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Chasma Valdorius
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Posted - 2006.09.05 19:05:00 -
[31]
Edited by: Chasma Valdorius on 05/09/2006 19:15:13 Heck yes! . . . . . Crews are absolutely needed. The backstory hints at the fact that ships *used* to have crews, but the recent advent of pod-pilots has supposedly made them obsolete (as I understand it, when the Caldari were the first to start implementing them in their Navy, it supposedly gave them the edge they needed to hold off the Gallenteans... Gallentans... Galleantans... however you spell it, those guys -- because the pod-pilots were better able to interface with the ship's systems, and they had less fear of dying, what with clones and such). However, I can't believe that any single pilot can handle the myriad of little details at once that even a frigate captain would have to deal with, let alone a Battleship! I mean, even if he'd known how to fix a broken warp core, could Kirk have done jack down in Engineering from his spot on the bridge? No, he had to call down to Scotty to fix it! . . . . . Perhaps if they weren't necessarily human crews, but droids/robots/drones? I'd still like a human at the weapons console, though... In any case, it would make sense to have a captain who is a part of the ship and crew-members who run around doing his/her/its bidding.
. . . . . To respond to those who want a basic crew provided standard: finding a crew takes up a majority of half of all the Pirate/Sea Adventure stories ever! You spent half of Monkey Island just getting a ship and a crew... it isn't supposed to be easy! :P
Anyway, just my thoughts.
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Illegal
KDM Corp Firmus Ixion
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Posted - 2006.09.05 20:00:00 -
[32]
i love the idea of crews, hate the idea of them gaining experience for the sole reason of 'grinding'
the biggest reason i think this is a good idea is as follows:
CCP want battles to last longer so they can further micromanage fighting (read: subsystem targetting) by having crew that add to HP, speed, reduce sig etc.. battle's could potentially last longer, which could open the window for CCP's hoped future micromanagement.
i have an idea about reloading that i'd like to post about but some other time, ill cross link crew with that when i make the post.
also, crew 'payment' could be made to be a working payment due function like Rent: WAGES : 10,000 isk : 2006.09.05 : 01.05 : Illegal : Shield Maintenance Crew : Caldari Navy Raven "GSS Kristin" : 30 days
if not paid in 30 days they leave ^^ :D
Crew could be expanded upon exponentially, tracking speed, rate of fire, optimal range.
You fly an interceptor, you stock up on Engine Crew, Signal Calibration crew, together they make your inty go faster and have a small sig radius, you swap into a sniping geddon, you have some Sensor Calibration Crew, and Long Range Targetting Crew (getting original with names now ) to improve your locking times (and max lock range) and optimal range of turrets etc...
to address Maya's post about crew thus becoming a MUST have, and being lost, i dont see that pirates use a lot of implants and lose them all the time.. those that do only use the cheaper implants, easy to lose, and if crew are paid on a monthly basis rather than annual, then they would remain relatively inexpensive. (they could drop in containers too when you blow up, or "crew capsule" that can be looted and then put to work on YOUR ship. --
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Chasma Valdorius
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Posted - 2006.09.05 20:08:00 -
[33]
Crew escape pods, definately. Heh, and you could enslave captured crew if you didn't want to hire them yourself! Free slaves! :D Um... not that I condone slavery. Unless it makes me a profit...
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Mik Nostrebor
Minmatar ORKS
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Posted - 2006.09.05 23:47:00 -
[34]
I like the idea. A lot of different ways they could be implemented. Lots of flexibility. It could even lead to their being an actual slave trade from captuing specialized crew and selling them.
As far as the back story is concerned there is a story on the website about a crew member being hired by a pod pilot and later getting killed. So in some ways the back stories DO have crew members. It is just that a pod pilotted ship requires less (or no) crew to basically operate.
Besides, there may even be crew types that are available only to people with -ve sec status. What about guirista, slave or angel crews being a commodity that can be bought/earned (LP reward?) from doing pirate/amarr missions?
Also, currently we have precedence for crew being dropped in cans as loot in a number of places. There are rules for not putting people in cans in your hold and such. For crew quarters, why can't there be accomodation units (cans) that you put in your cargo hold? That you can only install a crew member into a crew slot from within an accomodation can?
You can also look at crew providing indirect effects as well. Effects that we don't currently have like:
a) cargo bay crews can extend the range of tractor beams b) cargo bay crews to increase the volume of containment fields (jet cans) c) engineering crew to increase warp drive speed and efficiency, d) gunnery crew to decrease the re-load time of weapons e) Emergency crew to provide structure hardness/minor repair (supplementing damage control mods) f) Crew for drones. Manned drones! Like fighters and miners might be fun. This could mean that BC or BS's and above could have a 'fighter drone' as a ship's boat or something. g) Marines could be used to board an enemy ship that is under 10% structure. Lots of scenarios and risk there. What happens if a ship is captured and the pod piolt doesn't eject? Are they captured too? Does the boarder get to keep the entire vessel? How do they get it home? Do they just strip all the mods off it and leave it floating in space? What happens if your marines are defeated by the marines on the boarded ship? Can a pirate tank the abuse that he gets while his marines are trying to capture the victim's ship? What happens if the pirate actually dies but his marines win?
Another thing crews could do is to provide messages warning when cap is low or shields are low or armour is low etc. 'Cap'm, the engines canna take any more!" "Cap'm, the shields are gonna blow!". Like the overview, you can give standing orders of what warnings you want your crew to give,
What about having crew automatically turning off shield booster mods if cap gets to x%? or automatically turning on armour repair mod if armour is reduced below y%? What other actions could be programmed into your ship ops that you could use crew to do?
Another idea could be that if you have Nav crew an option turns up on your nav menu for celestial objects: "align ship for warp". Nav crew might even reduce the time it takes for warp drives to operate once ship is aligned. Also, since there is no current defence against webbifiers, perhaps nav crew could provide a %age reduction in web effects?
what effect would an ex-minmater fleet ship liason officer have on fleet agent standings?
OK, perhaps having an NPC onboard might open up a new strand of missions? Imagine crew-based missions. People would pay a high price for a COSMOS crew member! LOL. What if some crew acted as trators and ratted you out to the local pirates causing a mob of angels to warp in and attack in certain circumstances (eg your armour goes below 20%)?
The list goes on. There are many many things in Eve that could be modified that are not being modified. Things that don't always have a direct bearing on damage dealing or tanking but could make a difference in ship operations, trading, standing, intel, events, loyalty point offers, agent behaviour etc etc etc.
Not only that but having station staff might be an idea too?
AUSSIE AND KIWI EVE Fansite |

