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K'reemy G'udness
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Posted - 2006.04.24 19:59:00 -
[1]
It would work kind of like this: You dock at a station, click the Crew (or Officers) button (next to Medical button), and you're presented with a list of NPC's that can offer different bonuses. Your ship class determines the number of crew you can hire.
Example: Name: Amelier Fatfinger Rank: Lt. (different ranks have different bonuses.) Training: Navigation (offers a 4% bonus to agility or something) Contract price: 6,548,000 ISK.
The idea is that they're like implants, except you only lose them if you lose your ship. Or maybe they'd be nice loot for pirates.
Now, I thought of this while doing skill training on my alt and reading the noobcorpchat. I mentioned it and some ubernerd mentioned it was impossible because of blah blah backstory. So I don't know. But I told him he could read my backstory and then blocked him.
Anyway, that's it. Let me know if this contradicts the Eve universe rules. ---
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SasRipper
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Posted - 2006.04.24 20:02:00 -
[2]
fetures and ideas forum maybe  Sig removed, image size 30,817 bytes (maximum is 24,000). Please contact [email protected] for more info (including a copy of your picture!) they sent the gank squad after my sig |

Malka Badi'a
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Posted - 2006.04.24 20:06:00 -
[3]
Quote: I mentioned it and some ubernerd mentioned it was impossible because of blah blah backstory.
Slap him. The pod technology allows small ships to go without a crew, such as frigate-class, but the larger class ships (cruiser+) still require a skeleton crew. Many chronical stories explain this as pilots hire specific crew memembers to work in conjunction with the pod pilot, or stories of the pod pilot remembering his crew trying to put out ship fires while he was safely in his pod.
You, unlike him, are spot on correct.
The idea has merit and would be very cool, if implimented properly. Maybe treat it like a drone bay? --------------
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K'reemy G'udness
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Posted - 2006.04.24 20:10:00 -
[4]
Edited by: K''reemy G''udness on 24/04/2006 20:14:06
Originally by: SasRipper fetures and ideas forum maybe 
Yeah, you're right. But please tell your CEO his caps lock is on. ---
Stolen from Malka: ♥ |

Malacore
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Posted - 2006.04.24 20:23:00 -
[5]
I like the idea, esspecially based around an implant-like implimentation.
As I see it, it would require giving each ship a new 'crew slot' attribute. Obviously smaller ships would be much more limited as compared to Battleships or Capital ships.
Maybe have it something like:
Frigate: 1 slots. Destroyer: 2 slots. Cruiser: 3 Slots. Battlecruiser: 4 slots. Battleship: 5 slots. Hauler and Freighter: 5 slots. Carrier and Dreadnaught: 6 slots. Mothership: 7 slots. Titan: 8 slots.
Give it heavy skill reqs in leadership and each specific area that a crew member would work for, maybe you could even argue cybernetics due to the required interfacing between the pod and the crew. It could open up a lot of options...
For example:
Flight ops Specialist - 3% Increase to Drone and Fighter Damage. Hyperspace Navigation Specialist - Reduce jump fuel and capacitor cost. A bunch of options for weapons, armor, sheilds, speed, cargo.
I think the idea is pretty cool.
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ThisName IsTaken
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Posted - 2006.04.24 20:31:00 -
[6]
It would be cool if, while docked, other people could offer your crew more money and steal them. Or if you could have a slave crew that is cheaper but is illegal in certain parts of space.
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Mikesnail
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Posted - 2006.04.24 20:32:00 -
[7]
i really like this concept, it allows ships to be customised even more, and adds a little more depth at the same time.
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Twin blade
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Posted - 2006.04.24 20:37:00 -
[8]
I think it would ne nice but might be a little overpowerd if you do not balance it right.
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ThisName IsTaken
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Posted - 2006.04.24 20:42:00 -
[9]
maybe crew members could suppliment your skills so that like, if you don't have the skill to use a particular module, you can get a crew member that does and not have to train that skill. Or, if you only have gunnery 3 you could get a crew member that has gunnery 5 and you would effectively have that skill level.
This could also make charisma more useful as it could train skills that increase the quality and quantity of crew members.
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korrey
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Posted - 2006.04.24 20:50:00 -
[10]
the idea would be really cool but it could get annoying if people with 1 mil sp are killing 10 mil sp characters because they have 5 gunnery characters and the 10 mil sp character doesnt have any.
say maybe teh 10 mil sp characters hasnt had time to get an effective crew...then the game wouldnt matter about skills it would be who has teh best gunnery characters at that time in space.
but im sure ccp can work this out so yeah the ideas pretty awesome.
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Redmond Fiur
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Posted - 2006.04.24 20:55:00 -
[11]
That would be cool. The only thing I'd have to say that hasn't been said is that it should be only a slight bonus, nothing too powerful (as the gunnery 5 crew would be). Under Contruction! |

