
Kenneth Skybound
The War Den War Rats
112
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Posted - 2014.09.19 14:31:00 -
[1] - Quote
Herzog Wolfhammer wrote:CCP Falcon wrote:Crumplecorn wrote:One angle I've read is that ISK is worth so much to non-capsuleers that even grand rewards for the crew of their ships would not make a noticable impact on their wallets, so they actually get paid very well if they survive.
In which case they are basically just risking everything they have in hopes of a big payout. Given the very good chances of never seeing that payout, you gotta wonder what kind of people would sign up for that, but it's their choice so whatever I guess. This sounds weirdly familiar. This is pretty much it  One question that's been on my mind is, if you fly an Amarrian ship, does that have slaves working on it? Also, if you are say Caldari and you get a Gallente ship do you have a Gallente crew? Makes me wonder.
Hrrm, this spawns an interesting idea.
Suppose that ship hull bonuses are not from the capsuleer entirely so much, instead also being from the crew. With a mere level 1, you're getting the first crew who rally to you (often foreign crew, looking for any work). They do not understand the full workings of the ship or even a large number of the systems built into it, making poor work overall.
Level 2 would be at least some trained crew, mostly in station command positions, directing those who are untrained. Better than before, but not efficient.
Level 3 means that the instructions given by the capsuleer are much more specialist, demonstrating a more refined knowledge and training and thus bringing about much more trained crew willing to fly with the pilot. Most of these crew will be moderately trained in the systems used on the ship, although certain limitations both in their knowledge and the capsuleer commands still hold the ship back.
Level 4 means the capsuleer is now at a very proficient level and can convince a fully trained crew to join their every station. While the crew now all assuredly know what they're doing and most have experience with that specific ship hull, the capsuleer isn't perfect yet and still misses important commands or misdirects the various command stations here or there. The dutiful crew follow commands as told, despite the inaccuracy.
Level 5, now there is no weak link. The capsuleer is at his or her prime in understanding, knowing fully every system built into the ship. While single portions of ship handling may not be at full power, the ship-specific subroutines and intricacies are fully understood and orders given match this. With comprehensive training in the general topics of ship handling, the capsuleer can now command the absolute best out of his or her crew on that specific ship, as well as ensuring no crew members are able to lie about their experience by having the insight to see through their bluff at recruitment.
Okay, that was a bit lengthier than intended, sorry. One final comment I can draw from the way I've written it though is the shifting focus across the levels. At the start, it's the crew which is handicapped, while level 4 and 5 are more to do with capsuleer capability. Perhaps, if this ideology were made canon, it could explain and innovate more faction buffs, modules requiring lesser skill yet giving greater buffs because they utilize specialist crews with certification of training, tied to the faction item for the increased pay. These well trained individuals suffer an inexperience captain for the empire-controlled pay bonus they get.
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