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arutha
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Posted - 2003.09.22 11:57:00 -
[31]
i realy think ccp lost alot of inovative and cool ideas - by not haveing crews on ships . all the ideas about gaining experiance etc. rock . would love too see it all being brought into the game . and just maybe if we the players make enough noise for it too happen. it will .
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The Major
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Posted - 2003.09.22 15:12:00 -
[32]
I was always under the impression that the ammo in your guns was loaded in by a crew and things like the reactor and other fixed modules were maintained by an engineering crew. On some of those big ships I'd hate to think that everything is operated by computer, in all situations an experienced crew is going to be better at a job than a computer (Better at motion prediction on turrets as they know how pilots think, They can squeeze more out of the generator with human ingenuity and mine with mor eprecision than a computer.)
I always assumed the capsule just eliminated the need for a bridge crew and sent orders directly to the crew stationed at the guns/engine room/cargo bay.
It's the best ide aI've heard ina long time and the less battleships people are flying the better the game will be as people will have to start thinking tactically instead of just bigger.
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Helixx
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Posted - 2003.09.22 16:01:00 -
[33]
I also love this idea, but also agree with those that have said it is too complicated to code.
An alternative solution to the same "problem" would be to treat the crew as another slot on each ship - so you would have High, Medium, Low and Crew slots - perhaps none on a Frigate up to i don't know 5 on a Battleship.
The Crew would then be treated as modules on a aship which must be populated before the ship can fly - there can be all kinds of types of crew modules, each giving and advantage (or disadvantage) to the ship's capability.
Things like experience could then be added later (or not at all) and a ship's crew could stay with a player, and just grow with the player.
I think salaries or food/supplies will just add an irritating overhead for most players, the player characters don't need to eat or sleep, why should your crew!! |

Ka'loor
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Posted - 2003.09.23 10:55:00 -
[34]
Just make the crew a new type of slot, or a new type of "module", crew could be trained like reseaching mineral efficiency on bps......most of the code is already there, it kjust needs to be combined, like the bonuses they give are just like modules, the way to make em better is part bplike, and slotwise, a new slot might be needed.......that could be the catch....arg because making a crew any slot, would make modules and crew interchangeable, which is something i wouldnt like to see.
Attack without mercy, until blood is gone, until life is gone, until the light is gone, unto the shadow itself.
Better to die with honor, than to live in shame. |

Cell Satimo
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Posted - 2003.09.23 11:41:00 -
[35]
Edited by: Cell Satimo on 23/09/2003 11:56:09 Read the prime fiction about the introduction of the capsule (pod) and you will discover that it's introduction is what the entire space flight of EVE is based upon.
Forget crews. Think of upgrading your capsule to control *fleets* | Join eve-webring.com to promote your site. |

Ka'loor
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Posted - 2003.09.23 12:48:00 -
[36]
yadda please read what vel kyri quoted above, PODS reduce crew requirements, they do NOT replace them, unless your thinking frigate.
Attack without mercy, until blood is gone, until life is gone, until the light is gone, unto the shadow itself.
Better to die with honor, than to live in shame. |

arutha
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Posted - 2003.09.24 11:48:00 -
[37]
bump - cause im tired of miner 2 discussions
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Vel Kyri
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Posted - 2003.09.24 12:26:00 -
[38]
Ka'loor: that is a good point.
have a special "item" called crew - comes in small/med/large sizes.
different ship can have different numbers of crew..
these crew take up either a new special slot (say a new row on the side of that circular thingy already used) or they take up a low slot.
the crew will give you an advantage - and can be trained (like you said - using similar method to researching BP etc - but maybe using the "leadership" skill this time?) -----
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london
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Posted - 2003.09.24 17:37:00 -
[39]
Quote: this idea probably has zero chance into the game thats for sure, no matter how great it is.... it would req so much changing of the game engine and gui's and other stuff...]
what kind of drastic GUI changes will this really need other than adding another 'tab' for 'crew' or whatever.
I love this idea and also hope it comes into play :) london:jericho |

