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![Evelgrivion Evelgrivion](https://images.evetech.net/characters/927891398/portrait?size=64)
Evelgrivion
Calamitous-Intent
235
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Posted - 2013.03.21 08:46:00 -
[1] - Quote
A shipGÇÖs crew is a precious commodity, and itGÇÖs never truly made sense to me that they should be a free asset when you assemble a ship. While it makes sense that there are countless qualified (or cheaply qualified) personnel floating around in Empire Space to satisfy the insatiable demand for new crew, the comparatively undeveloped and savage wilds of null security space make this seem less reasonable. Fortunately, we already have Planetary Interaction, which can quickly satisfy the body problem from a lore standpoint, while creating a target for DUST bunnies.
I propose adding a spacecraft crew qualification academy mechanic for habitable (or colonized) planets in null security space, accessed through planetary interaction, located in outpost constellations, to be fought over by DUST 514GÇÖs mercenaries. Without academies, there wonGÇÖt be enough qualified personnel to assemble spaceships that are packaged, forcing players to assemble their ships in NPC stations, or capture and/or construct additional training facilities in their outpost constellations.
What do you think? |
![TheSkeptic TheSkeptic](https://images.evetech.net/characters/1671821559/portrait?size=64)
TheSkeptic
Federal Navy Academy Gallente Federation
157
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Posted - 2013.03.21 09:09:00 -
[2] - Quote
Evelgrivion wrote: What do you think?
I think we need a facepalm emoticon ![Sad](https://forums-archive.eveonline.com/Images/Emoticons/ccp_sad.png)
It could be argued that null sec stations already have crews that live in them. They don't really care who their overlords are (sov holders). It's just a job to them. ... |
![Evelgrivion Evelgrivion](https://images.evetech.net/characters/927891398/portrait?size=64)
Evelgrivion
Calamitous-Intent
235
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Posted - 2013.03.21 09:50:00 -
[3] - Quote
TheSkeptic wrote:Evelgrivion wrote: What do you think?
I think we need a facepalm emoticon ![Sad](https://forums-archive.eveonline.com/Images/Emoticons/ccp_sad.png) It could be argued that null sec stations already have crews that live in them. They don't really care who their overlords are (sov holders). It's just a job to them.
Evelgrivion in a successfully living up to his self-assigned title (Prince of Unpopular Propositions) once again non-shocker.
I understand the "more inconvenience for me? Ew, we have enough already!" problem, but I do think this could be a good opportunity for DUST players to interact with the EVE Universe. |
![StoneCold StoneCold](https://images.evetech.net/characters/148704839/portrait?size=64)
StoneCold
House of Sparrows
94
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Posted - 2013.03.21 10:23:00 -
[4] - Quote
Well, could add some (mathematical more complex to calculate) depth.
For example (picking the numbers out of thin air):
A megathrons max-crew at undocking has to be: 5000 man (and women ofc ^^). 1000 for prop-system 1000 for weapons 1000 for hull 1000 for something else 1000 for some-something else
Now we need hit-zones.
If a critical hit is placed on the propulsion-hit-zone a percentage of the crew died. 1000 Crew member = 100% functionality. Only 50% of the crew left means the speed-gain through prop-mod is reduced by 50% (because 50% functionality). (speaking of the absolut bonus in m/s, not the speedboost in percentage).
On the other hand: meh. Disclaimer: All depicted violent acts relate only (and exclusively) on ingame events. I support Psychotic Monk for CSM8 |
![Evelgrivion Evelgrivion](https://images.evetech.net/characters/927891398/portrait?size=64)
Evelgrivion
Calamitous-Intent
235
|
Posted - 2013.03.21 10:27:00 -
[5] - Quote
StoneCold wrote:Well, could add some (mathematical more complex to calculate) depth.
For example (picking the numbers out of thin air):
A megathrons max-crew at undocking has to be: 5000 man (and women ofc ^^). 1000 for prop-system 1000 for weapons 1000 for hull 1000 for something else 1000 for some-something else
Now we need hit-zones.
If a critical hit is placed on the propulsion-hit-zone a percentage of the crew died. 1000 Crew member = 100% functionality. Only 50% of the crew left means the speed-gain through prop-mod is reduced by 50% (because 50% functionality). (speaking of the absolut bonus in m/s, not the speedboost in percentage).
On the other hand: meh.
That one's not viable because ships don't have direction in the server simulation; it's just a ball with velocity.
The proposal is about adding a condition to ship assembly that says someone has to be pumping out crewmen in your constellation for your ships to be assembled successfully. Where one might take that bare bones idea is anyone's guess. |
![StoneCold StoneCold](https://images.evetech.net/characters/148704839/portrait?size=64)
StoneCold
House of Sparrows
94
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Posted - 2013.03.21 10:30:00 -
[6] - Quote
Ships are vectors. So they have a direction. Correct me if i-¦m wrong. Disclaimer: All depicted violent acts relate only (and exclusively) on ingame events. I support Psychotic Monk for CSM8 |
![Evelgrivion Evelgrivion](https://images.evetech.net/characters/927891398/portrait?size=64)
Evelgrivion
Calamitous-Intent
235
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Posted - 2013.03.21 10:54:00 -
[7] - Quote
StoneCold wrote:Ships are vectors. So they have a direction. Correct me if i-¦m wrong.