smallgreenblur
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Posted - 2006.04.24 21:28:00 -
[12]
Sounds like an interesting idea, move this into the right forum and make sure the bonuses are in the area of 1% and it might just get implemented :)
sgb
'This is going to be expensive...'
C6 is recruiting ... visit www.c6-eve.com or join channel c-6 for details. |

Helene Troi
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Posted - 2006.04.24 22:08:00 -
[13]
And the best part is that only the red shirted security guys would ever get killed!!!

The price of freedom is eternal vigilance... |

Nukeitall
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Posted - 2006.04.24 22:22:00 -
[14]
Originally by: Helene Troi And the best part is that only the red shirted security guys would ever get killed!!!

Kirk -"Be warned, one of us could die on this mission. Okay, the away team is as follows - Spock, Mccoy, and Ensign Jimmy.
Jimmy - "Dammit".
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Mr Breakfast
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Posted - 2006.04.24 22:24:00 -
[15]
Originally by: korrey the idea would be really cool but it could get annoying if people with 1 mil sp are killing 10 mil sp characters because they have 5 gunnery characters and the 10 mil sp character doesnt have any.
say maybe teh 10 mil sp characters hasnt had time to get an effective crew...then the game wouldnt matter about skills it would be who has teh best gunnery characters at that time in space.
but im sure ccp can work this out so yeah the ideas pretty awesome.
They would probably add a whole new skill tree, maybe part of the Social category, that affects crew member bonuses. So a 1mil nublet like me wouldn't be able to use the best crew members anyway.
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Biske Drogen
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Posted - 2006.04.24 22:30:00 -
[16]
Originally by: korrey the idea would be really cool but it could get annoying if people with 1 mil sp are killing 10 mil sp characters because they have 5 gunnery characters and the 10 mil sp character doesnt have any.
say maybe teh 10 mil sp characters hasnt had time to get an effective crew...then the game wouldnt matter about skills it would be who has teh best gunnery characters at that time in space.
but im sure ccp can work this out so yeah the ideas pretty awesome.
This would be awesome! It reminds me of Starflight. I actually expected crew when I first found out about the huge ships in the game. It'd be a great element to add. From The Many - One "Action should never be divorced from consequence." "Know what the chain of command is? It's the chain I go 'n beat you with 'til you learn who's in command." |

Montero
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Posted - 2006.04.24 22:44:00 -
[17]
i remember back just as the 5 was forming t20 randomly game on our teamspeak drunk off his face and rambled about this idea amongst other things for a few hours. my guess would be that it is on the devs' to-do list, they just haven't got round to it yet.
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Jimstim
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Posted - 2006.04.24 23:11:00 -
[18]
What's the difference between this and just adding a few more hi/med/low slots to the ship's fitting other than "flavor"?
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Redmond Fiur
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Posted - 2006.04.24 23:14:00 -
[19]
More rp happy fun times?
I'd largely favor more customizable ships (paint and defense/offense trade-off for example) over crew benefits.
But I'll take whatever I can get, I'm happy with what we have 
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Granth Roden
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Posted - 2006.04.25 09:26:00 -
[20]
This goes right in line with my own thread. Crew members would really add to the ambiance and not be unbalancing.
In game-balance terms, like a new set of implants with similar bonuses.
Crew - First mate, engineers, gunners - check it out!
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Forsch
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Posted - 2006.04.25 09:48:00 -
[21]
Would be a great way to make use of charisma for skills. I like the idea. But rather than hiring 1-5 crew members they should come in packs of hundreds so the big ships really feel big and complex. If not buying a special crew, you would have the standard crew that comes with the ship. Or maybe just have commanders that you can hire. And the rest of the crew stays how it currently is.
Forsch Defender of the empire |

