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Achilleas Petros
Deep Core Mining Corporation S2N Citizens
0
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Posted - 2013.02.11 18:13:00 -
[1] - Quote
I have this great idea of adding CREW to Eve Online.
1. It should work like a kind of module you can fit to your ship.
2. Would be great if there are different kinds of crewmembers (comparable to different rigs)
3. MOST IMPORTANT: The crew will gain expierience while doing stuff. 3a. PVE - Experience should be capped 3b. PVP -Experience should reach the maximum of an experienced Crew.
4. Crew should be transferable/tradeable.
(5. Crew could possibly get a little amount of pay, depending on their XP)
6. A lost ship will loose all crew.
I think this would be a really easy to implement and very cool feauture. Adding a little bit of XP by doing into a only XP by time to Eve Online. Furthermore there could be very rare crew, faster learning crew, maybe the possibility of making crew out of station population. SO MANY IDEAS. But This could be a very intelligent opportunity to implement another ISK-Sink to New Edens Economy of expanding money supply..
sincerly yours |

Sol Weinstein
Lunatic Warfare Federation
42
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Posted - 2013.02.11 18:18:00 -
[2] - Quote
No.
Thank you. |

ShahFluffers
Ice Fire Warriors Late Night Alliance
1945
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Posted - 2013.02.11 18:20:00 -
[3] - Quote
Ew. No. Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective. |

Cyrus Gandohmei
Persian Peddling and Logistics
2
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Posted - 2013.02.11 18:23:00 -
[4] - Quote
The current system is complicated enough. And hell no to XP grinding. |

Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1181
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Posted - 2013.02.11 18:40:00 -
[5] - Quote
The only crew I would like to see are "specialized crew" slots for buffs.
But, tbh, it would just be another kind of label for the same thing as Boosters, etc.
You're really not accomplishing much with this that is actual gameplay.
The only other idea I like is to have "Officers". SO you might have 3 officer "slots" on a ship, and depending on how you tweak and improve them, you can trade them with other players, etc and they blow up with a ship.
It would kind of be more like Pokemon for EVE than anything else.  Where I am. |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
695
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Posted - 2013.02.11 18:50:00 -
[6] - Quote
Achilleas Petros wrote: 3. MOST IMPORTANT: The crew will gain expierience while doing stuff. 3a. PVE - Experience should be capped 3b. PVP -Experience should reach the maximum of an experienced Crew.
You got that backwards. People will be shooting their alts, and maxed out crew prices will be a joke after day 1. Any kind of grind, whether isk or xp, must be in pve only, or it will be exploited to hell and back. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Michael Loney
Skullspace Industries
84
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Posted - 2013.02.11 19:10:00 -
[7] - Quote
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.
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Daichi Yamato
Swamp Bucket Swamp Bucket Empire
633
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Posted - 2013.02.11 19:26:00 -
[8] - Quote
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. |

Moe Cislak
Parallax Shift The Periphery
15
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Posted - 2013.02.11 19:26:00 -
[9] - Quote
If I could walk around my ship and actually interact with my crew, then why not. With the game as it is now it would be a pretty useless addition. |

Quintessen
Nakamori Ventures
12
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Posted - 2013.02.11 19:29:00 -
[10] - 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. |
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Achilleas Petros
Deep Core Mining Corporation S2N Citizens
0
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Posted - 2013.02.11 19:34:00 -
[11] - Quote
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. |

Quintessen
Nakamori Ventures
12
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Posted - 2013.02.11 19:51:00 -
[12] - 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. |

Raven DarkSouless
Undertaker x
5
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Posted - 2013.02.11 19:53:00 -
[13] - Quote
Think the only crew wise if it was tied into Dust where you could drop off and extract players from planet to planet. Or fly em across the planet. That would take a bit of coding. |

Quintessen
Nakamori Ventures
12
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Posted - 2013.02.11 19:54:00 -
[14] - 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. |

Sura Sadiva
Entropic Tactical Crew
264
|
Posted - 2013.02.11 20:03:00 -
[15] - Quote
If I rememebr correctly years ago CCP stated that the ship crew was in the original EVE design, in fact I remember in the ships attributes was also indicated the crew numbers. But then I think they dismissed the idea.
And I also think if not linked to some brand new mwchanic it would be not very different than any new modul/rig/implant type.
|

