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Cloora
APEX Unlimited
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Posted - 2007.02.15 18:47:00 -
[1]
Edited by: Cloora on 15/02/2007 18:51:23 Edited by: Cloora on 15/02/2007 18:47:15 Reading pretty much all the backstory, I have learned about the Pod and how we are inside in a goo with controls directly linked to our mind. We can control ships function with a thought.
So with this I can see the size of a Frigate doesn't leave much for any crew now does it? The visible c o ckpit on my Merlin leads me to believe that there just isn't enough room. But what about my Cormorant? My Carcacel? And what about Ravens? Do they have crews? If so, how many on each ship gets killed with each ship that gets destroyed? What do they do if I can control all the systems with a thought?
Would it be safe to say that The Ship Command skills are increasing your ability to pilot the ship in question? Or is it Commanding the crew on my ship? Is this just abstracted and not really discussed?
Well it shouldn't be with how precise and specific every thing else is in the EVE universe.
We should be able to buy and upgrade crews like modules. A ship is only as good as its crew is an old saying. So if we pay more money for a better crew maybe we can get some small bonuses to ship funtions?
Maybe you would start with a novice crew for starters. You pay more to get a veteren crew or an Elite crew. And teh cost goes up with the size of the ship and the size of the crew.
Make the cost reflect the bonuses and the lives that these brave souls risk by flying with you in your protective and basically immortal Pod/Clone system.
Ideas?
I think this would add another fun part to the game.
And since noobs fly frigates and frigates ar so small they don't have crews so noobs don't have to worry about that aspect of the game yet to further complicate things.
EDIT: C o c kpit should not be edited. Its a part of the ship for pete's sake! ======================================== Production Assistant of APEX Unlimited Pilot of the ACV Digger (Retriever) ACV Respite (Carcacel)
"It's none of my business what I think of you." |

Wolf Pershaw
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Posted - 2007.02.15 18:52:00 -
[2]
Yes, there are crews on ships, you don't see them but who actually reloads your missiles. I believe frigs are crewless, but in a battleship, there might be 100 or more actual crew members.
Read the Short stories and chronicles. where's the rest of the EVE population.... maintaining your poor flying skills and active ships in dry dock...
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Serendipity007
Caldari GoonFleet GoonSwarm
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Posted - 2007.02.15 19:00:00 -
[3]
I agree.
There should be crew slots for ships, especially Cruisers and larger.
I would really like to see crew XP, as in crews that increase their bonuses as they gain experience.
If you take hull damage, you should start losing crews.
You have factional crews, that would say give 1% ROF bonus for Caldari ships. Have rat complexes and missions have a chance to drop special pirate crews.
Finally we would have a use for exotic dancers. 5% increase in bonuses for all crews except Amarr. Janitors would increase bonuses by 2%.
Would be interesting. ___________________________________________________ "I'm an engineer, not a miracle worker!" - Scotty, Star Trek: TOS
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Matthias DuBastyra
House Draconis
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Posted - 2007.02.15 19:01:00 -
[4]
Edited by: Matthias DuBastyra on 15/02/2007 18:59:59
I think this is an awesome Idea. You know how in the hi-slots a ship will have a number of hi-slots available but not all of them will be usuable for turrets and or missile bays? You could do the same thing with the new rigs slots on the bottom. Like rigs, they can be salvaged. Unlike rigs though, they can removed without penalty. This could add another level of complexity to the game. A named crew could be like:
Gallente Navy Academy 'Duripant' Navy Academy 'Duripant Rough Necks' 'Duripant Special Ops'
and if you have affiliation with the crew, i.e.: You are a Gallente pilot using a Gallente crew, you would get another bonus and if you are from the same school as the crew (both from special ops) you would get yet another bonus.
Possible restrictions could be using a Gallente crew on an Amarrian vessel reduces its effectivness. Using a crew that is racially different from you also gives a penalty (especially in light of the upcoming faction wars.)
Just my take on things. Matthias DuBastyra Imperiadux of House Draconis
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Sathrai
No Quarter. C0VEN
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Posted - 2007.02.15 19:06:00 -
[5]
Ships do indeed have crews. Somebody will probably dredge up the old screenshots of ship "schematics" at some point, but it's pretty clear that even a pod-piloted battleship has thousands of crewmembers manning it.
Would be neat to do some playing around with upgrading the crew, but that's probably a pretty long way away - after heat and subsystem damage, perhaps.
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Lyzander
Caldari Mugen Academy
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Posted - 2007.02.15 19:11:00 -
[6]
Edited by: Lyzander on 15/02/2007 19:09:03
Originally by: Wolf Pershaw Yes, there are crews on ships, you don't see them but who actually reloads your missiles. I believe frigs are crewless, but in a battleship, there might be 100 or more actual crew members.
An Apocalypse-class battleship has well over 6000 crew members.
Originally by: Hands of a Killer ...Daren Athaksis was confirmed as one of six-thousand three-hundred and fourteen reported casualties resulting from the destruction of the Apocalypse-class battleship "Dam-Imud." His post was filled within three days. His family was not notified.
Hands of a Killer
I think it's a rather good idea... Although as mentioned, I suppose it could be considered that your skills represent in part your ability to find more skilled crew.
Crew upgrades in the same sort of sense (for mechanics) as rigs might be fun though.
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Illyria Ambri
Caldari
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Posted - 2007.02.15 19:23:00 -
[7]
We need all the security and ensigns to wear red shirts :)
------------ This is not War... This is pest control - Dalek Sek
Happiness is a warm railgun |