CptEagle
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Posted - 2006.04.25 10:20:00 -
[22]
Lol, imagine a Raven with crystal implants and shield booster specialist crew. Right.
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ftjfjdyjstyj
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Posted - 2006.04.25 10:28:00 -
[23]
a 1-3% bonus is acceptable... maybe in various different levels according to the rank of the pNPC you're recruiting. I'd expect there to be limitations on the crew though so you cannot stack the same type of person though!
Overpowering? Well 1% to 3%?
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Litus Arowar
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Posted - 2006.04.25 10:36:00 -
[24]
slight boosts would be useful, as long as they're only a couple of percent... you could get access to better crew by having high standings with a certain faction, with some of the most specialized and desirable crew members available from high-level agents, possibly only pirate agents (like a nos/neut specializt from bloods)
interesting idea, not really necessary, but interesting none the less... also, they should be highly limited in quantity, and should never stack within the same area... and if your ship goes into hull, you could add a chance to lose crewmembers :)
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Blood good
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Posted - 2006.04.25 10:37:00 -
[25]
Originally by: K'reemy G'udness It would work kind of like this: You dock at a station, click the Crew (or Officers) button (next to Medical button), and you're presented with a list of NPC's that can offer different bonuses. Your ship class determines the number of crew you can hire.
Example: Name: Amelier Fatfinger Rank: Lt. (different ranks have different bonuses.) Training: Navigation (offers a 4% bonus to agility or something) Contract price: 6,548,000 ISK.
The idea is that they're like implants, except you only lose them if you lose your ship. Or maybe they'd be nice loot for pirates.
Now, I thought of this while doing skill training on my alt and reading the noobcorpchat. I mentioned it and some ubernerd mentioned it was impossible because of blah blah backstory. So I don't know. But I told him he could read my backstory and then blocked him.
Anyway, that's it. Let me know if this contradicts the Eve universe rules.
Sounds like a very nice idea, but as the others have said, make i balanced.
have a crew that you pay some kind of monthy or weekly salary, if you dont have the cash then they leave, hehe.
Image "Who dares wins" Image oversized, please review the forum rules - Laqum |

DoctorColossal Pervius
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Posted - 2006.04.25 10:38:00 -
[26]
Nice thread with a well thought approach to implementation. Thumbs up from me.
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mjolnir feaw
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Posted - 2006.04.25 10:53:00 -
[27]
I love the idea
I suppose you could hire (for a limited amount of time, or flying time) a commander with his subordonates. Of course, the weaponry team of a cruiser is much smaller that a titan's. So it's cheaper, and easier to find. And it could bring bonuses more easily (I suppose it should be easier to boost a smaller ship). The exception would be Frigates-sized ships. Ther's no crew other than the capsuleer there...
I don't know if this could work but let's try: There could be a crew slot for each low-med-hi (and you need a crew accroding to the module fitted in it) The bonus from the crew would apply strictly to the module they're working on, on one and only parameter (damage or rate of fire or range for ex)
If we want to go even further, the hiring cost of a crew or even the chance that they accpet the job should depends on the captain standings and of the ships he lost recently. (Would you enrole to fly with a guy who lost two cruisers in the last 4 hours? I don't think so) This would help balance for people who don't play that much, which I think is on CCP's agenda (think about the skills system)
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Smagd
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Posted - 2006.04.25 11:42:00 -
[28]
Well,
love the idea.
There was a recent boost in shield and armor HP to make battles last longer. Reverse this and add crew boni instead.
And how to make it different from implants or modules? How about the crew is bound to a *ship* (like the implants are plugged into a clone) and dies with it? Could be a burning hull kills off a few for good measure.
And someone move this to the Ideas forum please.
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Waut
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Posted - 2006.04.25 13:14:00 -
[29]
Edited by: Waut on 25/04/2006 13:15:13 Love the idea
Looks like more skills that would make charisma usefull as well
In Soviet EVE, roids pop YOU |