Par'Gellen
Gallente Low Grade Ore
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Posted - 2006.09.06 12:21:00 -
[35]
Love this idea!
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Darksaber64x
Ecchi co.
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Posted - 2006.09.07 21:47:00 -
[36]
It's a good idea... but like mentioned above a few times, all the ships players can fly in this game are pod based ships. They don't even have life support systems I bet. No hallways, walkways, anything. Just a space for a pod, weapons, engines, cargo, drones... etc. CCP would have to write a new backstory as to why suddenly all ships had room in them again 
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Liviy
Gallente Silver Eagles
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Posted - 2006.09.07 22:31:00 -
[37]
Love the idea...I hear CCP are considering it...
It would give another level like the rigs/modding idea that they are working on so that the same type ships have more varied levels.
One way to get over the whole ship destruction thing is possibly to have a crew life pod dropped, like a container that could be picked up within a certain time...or if the enemy pick them up they automatically become slaves or hostages or something? ;)
Murphy's 1st law of combat - "Incoming fire always has right of way!" |

Liviy
Gallente Silver Eagles
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Posted - 2006.09.07 22:50:00 -
[38]
Also...you could use the marines to send them over to try and board the ship or take out certain sub-systems :) They jump in a little boarding ship which is targetable and then starts attacking and if you have marines on the ship being boarded they can try n repel the attack! :)
Murphy's 1st law of combat - "Incoming fire always has right of way!" |