Xebot
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Posted - 2003.09.24 22:39:00 -
[40]
Quote: I know this is mentioned some times already but i would like to see ship crews implemented.
1) You would need money to pay their saleries. (A little money sink.) 2) It would be possible to get some advanatges if you hire more experienced crews.( and higer saleries with it.) 3) Different Races, would give different "static" advantages. Like minmatar crew (+5% speed), amaar crew (5% armor bonus) etc. 4) Aditional purpose for the medical section. ( Your crew can die or be hurt.) 5) Another target for the genetic engeeniering skill. You can modify your crew with the skill in a medical center. 6) Special Effect of some weapons. Radiation weapons will kill more crew then ballistic one if they bypass the shield. 7) If you lose too much crew you get some disadvantages.. like -5% agility etc. 8) Possible Loyality Problems. (Need for leadership skills) 9) And maybe.. possible boarding attacks, to try to capture a ship. (With marines who need small arms :) )
to continue.
I like this idea a lot. I would love this implemented in EVE. |

Bobith
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Posted - 2003.10.04 06:49:00 -
[41]
I so want a crew its kinda strange solo flying a battleship.
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Indira Firebrand
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Posted - 2003.10.04 13:12:00 -
[42]
wow!
This is an idea that CCP should really try to impliment even if it presents some programming difficulties.
Its simply "that" good of an idea!
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Valkyrium Larr
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Posted - 2003.10.05 19:08:00 -
[43]
I love this idea!
Crews should have special bonuses based on certifications (Gunnery, Engineering, Missiles, etc) and be different for all races.
They should also gain experience over time as they go into combat and survive. This also means they have the possibility of dying. For instance when your hull is breached, some of your crew may get hurt and potentially die in combat. This would reduce their effectiveness based on the damage they take and their condition.
Since these are NPC crews, they can function much like the other components in a ship today, so coding is almost a non issue. Like someone said above, simply add more slots to larger ships so the crew can occupie them.
Crews salaries would be based on their skill. You could hire them at stations, depending on the demand and you coul change them as you found more experienced crews with additional benefits.
Now for some additional, but not necessary twists.
Adding crews could also increase the need for foodstuffs on the market making them more valuable. As an add on, but not necessary for this idea to work, your crew would need food to operate, so you'd need to use some of the space in your cargohold (but not much) for this purpose.
Also, their loyalty could be gained over time as you keep them employed, and alternatively they could also jump ship if they don't feel confortable.
Just a few random ramblings...  I come in peace... |

Naran Darkmood
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Posted - 2003.10.05 23:21:00 -
[44]
I don't see what is so difficlut to include that into the current game.
I'd suggest to to copy the fitting UI to a crew UI. You need some base crew. The number of ppl (S/M/L) is based on the ship size. Then, you get a crew slot for each high and med slot you equipped a module in. You need to asign crews to those models as well. depending on expeierence of the crew on the module, it operates better or not. All modules should operate without any crew, but that should carry some hefty restrictions on the effectiveness ot the module or the risk of complete malfunction till you are docked the next time. With time, the crew gains exps and gets better in the position they are working at.
Food and stuff like that should rather be included in teh salery the crew gets anyway. That is to get it simple.
I like the idea somewehere above that it should be harder/easier to hire crew according to faction /corp standing you with the owner of the station you are docked at. Reminds me of the good old pirates  -----------------------------------------------
The following bonuses may be awarded to you: 27 units of Basic Expanded Cargohold at if you complete the mission |

Bobith
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Posted - 2003.10.06 02:28:00 -
[45]
About foodstuffs,
Since some people dont like micrmagment ie dealing with food stuffs for there crew. It could be implmented that if you Supply them with Foodstuffs ie water,rozen food for example, they could need less pay then soem one that doesnt want to manage them.
Also the kind of foodstuff could keep them feed them longer like water and frozen food be basic for them, Or you could supply them with lifestock and water. And other combinations.
If you were to be feeding your crew you could posable need a specal hold for it like you have drone bay and a cargo hold a Stock Room or Storage Bay could be used to fill with whats needed for your crew.
Just some ideas i have.
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Negotiator
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Posted - 2003.10.06 03:02:00 -
[46]
ok guys i dont mean to bust ur bubble here, but there were crews in early stages of beta afaik, and it sucked a*s*s so no this is a very VERY bad idea.
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Eisha
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Posted - 2003.10.06 08:05:00 -
[47]
Hey Neg, could you tell us why it didn't work rather then just saying it didn't? I'm curious.
"There is a ***** in everything, thats how the light gets in." -Lenord Cohen |