Alumion
Amarr Dragons of the Twilight Sun
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Posted - 2007.02.15 19:36:00 -
[8]
Originally by: Illyria Ambri We need all the security and ensigns to wear red shirts :)
It's enough if they are minmatar. Most of the crew of amarr ships are made up of minmatars so maybe they can use slaver hounds for motivation 
---
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Vansard
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Posted - 2007.02.15 19:38:00 -
[9]
I also like the idea, but you do realise that this will mean: - millions of innocent crew members dying each day in the galaxy ;-) - in deep 0.0 stations millions of crew members magically appears as hundreds of new battleships are being built ;-)
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Kiviar
Caldari VorthosCorp
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Posted - 2007.02.15 19:56:00 -
[10]
Originally by: Vansard I also like the idea, but you do realise that this will mean: - millions of innocent crew members dying each day in the galaxy ;-) - in deep 0.0 stations millions of crew members magically appears as hundreds of new battleships are being built ;-)
Life on planets is supposed to be hard, crouded, and opressive. Therefore lots of people are willing to take the chance to better their lives onboard spaceships.
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Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.02.15 20:07:00 -
[11]
I don't particularly like the idea of buying upgraded crews. It just makes isk more of a factor than it is already, and doesn't seem to fill any need that isn't already covered by implants and rigs.
What I do sort of like is something a bit different where your different crew departments gradually get better until your ship is destroyed. Ideally, these would provide small, general bonuses, and the effect would be enhanced by a set of Char/Will-based Command skills.
(Or maybe better yet, crews should gradually degrade until they die because of stress, rampant drug use, and SSPAAAACE MMAAAADDDNESSSS, and the skills just slow that down. That way you don't have only high-sec NPC-corp carebears running around with uber crews. ) * * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |

Illyria Ambri
Caldari
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Posted - 2007.02.15 20:10:00 -
[12]
Hmm with the new heat effects being introduced at some point..
If they made crews part of it.. valid tactic.. superheat the enemy ship to kill off the crew then board and capture the vessel?
Amarrs this may be your bread and butter since lasers do thermal
------------ This is not War... This is pest control - Dalek Sek
Happiness is a warm railgun |

