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CMDR Gir
New Eden Industries And Defense
1
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Posted - 2013.04.28 23:54:00 -
[1] - Quote
I was thinking...we all know ships have crews. We all know they get vaporized when your ships goes kablamo. My suggestion is that there is more realism with ship crews. They should cost isk, they should have bonuses. Taking it a little further, they should have a chance to try and escape with you, when you die.
Maybe if you are a jerk, and kill people a lot, and die a lot, ship crews are more reluctant to help.
Eve is the exact opposite of the old saying "A captain goes down with the ship." In Eve, it's "A captain is the first to get to the only escape pod and GTFO." |

Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
1132
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Posted - 2013.04.28 23:58:00 -
[2] - Quote
Why should it be harder to fit my ships? |

Friggz
Dirt Nap Squad Dirt Nap Squad.
91
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Posted - 2013.04.29 00:07:00 -
[3] - Quote
I'm not sure what crews add that isn't already taken care of with what we already have.
We already have to fit highs, lows, mids, rigs, and drones. Is adding what amounts to even more slots really a good idea? Everytime you vote for Trebor, DNSBlack's Arazu dies. |

Rovinia
Exotic Dancers Union SONS of BANE
106
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Posted - 2013.04.29 00:14:00 -
[4] - Quote
Danika Princip wrote:Why should it be harder to fit my ships?
With that mindset we wouldn't have much things like Rigs or a whole bunch of modules we finally liked, didn't we? 
I like the idea, even if it's not new. Had to be developed carefully regarding ballancing, but it would offer much to the eve universe.
Like:
- Crews could train up over time (Start with 1%, end up with 5%) - Academys - Could be bought on the (labor)market - New professions and skills - ... |

CMDR Gir
New Eden Industries And Defense
2
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Posted - 2013.04.29 00:24:00 -
[5] - Quote
Rovinia wrote:Danika Princip wrote:Why should it be harder to fit my ships? With that mindset we wouldn't have much things like Rigs or a whole bunch of modules we finally liked...  I like the idea, even if it's not new. Had to be developed carefully regarding ballancing, but it would offer much to the eve universe. Like: - Crews could train up over time (Start with 1%, end up with 5%) - Academys - Could be bought or sold on the (labor)market - New professions and skills - ...
This sounds cool, I worry we already have a lot of customization options, it's already difficult to make sure you have the right set of implants, drugs, rigs, ammo to come out on top of a fight, I worrying adding more elements would cloud that even more. To many, it would be nice to have more options, to others, it's already too much. Let the debate begin.
But it would add some realism to the game. We now have a feeling of life on planets with Dust, it would be nice to know I'm not piloting a giant battleship alone.
|

Che Biko
Humanitarian Communists
433
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Posted - 2013.04.29 00:24:00 -
[6] - Quote
If this is made it should (initially) be like this in my opinion:
Should be simple to use, like one slot, one "item", ships with no crew in them are automaticaly filled with crew upon undock etc. Crew delivers a small bonus, depending on "experience" of the crew. Crews gain experience as you use your ship. If your ship is destroyed, your crew is destroyed or loses experience (partial crew loss)and ends up in a can. Crew can be traded.
Other than the bonus, it's mostly for bragging rights. Nightmares - A short story by Ch+¬ Biko |

Stan Smith
Deathraven Industries The AirShip Pirates
51
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Posted - 2013.04.29 01:00:00 -
[7] - Quote
Perhaps crews can be used to make ship functions perform more efficiently (ex: an engineering crew increases cap recharge or shield capacity etc). These crews get better over time to give you that little edge we need in battle Gÿ+/ /Gûî /n++ \ This is Bob, post him into your forum sig and help him conquer the forums. |

Rovinia
Exotic Dancers Union SONS of BANE
107
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Posted - 2013.04.29 01:08:00 -
[8] - Quote
Che Biko wrote:If this is made it should (initially) be like this in my opinion:
Should be simple to use, like one slot, one "item", ships with no crew in them are automaticaly filled with crew upon undock etc. Crew delivers a small bonus, depending on "experience" of the crew. Crews gain experience as you use your ship. If your ship is destroyed, your crew is destroyed or loses experience (partial crew loss)and ends up in a can. Crew can be traded.
Other than the bonus, it's mostly for bragging rights.
In it's most simple form, you could just add another bar (like cpu / powergrid) that starts at "0". If you now "inject" more experienced crews (which you can train / buy on the market), that bar fills up to a certain level (2/3 of max.). The last 1/3 could be only achived by "leveling" up in some mather. Killing players for these who do pvp, via mission for the missionrunners or bought in the market (LP stores could offer "officers" or something).
But i think they should get destroyed with the ship. That would ensure a steady demand and increase the feeling of loss when they blow up "your" ship.
Or just adapting the "Rig" system. |