Alessar Kaldorei
Caldari Free Space Alliance
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Posted - 2006.09.08 00:46:00 -
[39]
Love the idea. Has a lot of potential (what about morale, for instance? Spend 3 hours camping a gate and your crew's effectiveness diminishes!). Plus, the backstory on the game needs to get a bit more screentime.
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Chasma Valdorius
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Posted - 2006.09.08 02:20:00 -
[40]
Wow, Liviy... way to not read any of the posts before you! :P All in good fun.
I want to order around a crew! Make it happen!
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Karon Wodens
LFC
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Posted - 2006.09.08 02:24:00 -
[41]
Originally by: Sovereign533 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...
I think one of the chronicles detailed how "when he willed it, the messages were sent to his crew which immediatly began fire upon the enemy vessel, maintaining and overseeing the mechanical aspect of the process" or something like that.
But overall I like the crew idea as it opens so many possibilities... after all... what happens when one faction seizes another faction's crew that's left alive in the wreckage? Hostages and prisoners of war! That's what...
Caldari Prime: Think of that moment, remember what they did...
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Revenant Force
Gallente ironwood ink
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Posted - 2006.09.08 02:45:00 -
[42]
Wicked idea. This would add a lot more realism to the game and a whole new branch of interesting tactical options. Very cool. 
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UniqueOne
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Posted - 2006.09.08 12:20:00 -
[43]
No mention of marines. Why not allow marines to board enemy ships and take them over?
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Tanisha
Minmatar Minmatar Privateer Co-op
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Posted - 2006.09.08 12:45:00 -
[44]
here is a small example of the backstory containing detailed accounts of Crew on ships, the same ships we fly in game now even.
http://www.eve-online.com/races/theodicy/
BTW, one of the best short stories I have Read :-) -------------------------------- I just fly the ship :-) |

Cygnet Lythanea
Ninjitsu Heavy Industries Black Sun Alliance
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Posted - 2006.09.08 16:05:00 -
[45]
Ship crews are an idea that's been brought up over and over. Many people complain that, like implants, they are designed to make people disinclined to lose their ships. Personally, I think that ship loss sould be penalized, but that's just me. A good captain DOES try to avoid deliberatly destroying his battleship or going on suicide runs. Non Nobis, Domine, Non Nobis, Sed Nomine Tuo Da Na Glorium |

Miss KillSome
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Posted - 2006.09.08 17:21:00 -
[46]
crew should have experience rate, so it gains exp while in fights, with destroyed ships, range traveled, etc.
captains would then think twice if taking risk of loosing crew, which has alot of experiences and gives u alot of bonuses..
maybe in that way, with exp, crew should advance in t2 crew..
imagine market possibilites with tradeing crew..
maybe a facility to train crew? like research and manufacture..
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Krist Valentine
Amarr Bad Omen Syndicate
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Posted - 2006.09.08 19:24:00 -
[47]
Great idea. I'd love to see a use for Exotic Dancers. That'd probably be something like +50% Ship Pimpology. - - - - - Yarr? |

Adonis 4174
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Posted - 2006.09.08 23:47:00 -
[48]
Wouldn't this just be a fourth slot, below lowslots?
Ship X gets 7 hislots, 5 medslots, 4 lowslots and room for 3 specialist crewmembers.
----- Russell T Davies is my master now. |

Strikeclone
Caldari Starscreamers
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Posted - 2006.09.09 06:39:00 -
[49]
Originally by: Sovereign533 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...
only the smallest ships in eve like some frigates and carrier fighters are 1 man ships.
all others have a crew from a few to a thousand or more, they maintain the ship and implement the pilots orders. you simply cant run a 2km ship on your own, and robots and other automata can only assist so far, what happeneds whey they break down or are damaged in combat.
its just a sad fact that ingame the crew are not represented, eventhough its been a staple topic on teh suggestions forum since the beginning
Strikeclone Celer Et Audax Caldari Prime will be ours again!
Hoist Battle Ensigns
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Shiraz Merlot
Octavian Vanguard RAZOR Alliance
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Posted - 2006.09.09 11:54:00 -
[50]
always loved this idea. beats "rigs" imo.
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Zikke
Gallente
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Posted - 2006.09.11 10:24:00 -
[51]
The idea is nice but honestly there's enough crap to worry about as it stands. A crew will mean there's more to hire/buy and more risk when you're using your ships.
-------- Get over it. (TM) |

