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Atma Darkwolf
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Posted - 2006.05.16 14:34:00 -
[1]
A thought some of my corp mates and I were tossing around.. if we had crews(and there are plenty of other threads about crews, etc..) it would make charsiama much more usfull than it is... just look at total # of skills related to each attrubute, and u will see charisma is VERY lacking compared to the other attrubutes.. everyone knows this. To fix this give us crews that get better the longer u have them(moral increases with survival rate?)
You would lose crew equal to the % of structure u lost.. if u take structre damage, logic kinda makes u think u are venting atmostphere, etc... these things kill people :)
Anyways.. don't make them skills(if you do, at least don't make them 100+day skills) and make them related to the attrubute the 'skill' that crew member(or squad) does. For instance.. gunnery/turret operatiors(they would not be responsible for fireing the gun, but tehy would keep it going, etc) would be related to charisma as primary, and perceeption as your secondary. Same goes for others(mechanic or repair crewmembers, those in charge of ship armor repairing, resistance boosting, etc) would be charisma/intellience. Drone crews(those helping the control) would be charisma/memory.
Now add a 4th slot area(crew slots?) that can be fited simialar to normal moduals.. even from space(if possbile, make it a secondary cargo hold that can ONLY hold crew)
Also.. to avoid having to add a whole new market item(make it so crew CANNOT be traded via market/escrow) allow a pilot to pull any 'passanger' onboard then covert them to crew (if possible) -- U can recruit free'ed slaves and convert them into ship crew.. or homless, refugee's, etc. Conversion rate (number of total actualy converted) should relate to the charisma skill.
This would also add a use for OTHER trade comminities (they need food, water, etc)
Anyways.. hope idea gets looked at before it's buried. Add to this if I left anything out. And of course.. since they are bound to come.. FLAME AWAY :)
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Altaree
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Posted - 2006.05.16 15:12:00 -
[2]
This is a really cool idea. It is also another great market for traders to get into. A trader's hauler can be considered a crew training vessel. A PVP can buy some of the trader's crew to form a cadre for his new ship, and the trade will go pick up some new nuggets to train up. This way the PVP ship will have a much better starting crew and the trader with have a slightly diminished crew. Imagine how well a freighter with a crew that is a year old would run... Nifty.
As you progress through different ships, you would try to keep the same crew (at least for the non PVP people). PVP would probably try to get a LARGE group of crew members that are highly skills and can form cadre's for when they go out hunting. This is a WHOLE NEW time sink that is not related to skills. I love it!
StopThePop |

Atma Darkwolf
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Posted - 2006.05.16 16:06:00 -
[3]
add to this (Another idea) is all those slaves u pick up... why not make the pilot 'free' them thereby turning them into freed slaves? A minnie (and gall) pilot, when he/she finds some slaves, has a choice.. pick them up and take a high risk and/or sec hit at a gate, leave them to die in space, or just drop them at closest station(and wait for the unlikley chance a agent might make the slaves-freedslaves offer)
Always wonderd why I couldn't just take off these poor guys collors and 'free' them....
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Red Raider
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Posted - 2006.05.16 19:12:00 -
[4]
I think this is a good idea, though we already have crews onboard our ships.
http://www.eve-online.com/races/forsakenruins/page_03.asp?pp=background%2Cstories
Forsaken Ruins talks about a pod pilot with a crew on his blackbird. Now all we need is interaction with the crew. However also based on this story I dont think your crew can really do anything but damage control.
A happy gamer isnt on the forums, they are playing the game unless they have an idea that they honestly think is helping out. |

Atma Darkwolf
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Posted - 2006.05.17 21:28:00 -
[5]
ahh page 2 (another idea similar but not really the same is on page 1 .. paying ship crew..)
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lofty29
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Posted - 2006.05.17 21:36:00 -
[6]
Yey, lets gimp every caldari and make gallentes stupidly high charisma super useful 
/signed, btw  ---------------------------
I wanna be dev-jacked  |

