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Lust andesire
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Posted - 2005.06.25 19:15:00 -
[1]
I Have an idea that i think can determine battle as well, not just as skills or weaponry, ubt with crew members, i think they should add different type of crew meembers that boost skills or boost certain weaponry determine what sort you get, i.e: Gunnary Crew : Basic - 5% to damage to turret damage. Standard - 10% to turret damage. elite - 10% to turret damage and 5% speed bonus. Navagation crew : basic - 5% to afterburner standard - 5% to micro warp drive elite - 5% to micro warp drive and afterburner engineer crew: basic - 5% armour hp standard - 10% armour hp elite - 5% 5% armour hp 5% hull hp OR another way of doing crews would to be pick i.e Enineer crew and be able to pick out of a list of what you want them to boost. To make it fair they should be expencive for a crew and you have to pay fee's for their wadges. i think this is a good idea to help the game out more, there should also be a max and minimum amount of crew member slots.
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Lust andesire
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Posted - 2005.06.25 19:16:00 -
[2]
I am Roadkill101, but why am i called my alt character???? how do i change this?
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Lust andesire
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Posted - 2005.07.01 20:53:00 -
[3]
Please comment....
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chao226
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Posted - 2005.07.01 21:25:00 -
[4]
log into forums then on left hand side there is settings. edit our main characters settings and click make deflt character.
also i agree that crews would be a great thing for eve but onliny in a basic sence e.g u cant just spend 500 mill in crew and become invinible. also it could introduce anti crew wepoons that remove the bonuses
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Xerek
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Posted - 2005.08.02 18:49:00 -
[5]
Crew can fit like equipment. Bonuses I leave up to CCP. Nice open row at the top of the module fitting screen for them. :) Monthly fees for their salary. 1 HP each, so any structure damage that gets to them does them in. Be a nice bit of flavor for Eve.
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Degs
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Posted - 2005.08.16 21:21:00 -
[6]
not a bad idea,
at least then players could cheaply improve thier combat ratings as opposed to just learing thier skills.-nice suggestion
or maybe if u keep your ship your crew improves?
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TuRtLe HeAd
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Posted - 2005.08.16 22:03:00 -
[7]
Edited by: TuRtLe HeAd on 16/08/2005 22:05:46 Edited by: TuRtLe HeAd on 16/08/2005 22:04:19 I've heard it a hundred times this thread and i dont know how many of u actually purchased EvE online, it actually says that All ships have a crew.
Forget the Crew ideas like engineering,gunnery,etc... I think to keep it simple, the longer u keep the Ship the Better the crew get. Stands to reason really, if u lose the ship the Crew die. No specialization in areas Just flat increases to the ships normal bonuses.
Ok, u got a scorp, Every week that same scorp stays alive (Actively ,to stop people hoarding ships in a station then using them) The better bonus it gets to its jamming abilities ?
Or the diemos , it gets a Hac Bonus to hybrid damage and range, the longer its a live the better it gets.
But all of these crew increase bonuses are subject to a MAX +2% per level and only up to 5 levels, Crews would also be untransferable to another ship. This would also in effect encourage people to look after their ships more in combat and try to make them less expendable. |

mimik
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Posted - 2005.08.16 22:37:00 -
[8]
an old subject
this is just people looking for a way around not being able to get extra slots on ships to fit more mods.
the logistics involved in implementing a system like this would be complicated.
if ccp wanted to let u have extra bonuses they would either;
increase slots enhance existing mods add skills enhance implants
adding crew is another layer of complexity not needed at this point in time to get same result any of the above would bring. forget the roleplay element all you are looking for is better ships.
if something like this was introduced there would have to be a new system for recruiting crew, do u get crew with different abilities etc etc and undoubtedly a whole new raft of skills would be required to utilise them.
as has been said before this is not a bad idea in theory but there are easier ways to achieve the end result without adding a new level of functionality like this.
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TuRtLe HeAd
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Posted - 2005.08.16 22:40:00 -
[9]
My response got around that !
Read it ! its two up !
No complex Crew training its a natural occurance, it takes the ships bonus and the longer u use it the better they get to a capped limit like skills. |

mimik
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Posted - 2005.08.16 23:29:00 -
[10]
only problem i see with that is definition of active?
is undocking and jumping to next system every couple of days defined as active etc etc
does a ships value increase if its sold to another character?
too many uncertainties in how that would work.
ships have limits on bonuses, fitting slots, pg etc for a reason. why keep trying to come up with ingenious ways to make them better.
accept what they are and have fun.
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Gibson Grey
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Posted - 2005.08.17 17:19:00 -
[11]
Still, some sort of crew implementation would be nice, in the far future of this game. I hadn't even realized the larger ships had a crew on them until someone lead me to one of the short stories i'd missed reading. (Would have saved me looking like an ass a few times insisting we only had the pod in all ship :)
Obviously, there's a play-balancing problem here, but i also don't think most people want crew interface for a cheap way to up the ship's abilities.
Possible implementation? Crew specializations? Have it take a good amount of time to get any bonus up (ship has to remain alive for a time, or all work towards any bonus is lost), but be able to slightly min/max your ship in one direction or another. Nothing on a grand scale, maybe if your ship lives for a month or so, you can shift maybe 2-5% MAX of your speed up while losing same amount somewhere else?
I agree that any crew implementation would be taking from working on other pressing problems, but as this forum is for sorta throwing ideas out there anyway...
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Resin Kadir
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Posted - 2005.08.17 22:25:00 -
[12]
Why would crew members boost gunnery accuarcy and the such when it's controlled by the pod pilots brain? Maybe crew members could help faction pilots since they don't use pods but not pod pilots. We don't need no stinking crew. Just *****s.
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Jack Tau
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Posted - 2005.08.18 11:49:00 -
[13]
Hell, just make them a passive item in your hold.. That way when your ship gets popped, they die too. Would make it more cool as you could trade crew members, or maybe stick them in lab slots to train them up :P
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