Dragunov
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Posted - 2003.10.06 12:58:00 -
[48]
I think it's a great idea too, and so far only one person has said it was crap...out of how many? 
Hope the Devs read this esp TomB 
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Negotiator
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Posted - 2003.10.06 14:24:00 -
[49]
i wasnt actualy in that beta stage. but some m0o folks ive talked to were pretty much against it. as i understand it was getting very tiresome loading up new crews every time u fight because most of them would die and it would take a lot of time just trying to get your ship together. PvP is slow as is, and griefing is bad enuff. if you loose ur 150mil ship, ur 50 mil worth of implants and 10 mil worth of slave technitians...well...not many people would stay in game after that.
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Riana Tabost
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Posted - 2003.10.06 15:53:00 -
[50]
Edited by: Riana Tabost on 06/10/2003 16:01:50 Edited by: Riana Tabost on 06/10/2003 15:55:49 Sanguis: I like all of your suggestions except 5. Unless youÆre Amarr, and that would be an un-counter-able race advantage. I think your ideas 1 to 4 are easily implemented. Ideas 6-9 are a bit dicey, probably why you listed them last. Maybe some concepts can be implemented.
Serephim: It seems evegate et all donÆt list those stats (any more?) but I know what youÆre talking about. In the beta a shipÆs info had all kinds of interesting stats like æpassengersÆ. If you view the ship database at www.eve-online.com, those ships have a crew attribute.
Jstek: Agreed. Battleship construction and usage should be slowed. Frigates and Cruisers become *almost* pointless if everybody can access battleships.
Kuthka: Crew should be able to look after themselves if you provide a blank chequebook.
Bobith: Disagree, same reasons as Kuthka. Although complexity is a good thing (helps steer away from everybody having the æbestÆ ship/item etc), what you propose seems to be more micromanagement than anything else. ThatÆs fun for some people, but bogs everybody else down to the point of not having fun. otoh crew experience could be implemented simplistically by having a basic group of stats modify, for eg your max velocity, powergrid, cpu output, shield and cap regensà something like 1-2% for basic crew and say 5-7% for l33t crew.
Drutort: Disagree. This could be done, given the above. Also like your idea but it would be quite a bit more work for a proportionally smaller reward. This idea revives the æmaintenance costÆ concept û something eve really needs to curb inflation imho. Your idea just changes the way existing information is displayed.
Vel Kyri: I like your ideas and your enthusiasm :) Just remember to keep it simple. Things like uniforms, crew training, food and medical supplies although cool are not what eve is about. I particularly like your idea that crew train up by you logging flight hours with themà and the potential for trade.
RE: Pods. I donÆt care who you are; one person canÆt fly a titan. That said itÆs probably still simpler to operate a battleship with a few thousand crew. The section of the story Vel quoted affirms that.
Negotiator: In the beta, internal modules took substantial damage as soon as your structure was hit. This has been radically altered since beta. If crew was 'damaged' in the same manner as internal modules, it shouldn't be a significant inconvenience.
In summery...
Crews get the thumbs up .
- Crews should be purchasable from the NPC market and obviously tradable. - Crews should cost money to maintain (paid contract 3 weekly like insurance or some such) and the amount should vary according to the size of the ship being crewed. - Crews should take ædamageÆ the same way other internal modules take damage and should be ærepairableÆ at a medical centre and replaceable via market or new station service; æAcademyÆ. Crews get the thumbs up. The crew concept should also add one or more of the following things to the game: 1. Small, general bonuses to some ship stats. 2. Small, specific bonuses to some ship stats dependant on race or specialty of crew. 3. Crew skill & value varies (Green, Trained, Experienced, Veteran and Elite) by either: i) Fixed at time of purchase or ii) Gains experience up to Elite by logging hours with you (similar to the way CONCORD security status builds up by killing pirates). __________________________________________________________________________ May I recommend a Cybernetic Subprocessor?.. That's an intelligence implant, sweetheart.
Ideas Lab - Reprocessing |

