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Quintessen
Nakamori Ventures
12
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Posted - 2013.02.11 19:29:00 -
[1] - Quote
Michael Loney wrote:Only if I can dress them up and make them dance!!
But really, all this will be is another module slot to fill and will be treated as such. Capsuleers are beyond caring about the moral masses and could care less if they live or die.
While I agree there are plenty out there who don't care anymore about the non-immortals, there are ones who could care just like in all pantheons there are gods who are about and protect mortals and those who don't. |

Quintessen
Nakamori Ventures
12
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Posted - 2013.02.11 19:51:00 -
[2] - Quote
There are two high level designs this thing can take: they can either be attached to a ship ("I served on the blah, blah, blah") or a captain ("I served under blah blah").
If attached to the ship:
Crew should gain XP while the ship is active. The XP gain should be slow.
Crew are attached to a ship and lost with the ship.
If attached to a capsuleer:
Crew are attached to a captain and have specialties that they get better in while your active ship is equipped with modules of their chosen type. XP gain would be very slow (or non existent).
For both types:
Crew must be paid. The higher their XP, the higher the ISK payment that goes out to them. Crew that doesn't get paid, goes out to the crew market. Crew are paid every X days, months -- something.
One or more skills allow you to pay the crew less (e.g. Crew Loyalty).
Crew cannot be traded -- they are not property.
However:
Ultimately I don't think CCP is going to go with yet another thing that keeps people from throwing ships at each other. They want destruction and they want ships blowing up left and right and that's mostly incompatible with things that get better with time and aren't easily replaceable. CCP will need to be careful about this, but they've had years to think about it and come up with designs. I just don't think it's going to be high on their priority any time soon. |

Quintessen
Nakamori Ventures
12
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Posted - 2013.02.11 19:54:00 -
[3] - Quote
Achilleas Petros wrote:Daichi Yamato wrote:great. another poster who does not know how to use search feature or look in commonly proposed ideas...
as to ur idea, i'm struggling to see why this is 'essential' to our experience. we already have modules like rigs. they are called rigs. they also get destroyed when u lose ur ship. u can pretend they are ur crew.
maybe we just take the word 'essential' to mean different things. The difference would be the gain of experience! This is most important. Modules can't learn but crew can. This is the great thing behind this idea. Produce a well experienced crew over time, very precious and you will make sure not to risk it. Or you could sell a very expensive experienced crew in the market. This could be a limited addition to the time skilling.... like skilling while doing some stuff. Just a little honor for playing the game and not only let the time run. I imagine just some percent of improvement of you modules capabilites, but they could make a difference in a fight. And it could be expensive to hire a well trained crew per hour real playtime.
But CCP wants you to risk your ships. They want you to PvP and loose them. They want you to go out into null and get blown to bits. That's what keeps the Eve economy going. Anything that makes people less wanting to risk their ships is likely to get shot down out of hand.
There's design space for crews, but they need to be something special and new. |

Quintessen
Nakamori Ventures
24
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Posted - 2013.02.15 05:51:00 -
[4] - Quote
Carniflex wrote:Well EVE ships already have crews. Well most of them above frigate level that is.
If the "crew" would be implemented as additional customization option then I think that they should not "gain" experience in time, as you are already hiring elite of the elite. You are pod pilot and if you are already getting into micromanaging the crew positions its clear that you would not be getting anything below the very best and whats humanly (and cybernetically) possible.
The normal module loss rules should apply, if you like you can implement some new jetcan called "escape pod" for livestock and such for the surviving members of the crew.
If implemented, then, in my opinion crew should offer customization options that are not competing with already existing modules/ rigs. what exactly - I do not have many ideas - perhaps, for example, as specialized missile screw, that lowers the reload / switch ammo type time or a specialized engineering crew granting you (very very slow) hull hp regen ability or would repair the damaged drones in the drone bays (very slow).
One difference is they could offer the same benefits but be sourced completely differently. Maybe crew require payment or they leave. There is room to play with the idea. |
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