They have direction of travel, but to the physics engine, a ship doesn't have a front, back, side, top, or bottom; it's just a sphere moving in space. |
![Nagnor Nagnor](https://images.evetech.net/characters/92496509/portrait?size=64)
Nagnor
The Happy Shooters
0
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Posted - 2013.03.21 12:59:00 -
[8] - Quote
StoneCold wrote:Well, could add some (mathematical more complex to calculate) depth.
For example (picking the numbers out of thin air):
A megathrons max-crew at undocking has to be: 5000 man (and women ofc ^^). 1000 for prop-system 1000 for weapons 1000 for hull 1000 for something else 1000 for some-something else
Now we need hit-zones.
If a critical hit is placed on the propulsion-hit-zone a percentage of the crew died. 1000 Crew member = 100% functionality. Only 50% of the crew left means the speed-gain through prop-mod is reduced by 50% (because 50% functionality). (speaking of the absolut bonus in m/s, not the speedboost in percentage).
On the other hand: meh.
Hmmm, modules/subsystems that can be damaged and targeted ![Big smile](https://forums-archive.eveonline.com/Images/Emoticons/ccp_smile-big.png)
Guess drone users having their weapons taken out would clearly want this to other wep users
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![TheSkeptic TheSkeptic](https://images.evetech.net/characters/1671821559/portrait?size=64)
TheSkeptic
Federal Navy Academy Gallente Federation
159
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Posted - 2013.03.21 13:23:00 -
[9] - Quote
Evelgrivion wrote: I understand the "more inconvenience for me? Ew, we have enough already!" problem, but I do think this could be a good opportunity for DUST players to interact with the EVE Universe.
I do get where you are trying to go with the idea, I'm just not sold on it... but it'd just lead to various logistical work arounds and be a pain for anyone living further out. Ships would be jumped out to the nearest NPC station, assembled and carrier jumped to null instead.
0.0 needs more love rather than a nerf, and being unable to assemble your ships in a station your alliance holds sounds like a nerf.
... |
![Little Dragon Khamez Little Dragon Khamez](https://images.evetech.net/characters/91850583/portrait?size=64)
Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
80
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Posted - 2013.03.23 10:35:00 -
[10] - Quote
I always reasoned that the crews were made from cheap clone biomass and that their patterns were included in the bpo/bpc so perhaps biomass should be an essential material requirement when building ships. I know it's not canon, but I would like it to be. |
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![DataRunner Attor DataRunner Attor](https://images.evetech.net/characters/93069414/portrait?size=64)
DataRunner Attor
Independent Confederacy of Worlds
63
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Posted - 2013.03.23 12:48:00 -
[11] - Quote
http://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines
Food for thought when coming up with crazy numbers of how much crew should be on a ship :\ |
![Alvatore DiMarco Alvatore DiMarco](https://images.evetech.net/characters/1083880992/portrait?size=64)
Alvatore DiMarco
Capricious Endeavours Ltd
64
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Posted - 2013.03.23 13:38:00 -
[12] - Quote
I support the notion of crew being something people are aware of. Even though we're capsuleers, our ships have them.
I do not support the notion of crew being something else that makes ships more expensive or more complicated or less desirable to lose than they already are.
Also, inb4 flame-like replies of "screw you, MY ships don't have crew" and "I have the good jovian tech and don't need crew", etc etc etc. |
![Little Dragon Khamez Little Dragon Khamez](https://images.evetech.net/characters/91850583/portrait?size=64)
Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
80
|
Posted - 2013.03.23 14:43:00 -
[13] - Quote
CCP have talked about introducing crew quality as a factor (I don't know where the announcement is) but I would be all for it if you could pay some isk and get a better quality crew that translates into a slight buff in ship performance.
It might also be a good isk sink and help with the inflation issues in eve currently. |
![None ofthe Above None ofthe Above](https://images.evetech.net/characters/91622736/portrait?size=64)
None ofthe Above
462
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Posted - 2013.03.23 17:05:00 -
[14] - Quote
I am just going to leave this here:
http://jestertrek.blogspot.com/2013/03/this-fine-ship-this-fine-crew.html EVE is a sandbox; The only "end-game" content in EVE is the crap that makes you rage-quit. Vote, you bastards! CSM 8 Endorsements: Malcanis, Mike Azaria, Psychotic Monk, Trebor Daehdoow, Ripard Teg |
![Daichi Yamato Daichi Yamato](https://images.evetech.net/characters/815492084/portrait?size=64)
Daichi Yamato
Swamp Bucket Swamp Bucket Empire
699
|
Posted - 2013.03.23 21:02:00 -
[15] - Quote
dear lord no. comes up a lot and hasn't been implemented for good reasons.
we dont really need even more ways to customize ships. ships have modules, rigs, skills and implants already. |
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