Daichi Yamato
Swamp Bucket Swamp Bucket Empire
634
|
Posted - 2013.02.11 20:04:00 -
[16] - 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.
grinding is bads m'kay.
seriously it ruins casual gameplay and most eve players have full time jobs. Botters would train the best crews and sell them on the market for ridiculous amounts of isk so they can have even more wealth than they already have. Bot mining is bad enough which only sells the same crap as everyone else, just more of it. But at least it doesn't create rare or more powerful hardware that would be in high demand but low supply. And to compete, normal players would have to go leave their jobs so they can also grind 23.5/7. there is no honour in grinding, only tedium and boredom. just no.
U are ur crew, and ur crew gains experience as U gain experience. This allows U to make the difference in ur fights and the honor u get from playing the game is the extra things U learn while playing. |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
698
|
Posted - 2013.02.11 20:09:00 -
[17] - 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.
Rigs weren't "necessary" when they were introduced. Now you won't undock without them.
New things get added in mmos over time. Normal progress. I'd rather see them added to spaceships like this as opposed to PI, WIS, Dust gemmicks that has little to do with the core of Eve. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Sol Weinstein
Lunatic Warfare Federation
49
|
Posted - 2013.02.12 02:38:00 -
[18] - Quote
No.
Thank you. |

ShahFluffers
Ice Fire Warriors Late Night Alliance
1948
|
Posted - 2013.02.12 02:46:00 -
[19] - Quote
sabre906 wrote: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.
Rigs weren't "necessary" when they were introduced. Now you won't undock without them. New things get added in mmos over time. Normal progress. I'd rather see them added to spaceships like this as opposed to PI, WIS, Dust gemmicks that has little to do with the core of Eve. Rigs are an "edge" thing the same way implants are. Not necessary, but nice to have. You also don't need to grind XP to make use of them.
And as for adding things to the game; adding some complexity is nice... but adding needless complexity is bad. Especially if it requires grinding to "get the best stats." Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective. |