FactorzGT
Quantum Industries
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Posted - 2006.09.12 03:16:00 -
[52]
i think it's a great idea ... but to play devil's advocate - it is not the concept of a pod based spacecraft ... this is the way CCP has always had the game, and to introduce crew would dramatically shift this principle of gameplay ... also there are SOOOOO many variable that have to be played against each other ... stacking penalties, how does crew run @ 50% ... would exotic dancers increase the morale of crews? ... how to keep it balanced ... etc ... i love the idea but i say for now lets allow them to focus on lag and escrow and petitions before we sweat the crew concept
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Karash Amerius
Amarr O.E.C
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Posted - 2006.09.12 16:10:00 -
[53]
I like this idea (although the specifics could be worked on).
I also want to add that NOS and NEUT should be able to kill crew members.
Merc Blog |

Arakcheev
Caldari Gallente Mercantile Exchange
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Posted - 2006.09.12 18:00:00 -
[54]
Originally by: Liviy Love the idea...I hear CCP are considering it...
Heard from where?
I love the idea. I don't agree with the crew gaining exp though. You get what you pay for.
Which brings me to my next question: Would you have to pay a salary?
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Dnaltrop Nogero
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Posted - 2006.09.12 18:08:00 -
[55]
Ok, that's a damn good idea if it's implemented correctly.
Regarding crew escape pods... It's their own damn fault if they dont pay for a clone in such a dangerous industry. 
~~~~ Men often decieve themselves in believing that by humility, they can overcome insolence. She's not your satellite, she doesn't miss you.
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Crawler
Gallente Solar Wind
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Posted - 2006.09.12 18:16:00 -
[56]
having crew escape pods would mean that atleast some of your old crew could rejoin you, and you got to remember they are workers and not ship owners. also the clone tech only works if you are in a closed space like a pod.
just remembered you need to pay your crew or they will find a better ship to serve on so no leaving your account for to long _____________________________________________ yawnnnnn |

Patch86
Di-Tron Heavy Industries
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Posted - 2006.10.14 22:50:00 -
[57]
Slight necro, but I think I can get away with 1 month 
Absolutely yes, yes, oh god yes. Crews could work just like implants / extra modules for your ship, and have various bonus's from ship performance (speed, hp, locking time, what have you) to module based (weapon tracking speeds, say) to gang bonus's, and etc.
In fact, it makes a hell of a lot more sense than rigs 
-----------------------------------------------
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Jet Collins
Dynamic Endeavors
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Posted - 2006.12.11 20:38:00 -
[58]
I belive at one time in the ship info it listed # of passengers.
I think it would be cool if you need crew members to fly the larger ships 
Frigs and shuttles you can obviusly fly by yourself, but anything larger you would need a crew. And this crew would not provide any extra bonuses, they would just be required. As the better standing you have and longer you have gone with out losing a ship the cheaper you can buy a crew for, possibly get better crew which might provide some bonuses . Only good PvP will survive whhhauhahha
Dynamic Endeavors is now Recuiting.!!
Contact me in game for deatails about the corp. Mostly a PvE corp, with Jump clones avaiale in Empire and 0.0. |

Mephesto Nizal
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Posted - 2006.12.11 22:59:00 -
[59]
a veterancy system would be nice. The longer you fight with a crew on specific ship effectivly with success, the better they'll perform
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Fumonchu
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Posted - 2006.12.12 01:43:00 -
[60]
Originally by: terje you could launch the slaves out as star bursts or flares to destract incoming missles, or even touristes
Love it! Die gallente tourist filth DIE!
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