2005.06.28 15:00:00 -
[27]
Maybe also add something like crew cloning, similar to character cloning? Or would it be better to loose them once and for all once your ships pops?
You just take a "blank" crew, fly with them, they gain xp like in other grinding mmorpgs, depending on what you do with your ship. They could cap their "xp" if they can be cloned, and no xp cap in case they can't be cloned.
Something good to die for
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Hawk Firestorm
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Posted - 2005.06.28 15:12:00 -
[28]
Edited by: Hawk Firestorm on 28/06/2005 15:13:04 Ya crews would be nice, having peeps you can see grow as you progress, and yes shunting research to corps to make custom ships etc would be great, prob is they can't balance the game as is so that would be hard and require alotta work.
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Kal'Zera
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Posted - 2005.06.28 15:50:00 -
[29]
Edited by: Kal''Zera on 28/06/2005 15:50:14 How about to use them also as training for newbies? IF e.g. the weapons officer trains gunnery and sharpshooter faster if he is as crew serving on a battleship? Just a thought that would perhaps make also players apply for a crewrole...
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