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Mathegar
Blacksteel Mining and Manufacturing Renaissance Federation
0
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Posted - 2014.10.05 02:49:00 -
[1] - Quote
Ship Crews
The point of all this text: The rich lore in EVE always suggests that though capsuleers have the ability to pilot starships with their minds, all of these have a crew onboard. However, ship crews have never seen an incarnation in the game itself. Below, I describe with some detail how ship crews could be implemented into EVE as a new 'item'. These are designed to spur the economy as well as set new long term goals for pilots. Yes its a little long, but how could I propose something for EVE that would not be complicated ;)
*** The text is so long, the forums dont accommodate it... Full idea available here
Crew item characteristics: Crews would be like any item in EVE, tradable, lootable, etc. Acquiring crew: Crews would be purchased in select stations across New Eden and could drop from NPC's as well as player characters just like regular items. For example, on destruction, perhaps only 12 units from the crew of 200 of a BS would drop.
Fitting: A new 'crew' slot would be created. So this changes nothing to the current hi-mid-low slot balance of ships. Not having a crew fitted would be the baseline stats we all know today. Multiple crew units would be required for larger ships. For example, Frigates would require 1 unit of crew, where Cruisers would require 25, BS's 200, 500 for Carriers and so on. Or whatever permutation works with the real lore.
Crew characteristics: Race Specific: Crews would be race specific to all 12 factions (4 main factions (high sec) as well as all pirate factions (low/null sec) as well as ORE) and this would determine where they would drop from NPC's and where they can be purchased in stations from NPC's. Each race will have race specific bonuses. For example, Gallente and Amarr crew get a bonus to armor tanking. This dynamic promotes a healthy trade network across New Eden. Finally, only crews from one race can be working on one ship. This simplifies how bonuses are calculated. And could you imagine a ship half crewed by Minmatar and the other half Amarr? Likely not a recipe for efficiency.
Crew characteristics: Crew Skill requirements: Crews would be required to train to fly ships just like capsuleers. They would have the same skill requirements as capsuleers (i.e Frigate and Destroyer lvl 3 to fly in a Cruiser crew). Any faction crews could train to operate any starship from any faction, however their base bonuses would remain unchanged.
Crew characteristics: Gaining crew Skill Points: This would take on two dimensions. First, crews could gain SP if they are signed up in an Academy (more on this later). Second, crews would gain SP when aboard a ship while a player is actively online. A crew in a Cruiser only gains Cruiser SP. You could not train a crew for Frigate lvl 5 in a Cruiser. All SP gain would be passive as it is in EVE but a varying rates depending on the academy quality with "hands on in space" being the fastest way to earn SP. Also, SP gain is again race/faction specific as it is for Capsuleers.
Crew characteristics: Crew Bonuses: How crews affect ship statistics could take on numerous permutations. Here is one that provides some depth, but is manageable with the scaling mechanic and existing gaming mechanics. Crews, from the start, could boost any statistic that is currently in the Leadership skill tree. For example, all crews could boost armor similarly to the Armored Warfare skill. The pilot would pick 1 active boosts at a time, but all would be available to chose from. This number could scale up with ship size as well. Selecting one boost over another would have a longish cool down to avoid switching constantly for the situation and getting the crew really confused ;). The race specific bonuses would be reflected in their expected areas. For example, Caldari crew would have a flat 5% bonus to shield hit points that would add to the base % increase due to Crew skill level. The base % boost would increase with skill level in the specific ship class from 1 to 5 just like everything else in EVE.
Crew scaling mechanic: Once a crew has the base requirements to fly a ship, lets use the previous example of a crew with Frigate and Destroyer lvl 3. This crew can be joined up with others to fly in a Cruiser. This specific crew would have 0 SP in cruisers. Each crew aboard a ship earns SP independently from the others on the ship. With regards to how bonuses would be calculated, a simple average over the crews individual bonuses could be applied to measure the bonus the total crew provides to the ship. Remember, they are all of the same faction, so the faction specific bonus is always the same.
New station services and player structures: A new faction specific training academy service would be available in their respective stations. Here, a player can send crew to be trained just as we currently set an order for manufacturing. Also, new faction specific modules for POS's could be Crew Academies where crews would be trained as they are in stations. These services could also be rented out. They would come in varying sizes (S/M/L) to accommodate varying numbers of crew.
Here are the other subjects i discuss in greater detail in the google doc here Isk sinks: New skills: Long term goals: New voice sounds: Thanks for reading and I hope this stirs up some interest o7 Mathegar
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Remiel Pollard
Shock Treatment Ministries
5717
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Posted - 2014.10.05 02:56:00 -
[2] - Quote
The whole idea behind being a capsuleer is to make crews redundant to reduce loss of life in combat and improve the efficience of starship operations. Relaying orders from one person to the next before anything happens is a lot slower than a capsuleer thinking it into happening.
This idea is not 'something new for EVE' at all. Would crews be a fun little thing to do? Maybe, but many would say they'd be more of a hindrance, especially in PVP, and that's exactly what they are in the lore as well. Compared to the speed that a capsuleer can operate his or her ship, crewed ships are much less effective. That's why your regular mission or belt rats are so easy to disperse. GÇ£Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.GÇ¥ - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104 |
Doc Fury
Furious Enterprises
6655
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Posted - 2014.10.05 03:02:00 -
[3] - Quote
Gû¼Gû¼Gû¦ Features & Ideas Discussion
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To all the goons and CFC still crying over the proposed power projection changes: CCP is not trying to ruin the game, they are trying to ruin your game. |
Obsidian Hawk
RONA Corporation RONA Directorate
1155
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Posted - 2014.10.05 03:16:00 -
[4] - Quote
Been suggested before. All ships have crews but they do little for capsuleer ships other than make sure everything is working right. |
Commander Kegel
Lusitan Initiative The Bastard Cartel
5
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Posted - 2014.10.05 04:21:00 -
[5] - Quote
I think it's a good concept but I believe the implants that you can use are crew, as you describe it. Your mind is altered to know everything that the crew would know.
