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Daygore Aracnus
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Posted - 2006.07.31 17:32:00 -
[1]
what i think would be quite cool is if when they do ship compentets they add a "crew bay" that is aditional crew for the ship diffrent ships giving diffrent amounts of crew and some leadership skills to incress there effectivenes and the amout you can have you could possibly make it so that if the ship gets structure damage some of the crew die so the ship doent preform as well as it would otherwise, (leading the way to "anti crew wepons" for ship compenet targiting) some examples could be:
janitors +0.1% cargo bay space per unit cargo workers +0.5% cargo bay space per unit tatical officer +0.1% to leadership skills effects per unit basic crew (no possive effect but you need X minimum for the ship to run at 100%) advanced crew +0.01% to ship speed, shilds, armor repare speed and shild reapre speed elte crew +0.02% to ship speed, shilds, armor repare speed and shild reapre speed slaves (75% as effective as basic crew but give 0.05% boost to armor repare speed and amount) other things like gunners, missle crews etc could be in there most probaly at a ruff thing you would have the crew space needed for normal operation + 10% crew space + skill/modual incresses
this kind of thing may have been said before i once again i couldent directly see it.
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BrerLapin
Caldari
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Posted - 2006.07.31 18:34:00 -
[2]
Love this idea
Originally by: Market Scanner Maybe CCP needs to remove all 3D models of NPC's and replace them with white 2D squares with the NPC's name typed in the square. I miss pong.
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Paddlefoot Aeon
Gallente
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Posted - 2006.07.31 18:48:00 -
[3]
Love the idea! As crew don't take up too much space, the crew bays would only need to be around 10-20m¦.
Clearly these "crewpersons" won't have BPOs, but will there be a tech 2 version???
My T2 janitor can kick your gunner's butt!
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Cloudia Fatch
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Posted - 2006.07.31 19:30:00 -
[4]
Like it
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Daygore Aracnus
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Posted - 2006.07.31 20:39:00 -
[5]
Edited by: Daygore Aracnus on 31/07/2006 20:40:05 i did kind of touch on the topic of t2 with janitors +0.1% cargo bay space per unit cargo workers +0.5% cargo bay space per unit the idea being that they are better trained and probaly more expencive, some things like food and drink and pay are issues but at a basic level they could work for "free" or they just take 0.1% of mission pay? but then what about mining but the idea still stands i hope the ones up on high notise and like this :)
currently they seem to work for free so maby that should be maintained skill time calualtor in game http://oldforums.eveonline.com/?a=topic&threadID=372551ship crew idea |

Ellaine TashMurkon
Em Pack HUZZAH FEDERATION
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Posted - 2006.07.31 21:15:00 -
[6]
Thats a very populat and often repeated idea. However there is no word from CCP why they don't want it :( --- Bookmark improvements Player owned brokers |

Jack Amarr
Infinite Style Incorporated Chorus of Dawn
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Posted - 2006.07.31 21:34:00 -
[7]
i think the basic crew should always come as standard with any ship. so that its not just another inconvience when you buy a new ship. -------------------------------------------------- [INSIN]erate you foes
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Flynn Tagart
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Posted - 2006.07.31 22:15:00 -
[8]
If CCP wont do this idea then their just running away from a very good idea ^.^
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Daygore Aracnus
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Posted - 2006.08.01 00:37:00 -
[9]
i would also say that basic crew should be given as standered but i would also say that it would be better if basic crew was free or neerly free crew idea skill calulator in game |

Maya Rkell
Sebiestor tribe
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Posted - 2006.08.01 02:54:00 -
[10]
Edited by: Maya Rkell on 01/08/2006 02:54:12 It's not a good idea for a lot of reasons, but the basic one is that it's even worse than implants as a disincentive to risk ships. And you WILL need those crew to compete in PvP.
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terje
ev0lution InsAne
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Posted - 2006.08.01 07:07:00 -
[11]
you could launch the slaves out as star bursts or flares to destract incoming missles, or even touristes
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Raan Kern
Shocky Industries Ltd.
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Posted - 2006.08.01 18:34:00 -
[12]
... Yes. The "crew idea" is very nice.
And let the crew to get experience through the time, which makes them better, and the ship in this way. The loss of the ship will be even worse in that way. :)
Also - make crew as a needed "component" in ship production, or make the ship not working without them, so the pilot will need to hire/buy them to use the ship. ___________ Nothing is determined
Please resize image to a maximum of 400 x 120, not exceeding 24000 kbs, ty - Cortes What? :P |