Emily Spankratchet
Minmatar Pragmatics
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Posted - 2007.02.15 20:53:00 -
[13]
I've seen the idea before. It's a nice idea to have upgradeable crews, but I don't know if it's worth the extra complexity.
What you're suggesting is basically a squishy version of rigs. Now, rigs have a negative as well as a positive side. Crews would also have to have that unless you just wanted to give an advantage to rich people. Or unless getting them depended on some other factor (how often you lose ships? your sec status?).
Nice idea, but there are other items on my wish list before it.
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RBX
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Posted - 2007.02.15 20:59:00 -
[14]
What's a CARACEL?
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Taran Summers
The Merovingians
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Posted - 2007.02.15 21:02:00 -
[15]
Why not make it a fourth stat. Shield HP, Armor HP, Structure HP, Crew #. When you start taking armor hits, crew starts dying as they get chucked across the bridge (Star Trek Style ) and break necks and such. As crew dies off ship functions take longer, repairs slow down, time delay for orders to be implemented. You can give crews a rating that improves over time, command skills that affect their performance and resistances and such (finally a real use for all that charisma), and you could buy upgraded crew to fill slots or let your crew gain experience on their own.
If an attacking ship got lucky and offed your crew before destroying the last of your structure. Derelict! Something a new salvage ship could tow back and recrew for use. The ultimate prize in any battle. 
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Wibiq
Cloak and Daggers
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Posted - 2007.02.15 21:29:00 -
[16]
Edited by: Wibiq on 15/02/2007 21:27:19
Originally by: Taran Summers Why not make it a fourth stat. Shield HP, Armor HP, Structure HP, Crew #. When you start taking armor hits, crew starts dying as they get chucked across the bridge (Star Trek Style ) and break necks and such. As crew dies off ship functions take longer, repairs slow down, time delay for orders to be implemented. You can give crews a rating that improves over time, command skills that affect their performance and resistances and such (finally a real use for all that charisma), and you could buy upgraded crew to fill slots or let your crew gain experience on their own.
If an attacking ship got lucky and offed your crew before destroying the last of your structure. Derelict! Something a new salvage ship could tow back and recrew for use. The ultimate prize in any battle. 
Ya know, I thought this was a great idea until I thought about whether or not we need another excuse for module lag. OK, it's still a good idea.
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Apollo Kreed
Ministry of War
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Posted - 2007.02.15 21:37:00 -
[17]
If crews get added into the game then you have to take into account what it takes to pay the crew. Imagine the amount of isk it would cost to run even a battleship for a month. People may think, well, it's just menial labor, but it wouldn't be. It takes engineers, electricians, computer geeks, and all manner of other specialized professions to keep a hi-tech piece of machinery going. You don't want Jake from McDonald's doing these types of jobs.
As far as the armor damage means you lose crew thing... that'd seriously hose armor tanks.
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Illyria Ambri
Caldari
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Posted - 2007.02.15 21:39:00 -
[18]
Originally by: Apollo Kreed If crews get added into the game then you have to take into account what it takes to pay the crew. Imagine the amount of isk it would cost to run even a battleship for a month. People may think, well, it's just menial labor, but it wouldn't be. It takes engineers, electricians, computer geeks, and all manner of other specialized professions to keep a hi-tech piece of machinery going. You don't want Jake from McDonald's doing these types of jobs.
As far as the armor damage means you lose crew thing... that'd seriously hose armor tanks.
Well so would the Amarr slavers have to pay more or less since they use slaves?
------------ This is not War... This is pest control - Dalek Sek
Happiness is a warm railgun |

Taran Summers
The Merovingians
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Posted - 2007.02.15 21:43:00 -
[19]
Amarr would have to pay more for the initial crew purchase, but upkeep past that would be less. And if I play long enough to max all my skills (17 years according to evemon) I MIGHT have had time to start a crew breeding program to keep my costs down.
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Cloora
APEX Unlimited
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Posted - 2007.02.15 21:47:00 -
[20]
Originally by: Apollo Kreed If crews get added into the game then you have to take into account what it takes to pay the crew. Imagine the amount of isk it would cost to run even a battleship for a month. People may think, well, it's just menial labor, but it wouldn't be. It takes engineers, electricians, computer geeks, and all manner of other specialized professions to keep a hi-tech piece of machinery going. You don't want Jake from McDonald's doing these types of jobs.
As far as the armor damage means you lose crew thing... that'd seriously hose armor tanks.
Yeah don't make it so Armor hits kill crew. We don't want to nerf armor tankers.
But to pay teh crew on a regular basis? Make BS cost a lot of ISK to operate and run for long periods of time? Only for the rich elites? hmmm sound like the start of EVE that everyone remembers so fondly? We want to put these huge behemoth ships out of reach for people until they are mega rich yeah? If not just make it cheaper. If the Devs do want it make it more expensive.
Thats a great way to fine tune an ISK sink on the dev side if you ask me.
Add crew's and crew XP! Add crew salary too!  ======================================== Production Assistant of APEX Unlimited Pilot of the ACV Digger (Retriever) ACV Respite (Carcacel)
"It's none of my business what I think of you." |