Doing something aviation related in the real world, I will say that even though the crew is game logic... it would give you an artificial sense of responsibility to someone other than yourself if they gained experience as you progress. |
Nevil Oscillator
7
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Posted - 2014.10.05 04:59:00 -
[6] - Quote
This thread had some thoughts on the matter Crew
People seem to have a few different ideas about what a crew would do. With Sci-Fi it is ok to say that technology is such that they are not necessary but I'm not sure saying they are completely redundant hold water quite as well or saying that the ships capsuleers use have crew.
Seriously would you crew for pod without having one yourself ? That's nothing, I killed a Megathron with a teaspoon. |
fudface
ACME-INC
65
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Posted - 2014.10.05 07:21:00 -
[7] - Quote
no
none of my ships have a crew, there is only me and my pod AI doing it all.
i do get paying passengers but they are confined to the cargo hold inside a jettison container fitted out for survival.
having a crew on your ship is like having a dog and barking yourself.
personally i think all those pod pilots who insist on having a crew on their ships are just serial killers and mass murderers.
my 2 isk worth
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Abrazzar
Vardaugas Family
4800
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Posted - 2014.10.05 08:13:00 -
[8] - Quote
Crews. Similar to industry teams. Only for player corporations. Bid on by the CEO/Directors. Assigned through roles. CEO and Directors can't get them, thus excludes one man corps. Boost to community creators, nice ISK sink, crews only last a few weeks before retiring. Sovereignty and Population New Mining Mechanics |
Destination SkillQueue
Are We There Yet
6636
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Posted - 2014.10.05 09:08:00 -
[9] - Quote
Abrazzar wrote:Crews. Similar to industry teams. Only for player corporations. Bid on by the CEO/Directors. Assigned through roles. CEO and Directors can't get them, thus excludes one man corps. Boost to community creators, nice ISK sink, crews only last a few weeks before retiring. That's a totally pointless limitation to inject into the system and penalizes people in leadership positions. Even a single account player can make a 3 man corp, so it's easy to bypass anyway. Larger corps have more funds to waste, so they have a natural advantage in your system anyway. If a one man crop can outbid all the real corps, it should be able enjoy the benefits without jumping through some unnecessary hoops just for your amusement. |
Abrazzar
Vardaugas Family
4800
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Posted - 2014.10.05 09:40:00 -
[10] - Quote
Destination SkillQueue wrote:Abrazzar wrote:Crews. Similar to industry teams. Only for player corporations. Bid on by the CEO/Directors. Assigned through roles. CEO and Directors can't get them, thus excludes one man corps. Boost to community creators, nice ISK sink, crews only last a few weeks before retiring. That's a totally pointless limitation to inject into the system and penalizes people in leadership positions. Even a single account player can make a 3 man corp, so it's easy to bypass anyway. Larger corps have more funds to waste, so they have a natural advantage in your system anyway. If a one man crop can outbid all the real corps, it should be able enjoy the benefits without jumping through some unnecessary hoops just for your amusement. Well then scrap that limitation, it's not that important anyway. Sovereignty and Population New Mining Mechanics |
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ISD LackOfFaith
ISD Community Communications Liaisons
1721
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Posted - 2014.10.05 15:52:00 -
[11] - Quote
Thread has been moved to Features & Ideas Discussion.
Also, feel free to consult the 51 pages of previous discussion found by searching "crew" in F&I. ISD LackOfFaith Captain Community Communication Liaisons (CCLs) Interstellar Services Department I do not respond to Eve Mail or anything other than the forums. |
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Lugh Crow-Slave
Guardians of the Morrigan
95
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Posted - 2014.10.05 15:58:00 -
[12] - Quote
does the search button just break on weekends? |
Jack Carrigan
Order of the Shadow The Revenant Order
1908
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Posted - 2014.10.05 16:18:00 -
[13] - Quote
Old suggestion is old. "War is not measured in terms of who wins or loses, who is right or wrong.-á It is measured in terms of who survives"-á |
FT Diomedes
The Graduates Forged of Fire
559
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Posted - 2014.10.05 18:01:00 -
[14] - Quote
Don't ask for something before you think through the consequences. If CCP did implement crews, it would be accompanied by a corresponding nerf to ships to avoid power creep. Then you would just end up back at square one. All you will have done is add another annoying mechanic. This is my signature. There are many like it, but this one is mine. |
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ISD Ezwal
ISD Community Communications Liaisons
2428
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Posted - 2014.10.06 08:16:00 -
[15] - Quote
Thread locked.
The Rules: 17. Redundant and re-posted threads will be locked.
As a courtesy to other forum users, please search to see if there is a thread already open on the topic you wish to discuss. If so, please place your comments there instead. Multiple threads on the same subject clutter up the forums needlessly, causing good feedback and ideas to be lost. Please keep discussions regarding a topic to a single thread. ISD Ezwal Vice Admiral Community Communication Liaisons (CCLs) Interstellar Services Department |
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