James Duar
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Posted - 2006.05.18 11:33:00 -
[7]
I always figured EVE's crew market was the result of Australia's workplace de-regulation taken to it's logical finish line.
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Nyabinghi
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Posted - 2006.05.18 14:24:00 -
[8]
You could open up a whole secondary skill tree for your crew and thus improve your ship's overall ability offensively and defensively. Also as crew are self operative their skill bonus to your ship can be chance based.
So a crew member you have trained with x amount of skills to x amount of level has an x percentage of being able to improve your ships performance over time.
Me like. 
I make cool banners for ISK.
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Dravin Dread
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Posted - 2006.05.19 06:20:00 -
[9]
the idea of having some crew members is a good one. But I see a problem with players moving thier crew around from ship to ship and getting too strong. Older players already have a huge advantage over newer players, so let's not make even bigger.
So, make crew like implants for ships, so long as that crewman is "installed" in the same ship, then that crewman improves the stats of that ship. If the ship is repacked or the crewman removed from the ship then the crewman goes back to his base stats.
There could be a graduated scale of crewman available, such as "engineer" versus "chief engineer", "gunnery mate" versus "Master gunner" etc etc ... if you want a better crewman, then pay for the better crewman, or don't repack your boats and let your crew eveolve.
Charisma and willpower would seem to be the skills best suited to this. |

Atma Darkwolf
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Posted - 2006.05.19 06:39:00 -
[10]
Actualy that is a great idea. That would stop exactly what I was thinking might be the negitive response.
Then each crew is 'part' of a ship.. each ship has a 4th level of slots (like your head, maybe 10 total) which u can 'install' the crew.
But as for attrubutes.. chraisma should be primary on each, and the secondary should be in direcet relation to what that crew member does(or crew group, squad, however the crew idea would fit in) -- Gunnery and navigtion would be charisma/perception, and engineering related crew would be charisma/intelliegence.. etc. (make it inline with the skill needed, but make charisma VASTLY more usfull than it currently is. Just look at the total number of skills for each 'stat' and u will see that poor chraisma has a total of 1/100th the skills that each and every otehr attrubute gets *small exaggeration there, but u get idea* )
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Wolfgang Paco
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Posted - 2006.05.19 10:27:00 -
[11]
I like the idea of having crews, it would be a great addition to the game, and I agree with all the above 
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Dravin Dread
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Posted - 2006.05.20 05:58:00 -
[12]
Originally by: Atma Darkwolf But as for attrubutes.. chraisma should be primary on each, and the secondary should be in direcet relation to what that crew member does
Yeah, that is a good idea. It, in a way, reflects the player more this way than Chr and Per as I suggested. |

Ascelot
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Posted - 2006.05.20 07:08:00 -
[13]
Seems a good idea so long as one thing. They never get to know about my previous crews 
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Atma Darkwolf
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Posted - 2006.05.20 13:52:00 -
[14]
Originally by: Ascelot Seems a good idea so long as one thing. They never get to know about my previous crews 
ROFL cuz if they did, none of us would beable to hire anyone but those already terminaly ill...
be like 500k for a new gunnery master...
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Vhoa Gerstari
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Posted - 2006.05.20 14:39:00 -
[15]
Edited by: Vhoa Gerstari on 20/05/2006 14:40:39 I would love to see some kind of crew simulation model put into the game! Though goes against the whole pod paradigm so don't see it happening.
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Hilabana
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Posted - 2006.05.20 16:35:00 -
[16]
why not just buy people to put in your cargo hold and dump some when you get shot ha ha ha ha
Come on there all in pods remember and the rest are drones so no matter what happens there will be NPC Pods all over the place what lag you think we will have then ? ______________________________________________ Im just a Older person having fun in the best Game ever made in the world -=[ EVE-ONLINE ]=- ---------------------------------------------- |

RedWolf 359
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Posted - 2006.05.21 01:49:00 -
[17]
This is a great idea, but be careful what you wish for...
Charisma relates to both morale AND loyalty...lousy morale and/or lousy loyalty equals chance of mutiny...??? It'd be a great disappointment to have yourself 'ejected' from your ship to watch if fly away as a now NPC ship!! I say that as long as there are both negative and positive aspects then we should welcome crewed ships.
Those Charisma implants are gonna go through the roof though, so you'd better have some handy.
 
An Alt? What do you mean I'm just an Alt??!! |

Atma Darkwolf
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Posted - 2006.05.21 03:03:00 -
[18]
nah. a ship without a crew would be as it is now, adn a ship with a fully trained/loyal and one with high morale, would onyl be at best, 25% or so more effective.
U don't want to totaly focus on the crew, and make the whole pod idea go away(remember, we are in a pod that instantly responds to decisions, and reports problems just as fast.. the crew would only be there to improve the ships abilities.)
when and if u blow up(remember.. damage to structure would kill some crewmemebrs or at least harm some) the surviving crew would drop along with any surviving moduals.. no extra lag. (whoever thought they would be in pods too, go smoke some more glue :) you need it)
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