Sura Sadiva
Entropic Tactical Crew
265
|
Posted - 2013.02.12 03:08:00 -
[20] - Quote
sabre906 wrote: Rigs weren't "necessary" when they were introduced. Now you won't undock without them.
When introduced rigs were necessary; the ship system was slightly stagnant and in need of some new variable/customization. Same as for overheating.
The crew thing could work in a similar way, but I think in the current state this would only add enthropia and duplicate variables; we are already at the edge, also adding new brand ships is a problem is better to rework the existing ones.
I see more room for the crews idea as personnel needed for new modular POS system or for some new PI module.
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sabre906
Old Spice Syndicate Sailors of the Sacred Spice
709
|
Posted - 2013.02.12 05:02:00 -
[21] - Quote
Sura Sadiva wrote:sabre906 wrote: Rigs weren't "necessary" when they were introduced. Now you won't undock without them.
When introduced rigs were necessary; the ship system was slightly stagnant and in need of some new variable/customization. Same as for overheating. The crew thing could work in a similar way, but I think in the current state this would only add enthropia and duplicate variables; we are already at the edge, also adding new brand ships is a problem is better to rework the existing ones. I see more room for the crews idea as personnel needed for new modular POS system or for some new PI module.
How can you call it anywhere close to "stagnant?" It was just after all these t2 ships, carriers, moms, and titans are added. There's also tier 3 BS and BCs. Rigs came at a time that's anything but stagnant.
If anything, spaceships are relatively stagnant now. All that PI, WiS, Dust stuff has nothing to do with internet spaceships.
ShahFluffers wrote:sabre906 wrote: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.
Rigs weren't "necessary" when they were introduced. Now you won't undock without them. New things get added in mmos over time. Normal progress. I'd rather see them added to spaceships like this as opposed to PI, WIS, Dust gemmicks that has little to do with the core of Eve. Rigs are an "edge" thing the same way implants are. Not necessary, but nice to have. You also don't need to grind XP to make use of them. And as for adding things to the game; adding some complexity is nice... but adding needless complexity is bad. Especially if it requires grinding to "get the best stats."
Rigs are needed, but anything new added to ships just like rigs are unneeded? What's needed are additions onto internet spaceships. What's unneeded are what we've been getting: PI, WiS, Dust, Bounty hunting, and all that psuedo-metagaming. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Katie Frost
Asgard. Exodus.
150
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Posted - 2013.02.12 05:59:00 -
[22] - Quote
On a base level all you are adding is an additional bonus to some aspect of your ship's performance. There are already:
- Ship bonuses - Role bonuses - Implants - Overheating - Boosts - Drugs - Ship modules - Rigs
... all affecting/improving/bonus-ing your ship's performance in some way. What is the purpose of adding another ship bonus via crew slots? And when does it end? Because after crews, you will be suggesting... I don't know... 'nanobot slots' that enhance some other arbitrary aspect of your ship?
Experience gain, through activity is completely pointless in EvE. It promotes grinding-style play that can be botted and exploited in a game where every character generally has an alt. Want a perfect crew? Set up you alt and blow him up repeatedly - Weapons Officer is now Level 5 and work 1bn ISK... rinse and repeat, making your original idea of unique high level crews obsolete. It will just be another rig that instead of taking ore/minerals to build, requires someone to keep blowing his altGÇÖs noobship to level up.
Also, learn to Forum Search and think your ideas through before posting them up.
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sabre906
Old Spice Syndicate Sailors of the Sacred Spice
711
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Posted - 2013.02.12 07:50:00 -
[23] - Quote
Katie Frost wrote:On a base level all you are adding is an additional bonus to some aspect of your ship's performance. There are already:
- Ship bonuses - Role bonuses - Implants - Overheating - Boosts - Drugs - Ship modules - Rigs
... all affecting/improving/bonus-ing your ship's performance in some way. What is the purpose of adding another ship bonus via crew slots? And when does it end? Because after crews, you will be suggesting... I don't know... 'nanobot slots' that enhance some other arbitrary aspect of your ship?
Experience gain, through activity is completely pointless in EvE. It promotes grinding-style play that can be botted and exploited in a game where every character generally has an alt. Want a perfect crew? Set up you alt and blow him up repeatedly - Weapons Officer is now Level 5 and work 1bn ISK... rinse and repeat, making your original idea of unique high level crews obsolete. It will just be another rig that instead of taking ore/minerals to build, requires someone to keep blowing his altGÇÖs noobship to level up.
Also, learn to Forum Search and think your ideas through before posting them up.
What's the purpose of rigs? What's the purpose of boosters? What's the purpose of overheating? Any rationale you can come up against yet another layer of customization applies to all previous layers of customizations added in the past.
In an mmo, new content gets added. It's inevitable. It's precisely because people like you shot down all additional spaceship content and hype up stuff like WiS and PI that Eve has been getting more of every sort of garbage posing as new content over recent years. Anything but internet spaceships... Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Niveuss Nye
The Advent of Faith
18
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Posted - 2013.02.12 08:45:00 -
[24] - Quote
Am I the only one who actually likes this idea? After all, most of the Eve fiction does say we have crew.
Maybe personnel could be a planetary resource.
It would not make things much more complicated than what they actually are. Make them operate simular to rigs.
edit:
Crews, if xp were added would not have levels. They would get skills only through time. |

Carniflex
StarHunt
34
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Posted - 2013.02.12 09:15:00 -
[25] - Quote
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). Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

Sol Weinstein
Lunatic Warfare Federation
57
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Posted - 2013.02.15 05:16:00 -
[26] - 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).
Incorrect.
My ships fly with a crew of one. Everything that needs to be done is performed by me and the Jovian Pod Technology.
Crew of One for Life.
Thank you. |

Kathern Aurilen
19
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Posted - 2013.02.15 05:35:00 -
[27] - Quote
Scotty: Captain, I don't know how much more emergency power we can take before we start to break up.
Lol I can see scotty knocking around the engineering room cursing the every nut and bolt of the ship I am a chat alt, unskilled in the ways of pewpew -á:(
I named my mining frig adVenture time!! |

Luc Chastot
Gentleman's Corp
215
|
Posted - 2013.02.15 05:38:00 -
[28] - Quote
Having officer slots would be interesting; how those could affect gameplay is beyond me, though. Make it idiot-proof and someone will make a better idiot. |

Quintessen
Nakamori Ventures
24
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Posted - 2013.02.15 05:51:00 -
[29] - 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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