Bobith
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Posted - 2003.10.07 15:45:00 -
[51]
Good post Riana Tabost id still like the option of feed them to reduce cost therys plenty of people that hunt convoys that will have huge stocks of trade goods that they might be saveing.
I know if killed a few my self and just saved everything. But i see your point the majoirty of people 95% + would probaly just strait out pay them.
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Valkyrium Larr
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Posted - 2003.10.08 00:39:00 -
[52]
Excellent posts all... some really great ideas in here. I hope CCP takes notice and works on implementing at least some of them.
Keep them coming...  I come in peace... |

Bobith
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Posted - 2003.10.11 19:24:00 -
[53]
shamless bump
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Bobith
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Posted - 2003.10.13 11:53:00 -
[54]
*starts to chant* We need crew's 
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Retalq
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Posted - 2003.10.13 11:55:00 -
[55]
I dont fly a battleship only a vexor witch i like alot and i have allways wondered whe a person would be all alone in suce a huge ship.
1 more vote for ship crew's
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Bobith
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Posted - 2003.10.17 08:36:00 -
[56]
Seems no more idea's about this?
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Lartfor
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Posted - 2003.10.17 12:03:00 -
[57]
Edited by: Lartfor on 17/10/2003 12:04:28 Crews could even be something to balance out existing ships. Most frigates would have no crew slots, cruisers could have any where from 2-10, and battle ships could be from 15-25. I think that crews should have specific bonuses, such as enginiering officer (1.2% to cap recharge, 1% power grid, .7% cpu) Something small allong the lines of that, but you could have lets say 10 or so enginiering officers making these bonuses become a big deal. Or it could go about a more friendly way of being introduced in "teams". Weapons team: 11% to all dmg types, 9% rof, 11% tracking. And basically a cruiser would be able to have 2-3 teams, a BS 5-6. Better crew should not just take more isk but heavily be based off of your leadership skill.
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Silverix
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Posted - 2003.10.17 13:19:00 -
[58]
I was surprised too see a Corp member pull up in this grand **** all big ship and I seen all these tiny windows and stuff on the ship and I wondered how much it would cost to staff a ship like that. It's like here we are both in the void of space and all alone, just us two but I felt as if ships should kinda have a life of their own, like with a crew and staff. - Odd that they don't.
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Deneba Zaavi
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Posted - 2003.10.17 13:49:00 -
[59]
Nice idea!:P
I would also add another suggestion.
Imagine the crew as a kind of "standalone" module. Wich grows in experience as long as you use it and train it.
Later, when u have a good trained and experienced crew, you could also sell it. That would also open up another market portion, made by trainers and head hunters.:D
It would be very nice to see a thing like this introduced.:)
Deneba Zaavi
"The world is perfect as it is: a complete mess" - Joseph Campbell |

Ghimson
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Posted - 2003.10.17 19:33:00 -
[60]
I actually like this idea... it would add some serious balance to the game... imagine having to pay the salaries of the crew, and having to hire more crew if yours died.....
This would make the smaller ships such as frigates and Cruisers A hell of a lot more reasonable...
Think about it, if you had the choice to pay 100k to fly a thorax bi-weekly or 1 mil to fly a Megathron bi-weekly (or more) which would you choose? the 2 lasers is going to be hard justification for the cost expendature if all you do is mine...
Now I will add my two cents... you cant fly a ship without a minimum amount of people, But if it isnt at the ideal number you actually are penalized... There are games with similar concepts to this... let me explain a bit better
at 1/3rd total crew the ship is flyable but suffers speed, agility, accuracy and fire rate depending on the size of the ship (Ie: battleships might suffer a 20% penalty, cruisers a 10%)Justification: You dont have enough people to do enough of the work.
2/3rds total crew the ship functions normally, Justification: you dont want to make the ship penalized for loosing minimal crew in combat... 3/3rds total crew: Ship functions with a sleight Bonus 5%, Justification: More crew = more upkeep, But a buffer for lost crew in combat... and the sleight bonus helps hell things can get run more efficently if more people trained to do the job work in tandem.
Yea? no?
foodstuffs are a bit much although a neat idea... its unnessecary, that would be WAY overbalancing tipping the scales in the OTHER direction
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