mjolnir feaw
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Posted - 2006.04.25 13:29:00 -
[30]
As for the skills I suppose we could a whole skill tree under leadership. One skill allow to hire and command one type of crew (caldari shield engineer, minmatar engine specialist... all the set) with the level of the skill giving you better or bigger crew (say level 3 would allow cruiser-sized +3% crew or battlecruiser-sized +2% or battleship +1%)
I'm giving the numbers strictly for the example for course...
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MasNunca
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Posted - 2006.04.25 13:53:00 -
[31]
Interesting idea - I'll vote for it.
Reminds me of how characters were used in X-COM.
I would become rather fond of them as they promoted gaining additional skills each time.
Now in my case, we would need the ability to order an evacuation of these crew before my ship exploded. Give them a chance at surviving at least 
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Juggernot
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Posted - 2006.04.25 19:47:00 -
[32]
wouldn't it be interesting if you had to 'pay'a salery to your 'specialist'crew or you loose them. weekly/monthly/daily etc. It would open the door for even more specialized personel at an increased cost. Plus, maybe add in a possibility of them getting killed if you go into structure ;) this would add a whole new area to outfitting a ship
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Rania Serlia
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Posted - 2006.04.25 20:57:00 -
[33]
Sounds potentially nifty. If implemented somewhat like implants, a crew-fitted hull could then be sold for more, even if it meant an 'upkeep fee' for the ship.
Lmiting crew by the hull size makes a load of sense, but I for one know I could use a half dozen or so gunnery officers on my Cyclone, even if they only gave me less than a 0.5% bonus to tracking.
Or like, make my Janitors useful, every janitor makes your ship 5% more shiny or something. This of course wouldn't work well for Minmatar ships.
Slaves could(make your ship illegal certain places...) and give you a small amount of armor regeneration or somesuch.
Exotic dancers could make agents like you more.
Perhaps the incredible usefulness of this could be somewhat offset by a chance to die if you get into hull damage or the like, though that would bother structure tanks.
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Poxia
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Posted - 2006.04.25 21:03:00 -
[34]
Make it charisma based so there's finally a good use for it :P
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Serendipity007
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Posted - 2006.04.25 21:58:00 -
[35]
An excellent idea!
You could buy crew off the market just like you do modules.
Ships could be given another bay: Crew Quarters.
Each ship would have so many m3 of Crew Space. Each crewmember should be around 1m3 (2m3 for those fat Gallente engineers ^_^). Frigates would get around 1-5m3, Cruisers 5-15m3, Battleships 20-25m3, Carriers 50m3, and so on.
There should be a basic "Noob Crewman" that anyone can use. This "Noob Crew" gives very small bonuses. Specialized crew (Gallente Engineers) should require more skills, and specialized racial skills. With the correct skills and the right NPC connections, you should be able to get "elite" crewmembers. Something like "Elite Caldari Missile Operator" could increase your missile ROF and damage. The most elite crewmen should also be race specific, you shouldn't be able to put Elite Caldari Shield Engineers on a Gallente Battleship. You could also give general crew bonuses from units like "Caldari Battleship Commander: +10% to all Caldari crew bonuses", or noob versions might be "Janitor: +1% to crew bonuses", or even "Exotic Dancer: +10% to crew morale/efficiency; -5% to Amarr Crewmembers" .
The bonuses could range anywhere from faster top speed to an increase in tractor beam range . You could even give crew some really neat abilities like an armor or hull regeneration rate. Damage Control Crew or something similar. Crew bonuses should be subject to stacking penalties so that you can't make ships too uber.
I think paying a salary to this crew would be just another ISK sink and a bad idea IMHO. Crewmen are paid by the faction they are from.
EvE ships are very advanced, so food and provisions are provided by food processors or some kind of replicator technology. No need for buying food.
This would also give way to hostile ship takeovers. Introduce a module that you could load up with Commandos. Require the target ship to be into hull and be below a minimum speed. Have marines in your Crew Quarters to fend off the hostile invaders. It would give a new life to piracy, and enable people to take over haulers or large capital ships instead of blowing them up.
Some great ideas! ___________________________________________________ "I'm an engineer, not a miracle worker!" - Scotty, Star Trek: The Original Series |