Clorthos
Gallente
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Posted - 2006.08.01 18:47:00 -
[13]
your crew should be ejected with you in the pod. This should save the risk of losing your crew as long as you can keep your implants plugged in. 27
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Ellaine TashMurkon
Em Pack HUZZAH FEDERATION
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Posted - 2006.08.01 18:56:00 -
[14]
Wuld You like to share Your 5 cubic meter-sized egg with 6000 crew members of a batleship? :) --- Bookmark improvements Player owned brokers |

Matilde20
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Posted - 2006.08.01 23:13:00 -
[15]
i like the idea. janitors and such items as marines or whatelse will have a usage in this game. they are useless now, totally.
-cargo hold -drone bay -crew rooms
when a battleship will blow up, it will be a carnage. Who drops marines and such crew members? npc? agents? nice idea anyway
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Sovereign533
Caldari 133rd Ghost Wing
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Posted - 2006.08.02 09:16:00 -
[16]
uhm... read the storyline... there is crew on your ship... but you are interlinked with the ships systems and modules... those things depend on how skilled you are, and not anymore on crew... and thus opperating more effectively... --------------------------------------------- Creation of the Human race, Power to overwhelm and Destroy... A product of effort and grace... The feeling of helplessness is your best friend savage. |

Ellaine TashMurkon
Em Pack HUZZAH FEDERATION
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Posted - 2006.08.02 10:50:00 -
[17]
There is a crew, so it affects things. Its simply not implemented in game. --- Bookmark improvements Player owned brokers |

Corporate Dispatcher
Amarr Interstellar Corporation of Operative Networks
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Posted - 2006.08.04 12:16:00 -
[18]
Posted - 2006.07.16 10:55:00 - [1] - Quote --------------------------------------------------------------------------------
Why not have crews for your ship.
You could have a "crew bay" much like the drone bay. Standard crewmen at moderate prices could fill it, and give some small advantage to the ship in some way.
If you take any structural damage, the crewmen could be lost or damaged.
Maybe even have advanced crewmen with specific skills. They cost alot and are hard to find. Like a medical officer that helps repair damaged crewmen over time, or a weapons officer that adds some bonus to weapns systems. An engineer or navigator... science officer.
Heck maybe the officers could become more valuable over time if they didnt get killed..
Maybe you could name them....ok maybe not that far...
I never liked the pod idea much, ruins my minds eye view of the captains chair, but I'm learning to live with it.
But the pod ships still have crews, or at least some of the fiction on the websight hints they do.
_______________________________________________________________________________
Glad to see it brought up again. I think it's a wonderful idea.
Space is so..... empty.
More little avatars like crew's and numbers, like.... population numbers and racial types on the planet info windows.
Numerical figures and iconic figurines of actual Humanoids might help to make space seem less "empty". 
The Interstellar Corporation of Operative Networks. (-ICON) "working together to find sollutions" |

Corporate Dispatcher
Amarr Interstellar Corporation of Operative Networks
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Posted - 2006.08.04 12:41:00 -
[19]
Originally by: Maya Rkell Edited by: Maya Rkell on 01/08/2006 02:54:12 It's not a good idea for a lot of reasons, but the basic one is that it's even worse than implants as a disincentive to risk ships. And you WILL need those crew to compete in PvP.
mmm just have em wake up as clones, where your clone is located, so they appear back in your hanger. Or maybe just a few of them. The ones that are hard to replace anyway.
It's too much of a "fun item" to just shelf.
The Interstellar Corporation of Operative Networks. (-ICON) "working together to find sollutions" |

Nama Saya
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Posted - 2006.08.04 12:43:00 -
[20]
Yup, very good id, I like it.

Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe
Albert Einstein |

Daygore Aracnus
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Posted - 2006.08.05 15:28:00 -
[21]
i was thinking that it would be a very small effect on the ship hence the very small numbers the reson for the very small numbers in a story point of view is that you are interlinked with the ship systems so much they crew would only be able to make some bits work better or be better orginised ie make it so you dont have to do all the work your self any more as there is crew members that are well trained in how to compliment a pod poilots command ablatys crew idea skill calulator in game |

Mr Xofar
Minmatar
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Posted - 2006.08.05 16:12:00 -
[22]
As much as I like the idea of crews affecting the performance of your ship, even slightly to get an edge, I think implementing the feature could potentialy throw balance out of whack. CCP would have to spend a cnsiderable amount of time ensuring that the effects of crew don't give any ship a greater advantage over another compared to the current system.
In other words, let's imagine two ship classes, doesn't matter what kind. Class A is way better than Class B in the current system, but with crews implemented and both ships with a full crew, does the class A ship still out-perform the class B ship with nearly the same efficiency, or does the class B ship now out perform the class A ship?
With the number of ships in the game, I certainly wouldn't want to be that part of the dev team to ensure the balance remains the same while only game play is affected.
[---------------------------------------------] Incompetent |