phillip duncan
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Posted - 2007.02.15 21:47:00 -
[21]
killing crew due to amour damage is not good if you are in a galant ships that armour tanks. Beside if you watch startrek they thrown a round with shield hits as well.
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Wibiq
Cloak and Daggers
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Posted - 2007.02.15 21:50:00 -
[22]
Another side effect would be that it would create another ISK sink and help with inflation.
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Constantine Arcanum
IMPERIAL SENATE Pure.
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Posted - 2007.02.15 22:10:00 -
[23]
Originally by: phillip duncan killing crew due to amour damage is not good if you are in a galant ships that armour tanks. Beside if you watch startrek they thrown a round with shield hits as well.
I think he meant structure and not armour
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Artthana
Minmatar Acme Technologies Incorporated Ushra'Khan
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Posted - 2007.02.15 22:10:00 -
[24]
Originally by: phillip duncan killing crew due to amour damage is not good if you are in a galant ships that armour tanks. Beside if you watch startrek they thrown a round with shield hits as well.
I love startrek, but damn it if they were not stupid for not having seat belts.
Anyway I think crews would be cool.
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Crumplecorn
Gallente Eve Cluster Explorations
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Posted - 2007.02.15 22:12:00 -
[25]
Yes there are crews, yes they are just biomass whose experience and expertise is irrelevant. ----------
IBTL \o/ Fix the ******* map! Privateers FTW |

Zissou
5 November
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Posted - 2007.02.15 22:23:00 -
[26]
CCP, its that 'crews on ships' question again. Put the crew stats back on the ingame info for ships or put those pics back on the website......please?
This question comes back to the forums more often that the 'OMG no Mordus/Khanid/Ammatar faction ships' question.

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Cloora
APEX Unlimited
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Posted - 2007.02.15 22:30:00 -
[27]
Originally by: Zissou CCP, its that 'crews on ships' question again. Put the crew stats back on the ingame info for ships or put those pics back on the website......please?
This question comes back to the forums more often that the 'OMG no Mordus/Khanid/Ammatar faction ships' question.

Well my post was part question, part idea for a new implementation.
But I think CCP needs to add crew size to ships as well. With the current game information it is hard to tell if there are crews on the ships without accessing the backstory on the website. All new players should do that but we know that most do not. ======================================== Production Assistant of APEX Unlimited Pilot of the ACV Digger (Retriever) ACV Respite (Carcacel)
"It's none of my business what I think of you." |

Patch86
Di-Tron Heavy Industries Freelancer Alliance
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Posted - 2007.02.15 22:30:00 -
[28]
My favourite suggestion so far is having special "Officer Slots".
A bit like rig slots, in that its another kind of ship add on. You could have none on a Frigate (because they either have very very small crews, or none at all), 1 on a Cruiser / BC, 2 on a BS, 3 on a Dread / Carrier, 4 on a Mothership, 5 on a Titan. Each special "officer" would simply bring another bonus to your ship (just like all sorts of other rigs / modules) but would specially require a wage, paid every DT. Obviously the better the officer, the more extortionate the wage.
Availability wise, basic officers could be available from NPC vendors, creating a new isk sink (which are always welcome). More advanced officers would be available for LP, special exploration finds ("rescue the crippled battleship" style) and however else. --------
Originally by: Constantine Arcanum most problems can be solved with chloroform.
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Zyrraniun
Minmatar World Order The Imperial Order
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Posted - 2007.02.15 22:59:00 -
[29]
I quite like the idea of crews, especially since I'm reading David Weber's Honor Harrington series at the moment, with all the crew jockeying that goes on in the books.
On the other hand, the fact that it would probably be just another bonus option for wealthy pilots makes me think that it might not be such a good idea, cool as it would be from a backstory perspective as well.
And finally, Silent Hunter III in space!! Awesome!
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Cloora
APEX Unlimited
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Posted - 2007.02.15 23:03:00 -
[30]
Originally by: Patch86 My favourite suggestion so far is having special "Officer Slots".
A bit like rig slots, in that its another kind of ship add on. You could have none on a Frigate (because they either have very very small crews, or none at all), 1 on a Cruiser / BC, 2 on a BS, 3 on a Dread / Carrier, 4 on a Mothership, 5 on a Titan. Each special "officer" would simply bring another bonus to your ship (just like all sorts of other rigs / modules) but would specially require a wage, paid every DT. Obviously the better the officer, the more extortionate the wage.
Availability wise, basic officers could be available from NPC vendors, creating a new isk sink (which are always welcome). More advanced officers would be available for LP, special exploration finds ("rescue the crippled battleship" style) and however else.
That is a good idea as well.
For the ones that say this is anoither way for the rich to gain a benefit.... Hello? That is how life works! And that is how EVE works as well anyway. ======================================== Production Assistant of APEX Unlimited Pilot of the ACV Digger (Retriever) ACV Respite (Carcacel)
"It's none of my business what I think of you." |
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