Litus Arowar
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Posted - 2006.04.25 22:04:00 -
[36]
Originally by: Serendipity007 An excellent idea!
You could buy crew off the market just like you do modules.
Ships could be given another bay: Crew Quarters.
Each ship would have so many m3 of Crew Space. Each crewmember should be around 1m3 (2m3 for those fat Gallente engineers ^_^). Frigates would get around 1-5m3, Cruisers 5-15m3, Battleships 20-25m3, Carriers 50m3, and so on.
There should be a basic "Noob Crewman" that anyone can use. This "Noob Crew" gives very small bonuses. Specialized crew (Gallente Engineers) should require more skills, and specialized racial skills. With the correct skills and the right NPC connections, you should be able to get "elite" crewmembers. Something like "Elite Caldari Missile Operator" could increase your missile ROF and damage. The most elite crewmen should also be race specific, you shouldn't be able to put Elite Caldari Shield Engineers on a Gallente Battleship. You could also give general crew bonuses from units like "Caldari Battleship Commander: +10% to all Caldari crew bonuses", or noob versions might be "Janitor: +1% to crew bonuses", or even "Exotic Dancer: +10% to crew morale/efficiency; -5% to Amarr Crewmembers" .
The bonuses could range anywhere from faster top speed to an increase in tractor beam range . You could even give crew some really neat abilities like an armor or hull regeneration rate. Damage Control Crew or something similar. Crew bonuses should be subject to stacking penalties so that you can't make ships too uber.
I think paying a salary to this crew would be just another ISK sink and a bad idea IMHO. Crewmen are paid by the faction they are from.
EvE ships are very advanced, so food and provisions are provided by food processors or some kind of replicator technology. No need for buying food.
This would also give way to hostile ship takeovers. Introduce a module that you could load up with Commandos. Require the target ship to be into hull and be below a minimum speed. Have marines in your Crew Quarters to fend off the hostile invaders. It would give a new life to piracy, and enable people to take over haulers or large capital ships instead of blowing them up.
Some great ideas!
/me is getting darkspace flashbacks... **** it's been awhile
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Serendipity007
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Posted - 2006.04.25 22:17:00 -
[37]
Originally by: Litus Arowar
/me is getting darkspace flashbacks... **** it's been awhile
Is this a good thing or a bad thing? ___________________________________________________ "I'm an engineer, not a miracle worker!" - Scotty, Star Trek: The Original Series |

Litus Arowar
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Posted - 2006.04.25 22:23:00 -
[38]
Originally by: Serendipity007
Originally by: Litus Arowar
/me is getting darkspace flashbacks... **** it's been awhile
Is this a good thing or a bad thing?
well I can't remember, it really has been a long time... I remember that around the time I stopped playing there was ship capture and such... but I can't remember the details...
though in eve I think being able to capture another's ship would be far too powerful, and would bump up the profit margin of pirates/gate campers by a huge margin... why make your living off the tech 2 guns that might survive the destruction of my crusader, when you can simply sell everything for 15 mill?
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Serendipity007
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Posted - 2006.04.25 22:28:00 -
[39]
True, and you wouldn't get the insurance back too.
Good point. ___________________________________________________ "I'm an engineer, not a miracle worker!" - Scotty, Star Trek: The Original Series |