Dutarro
Kydance Radiant Industries
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Posted - 2006.08.05 16:28:00 -
[23]
Originally by: Maya Rkell Edited by: Maya Rkell on 01/08/2006 02:54:12 It's not a good idea for a lot of reasons, but the basic one is that it's even worse than implants as a disincentive to risk ships. And you WILL need those crew to compete in PvP.
Maya, rigs are already going to create the disincentive to risk ships. IMO, crew would have virtually the same gameplay mechanics as rigs, so who knows maybe that's where CCP is heading, i.e. crew unit = rig with a face.
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Daygore Aracnus
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Posted - 2006.08.05 17:27:00 -
[24]
that was kind of my starting point that if they are doing rigs why not add crew at the same time crew idea skill calulator in game |

Corporate Dispatcher
Amarr Interstellar Corporation of Operative Networks
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Posted - 2006.08.05 19:25:00 -
[25]
Originally by: Mr Xofar As much as I like the idea of crews affecting the performance of your ship, even slightly to get an edge, I think implementing the feature could potentialy throw balance out of whack. CCP would have to spend a cnsiderable amount of time ensuring that the effects of crew don't give any ship a greater advantage over another compared to the current system.
In other words, let's imagine two ship classes, doesn't matter what kind. Class A is way better than Class B in the current system, but with crews implemented and both ships with a full crew, does the class A ship still out-perform the class B ship with nearly the same efficiency, or does the class B ship now out perform the class A ship?
With the number of ships in the game, I certainly wouldn't want to be that part of the dev team to ensure the balance remains the same while only game play is affected.
Mmm Balance. Aye, that would be a mind gripper. It could be done though. Just a little number crunching, testing and jiggling.
Ooo heres a thought. Have "named" crew member(s) that are veteran rewards. That way there wouldn't be alot of the advantagous crewmen out there, and they wouldn't be able to be used by saaaay, a new player in a Velator.
The Interstellar Corporation of Operative Networks. (-ICON) "working together to find sollutions" |

Corporate Dispatcher
Amarr Interstellar Corporation of Operative Networks
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Posted - 2006.08.05 19:30:00 -
[26]
Originally by: Dutarro
Originally by: Maya Rkell Edited by: Maya Rkell on 01/08/2006 02:54:12 It's not a good idea for a lot of reasons, but the basic one is that it's even worse than implants as a disincentive to risk ships. And you WILL need those crew to compete in PvP.
Maya, rigs are already going to create the disincentive to risk ships. IMO, crew would have virtually the same gameplay mechanics as rigs, so who knows maybe that's where CCP is heading, i.e. crew unit = rig with a face.
Definatly go with a face Anything that improves the saturation of humanity into the game. Homo Sapiens perform much better if they feel they are "not alone out there" (Ref: Study done on chimps. One given a "mother like" doll, as apposed to one with nothing. The Chimp with the doll developed better emotionally. This says something about the Psychological impact of human interaction, even if the human is represented in doll/picture/avatar form.)
The Interstellar Corporation of Operative Networks. (-ICON) "working together to find sollutions" |

Daygore Aracnus
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Posted - 2006.08.06 13:48:00 -
[27]
it would be nice to have also somthing to do with all the janitors etc on ships these days, also it would open up the way for "passenger transport" to be more realistic (a long way down the line) crew idea skill calulator in game |

Daygore Aracnus
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Posted - 2006.08.06 13:48:00 -
[28]
it would be nice to have also somthing to do with all the janitors etc on ships these days, also it would open up the way for "passenger transport" to be more realistic (a long way down the line) crew idea skill calulator in game |

Gnord
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Posted - 2006.09.05 12:16:00 -
[29]
/signed
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Gnord
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Posted - 2006.09.05 12:39:00 -
[30]
Edited by: Gnord on 05/09/2006 12:39:36 Frigates: no crew Destroyers: 1 "crew" item neccessary, upto 2 "crew" items equipable ( I'll syntax this as 1//2 ) Cruisers: 2//10 Industrials: 10//100 Battleships: 100//200 etc bigger for larger ships.
and adjusted slightly for tech 2 depending on the type of ship.
Make it so that you can find elite'er crews on missions, but buy cheap crews or slaves at basically any station.
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