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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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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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Letheeth Kayl
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Posted - 2006.12.12 01:51:00 -
[61]
Lots of backstories hint at crews, especially on battleships, but most frigates (particularly caldari) are 1 man jobs, the frigate doesn't last long enough for you to fix it mid flight, you have to dock that beach and get it fixed. For crew getting better over time, just have them have a skill system, like us pod pilots, and our skill system. As for ship death, you can always tell your crew to eject, or they could try to make it to the escape pods as the ship starts to break apart (like 45% hull, and the crew starts running). As for controlling them once they're outside of the ship, well your guess is as good as mine, especially in 0 space. Maybe make them pick up able, like drones.
Lastly, the crew compartment would need to be large, as people are rather large (about 1m3 if you really want to pack them like sardines in a can. However, they wouldn't take up any extra space on the ships, because that's already included in the ship structure (through stories), just wasn't programmed into the game . . .
I'd certainly go hire the first load of Sansha Slaves I could find. They'd never run, no matter how damaged the ship was.
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Tarron Sarek
Gallente
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Posted - 2006.12.12 01:55:00 -
[62]
Crews would become yet another number to min-max.
All people who eagerly awaited ship wrecks, please raise hands. Now tell me if you're still enthusiastic about them.
Face it, stacking more and more of the same bonuses on top of each other doesn't create depth. If at all, it creates dull and unbalanced powergaming builds.
If maybe crews had very very very little effect (after all it's all about background and atmosphere, not about bonuses, right?) and elite crews would cost peak wages, well... it might work.
But then again, I'd rather not open another can of worms eating away at game balance. Rigs may suffice for the moment.
________________________ - Posting on forums is more arduous than sign language is for a blind man - |

Amira Silvermist
Yazata Spenta Aegis Militia
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Posted - 2006.12.13 13:43:00 -
[63]
I thinks its a nice idea, would sure improve the Amarr slave market. 
Amarr racial trait: Nerfbat damage resistance 0% |

Trajan Caldarin
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Posted - 2006.12.13 13:50:00 -
[64]
(just posted a separte topic about this same idea.....here's my thoughts)
I'm sure this has been discussed in the past but I feel it would add another level of depth and affinity with you ship if you had to recruit and manage your own crew as it feels a little unrealistic that your the only person flying a battleship. It doesnt have to be massive to start with just hiring a certain number of officers per class of ship i.e. Gunnery, Engineering, Navigator, Co Pilot, mechanic, experience astro miner, drinking buddy/pirate rogue etc....
One game I played in the past where you had to manage a crew was Silent Hunter 3, where you got to renown points for how effectivly you completed a mission which you could then use to select your own crew which gave you added benifits and modifiers. while this was pretty basic I feel you could really enhance this idea within eve and take it forward. It would be really cool if you were able to hire crew from space stations, be rewarded with certain characters when completing agent missions or if your a pirate character you could pick up survivers from destroyed ships which you could press gang into service or cut loose in a pod! Obvioulsly by yr recruitment choices you could customise yr experince further e.g. if your hired a grizzled engineering officer you'd recieve certain engineering benifits. It would also be linked to your corp faction standing/sec rating/socal skills and reputation on whether they are prepared to work for you or for how much.
You could also hire untested "cheap crew" or crew which have a low sec rating, they may turn out to be good crew or they could turn out to be a lazy bunch eventually give you negative modifiers to your star ship
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Franga
Caldari ClanKillers Dusk and Dawn
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Posted - 2006.12.15 08:03:00 -
[65]
This is a fantastic idea. I post to bump and further enhance the idea.
My thinking is that crew could be bought into the game and fit just nice and neatly with the new area that CCP are currently developing ... planetside environments! WHOOOOOOO-HOOOOOO!
You could buy your ships at stations and the like (as is currently the case) and you could definitely pilot them without a crew (make it an optional thing, obviously, rigs are optional, but it's not like [when they become reasonable in price] that people are going to fly around without them fitted for serious combat and whatever). However - should you want a crew, you go planetside and start hiring! There could be a special area you go planetside to hire the crew (recruitment office, bar, space academy) and at this point you enter into contract negotiations (for those who have the time and like to scrimp) or you just hire a preset crew ready to go (for those less inclined to care).
I love the idea of contracting the crew for a specific time. As for experience points for the crew ... not sure. My thinking is that it would be an absolute mammoth task to implement. Lotsa calculations going on there in addition to the already present calcs.
Also - different crew could be found at different planets (this would obviously go without saying ... but you never know). You're more comfortable and opulent planets may have the edge when hiring a crew for a hauler that you might use for trade. EG. They are traders themselves that are used to the high life and dealing with commercial types. Your harder and more inhospitable planets may produce better slaves or combat type crews. Who the hell knows? It's all up there for argument.
Also - the further out into 0.0 you go, the better the crews are. You could bring them back for purchase in empire. Another thing that would encourage the ridiculous amounts of people that still sit in 1.0-0.8 systems and 'are not ready for a player corp just now - you know, 10% tax rate of my mission/bounties just seems a little high' (/me gets all hot under the collar).
Any of this sounding good? It would be fantastic for CCP to implement this. The bonuses don't have to be big. Like Daygore was saying ... 0.1 percent per crew member or something along those lines. So that in the end the max bonus you could have would only be about 2-3% or something like that.
Anyways ... that's my two cents. ------------- Is it just me or am I amazing? It's just me? Damn. |
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