Niques Leutre
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Posted - 2006.04.25 22:56:00 -
[40]
Edited by: Niques Leutre on 25/04/2006 22:56:07 Amazing idea. Adding more depth and customization AND making Charisma more useful. Kills two birds with once stone.
However, about the hull damage, there may be an issue with Balance when it comes to Caldari shield tankers.
Perhaps this can be offset by crew members having no 'signing bonus', getting *only* a monthly salary. So replacing them wouldn't be a big issue.
Or perhaps since Caldari is so advanced, that they require crew with more advanced technical training and thus higher salary?
Or a third idea would be that because of they're technological edge, Caldari ships would be semi-autonomous and thus have less crew (and crew quarters).
Or they could simply do away with the whole hull damage thing.
Regardless, it's still a cool idea.  ___________________________________
The fiercer the foe, the sweeter the salvage. The fatter the wallet, the bigger the smile. |
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Waragha
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Posted - 2006.04.25 23:16:00 -
[41]
Edited by: Waragha on 25/04/2006 23:16:41 Edited by: Waragha on 25/04/2006 23:15:53 Coool idea, im not sure how hard it would be to add a new prob to ships but probably not too hard. Hopefully easy to implement, easy to balance and adds depth and immension like some other guy mentioned.
Now we just need to be able to get the A-Team (or A-WAR) crews, then we'll be all set ;)
**** A-Team actually, i want Macgyver :D Combine one med nos, 2000 units of fusion M and a small plate to a make a temporary doomsday device.
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Forneus Koliq
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Posted - 2006.04.25 23:28:00 -
[42]
Edited by: Forneus Koliq on 25/04/2006 23:32:59 I'm fairly new to EVE but think the idea is great, A similar method was used in Sid Meier's "Pirates". Every ship held a certain amount of general crew that would take losses during battle, for example a Frigate would hold approx. 300 crewmen.
There were also specialists that were hired and added the bonuses etc. though specialists did not die unless the ship was destroyed so they were more of a rarity where as the crew could be hired at any port.
The crewmen and specialists all had a payroll that varied on their size and capabilities, if you couldn't pay their way you could face a mutiny and lose your ship or they would simply leave at the next port; affecting your reputation and therefore your effectiveness at hiring and negotiating with potential crewmen or specialists in the future. 
I'm so new to the forums I posted with an alt as default and don't know how to change it to my main character once posted. 
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K'reemy G'udness
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Posted - 2006.04.26 00:40:00 -
[43]
Originally by: Forneus Koliq A similar method was used in Sid Meier's "Pirates".
Pirates was such a fun game, it just got boring so quickly. And the 'dancing' thing was kinda g'ay.
Thanks everybody for the feedback. Apparantly some other dude thought of it first, but he posted it in the appropriate forum, unfortunately no one seems to read posts there, they just posit ideas.
I cross-posted this topic in the 'ideas' forum, and it got 1 reply.  ---
Stolen from Malka: ♥ |

Newbie Ned
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Posted - 2006.04.26 08:17:00 -
[44]
Great idea.
Obviously some sort of stacking penalty - but the easiest way is theres only 1 position for say a gunner so if you hire 2, 1 just sits there useless (ie max of 1 crew for any position/bonus).
How about going 1 step further and letting players be crew as well as NPC. They wouldnt necessarily do anything (getting too difficult to implement) but their skills would be usable in a particular area (not too powerful, as mentioned earlier, but with high skills better than NPC). They would maybe also get pods (auto warp to nearest stn??), maybe not - dying with a ship would make more people think twice.
Why do this? Well if youre not logged on you can let your corp mate use your character as crew. Alternatively just be a merc and hire yourself out (going on RL hols for 2 weeks - get a 2 week contract(!!) with someone and make some isk).
Btw, never seen a thread before that runs to 2 pages and someone doesnt say "no, crap idea, shut up" so it must be good. Get to work CCP!

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Aype
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Posted - 2006.04.26 16:41:00 -
[45]
Some really good ideas in this thread.
/signed
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albert camus
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Posted - 2006.04.26 17:02:00 -
[46]
i Love this idea, Maybe cathing Rare npc's ect, So if you kill a officer you get the officer and can eiter trade him in to concord for a crazy amount of isk or use him and risk sentry fire in from some npc corps.
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