ShahFluffers
Ice Fire Warriors Late Night Alliance
2308
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Posted - 2013.04.29 01:13:00 -
[9] - Quote
Rovinia wrote:.Or just adapting the "Rig" system. This would be the best option IMO. Adding yet another system that has to be balanced relative to other systems and/or for the sake of adding it always rubs me wrong. 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. |

Aglais
Liberation Army Li3 Federation
233
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Posted - 2013.04.29 01:36:00 -
[10] - Quote
Um... No?
This sounds like an utterly pointless ISK sink that will be completely mandatory for PvP, and make it even more expensive than it already is to lose like twelve ships in a week (or a day, if you suck/are unlucky). Not to mention the fact that having a crew in addition to a capsuleer kind of removes the sense of power from the latter. |

Luc Chastot
Gentleman's Corp
338
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Posted - 2013.04.29 01:36:00 -
[11] - Quote
The only evidence of ship crews I'd like to see is escape pods leaving ships when they explode. I want to destroy wealth, not lives. Make it idiot-proof and someone will make a better idiot. |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
1026
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Posted - 2013.04.29 01:49:00 -
[12] - Quote
Exact same arguments were levied against rigs. See? This is why we can't have nice things. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Steve Spooner
Mordu's Military Industrial Command Circle-Of-Two
48
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Posted - 2013.04.29 01:50:00 -
[13] - Quote
Considering how guns and shields and major functions are all computerized and automated or otherwise delegated to the pod pilot the crew is there to do what manual work is required for things to function, not to improve upon them. |

Xavier Thorm
Dreddit Test Alliance Please Ignore
47
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Posted - 2013.04.29 02:28:00 -
[14] - Quote
I have mixed feelings, from a lore perspective, about ship crews having a noticeable effect on the performance of my ship. Being an immortal, superhuman entity, I'm not sure if I believe it really matters how highly trained or not my crew is. |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
1026
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Posted - 2013.04.29 02:38:00 -
[15] - Quote
Xavier Thorm wrote:I have mixed feelings, from a lore perspective, about ship crews having a noticeable effect on the performance of my ship. Being an immortal, superhuman entity, I'm not sure if I believe it really matters how highly trained or not my crew is.
According to lore, little to no effect on frigs, huge effects on caps. It scales with size. Also more effects on Minmatar, less on Gallante.
Not that we should go that way. Lore makes for bad game mechanics. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Stan Smith
Deathraven Industries The AirShip Pirates
52
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Posted - 2013.04.29 02:59:00 -
[16] - Quote
Steve Spooner wrote:Considering how guns and shields and major functions are all computerized and automated or otherwise delegated to the pod pilot the crew is there to do what manual work is required for things to function, not to improve upon them.
Or have the mechanic who's always trying to improve things. "Hey captain, i found that if i do xxx to the coolent injectors, i can increase flow rate which will let you run the reactor at a higher level safely" and or find ways to lower the effects of heat damage Gÿ+/ /Gûî /n++ \ This is Bob, post him into your forum sig and help him conquer the forums. |

Luke Hammarskjold
Seventh Heaven's Retinue Dominatus Atrum Mortis
5
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Posted - 2013.04.29 04:06:00 -
[17] - Quote
"A captain is the first to get to the only escape pod and GTFO."
Hahahaha :D |

Felsusguy
Archimedes RD Company
102
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Posted - 2013.04.29 05:53:00 -
[18] - Quote
Luke Hammarskjold wrote:"A captain is the first to get to the only escape pod and GTFO."
Hahahaha :D We don't need escape pods. We spend most of our time in a mobile pod anyway. How droll. |

Alticus C Bear
University of Caille Gallente Federation
144
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Posted - 2013.04.29 07:16:00 -
[19] - Quote
This idea keeps coming up and will always keep coming up.
Firstly they would be an interesting PI production commodity.
The could be introduced with no real game mechanics change by making them a base material requirement in the construction of ships/starbases this at least gets them in the game.
I do not like the idea of ship crews as rig/module type options that provide further bonuses. It potentially game balance and adds further cost to PVP.
If they were to have a game impact I could perhaps see them as a skill gap closer.
Instead of adding a generic bonus they could improve a skill level by one or perhaps more levels.
Example
Engineering crew could increase energy grid upgrades, energy management, energy systems operation and engineering by one level.
Gallente Frigate Crew could improve That skill by one level, perhaps even include small hybrid turret.
This allows newer players to supplement their skills closing the gap to vets at a cost while providing no advantage to all level 5 skill players therefore not affecting game balance.
To ensure the requirement to still Train skills these would provide the bonus only and not be a substitute for the requirement of module usage or ship usage.
No crews for advanced skill specialisations or T2 ship skills either.
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