
Jaik7
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Posted - 2010.12.02 20:49:00 -
[1]
i only read the first page, but i think that a crew would be great!
just one thing, you'd have to pay your crew, unless you're amarrian, of course.
and another thing, if ships take crew, your ship would have to suffer something for not having a crew if you choose to forgo one.
if this is done, we should have a set of rigs exclusive to the crew, so that we can have escape pods, entertainment rigs, mess halls,training areas, bridge improvements, maybe a pa system.. just some things to add there.
crew should only be availible for hire at a school, making them hot commodities out in nullsec in the line of skillbooks.
in various missions, i've found a great many things in wrecks, especially crew members. i've found janitors, militants, marines, dancers, slaves, and i think that for the most part, the crew should be treated as commodities.
the exception to this would be loyalty. if you pay your guys above average, if you offer them long shore leave, if you pay for their ransom after ship loss, you earn loyalty/happiness/brownie points/whatever ccp decides to call it.
This bothered me for a lot of the same reasons that were expressed before, namely, why have windows? i fully support this thread.
however, i think it would be even more immersive if you could converse with your crew. imagine, you could get missions when you're first mate's sister gets abudcted by Sanshas, or when your petty officer gets sick, you get to go find some exoctic thingy for him.
i touch on another reality factor. medical problems. what happens if your crew gets sick?
another problem would be making freash crw respond as needed in a combat situation. if you lose your ship, get podded, and lose all the crew, you might have to start from the ground up with a crew taht does not suit your skills.
i personally think that we should add a crewman type: ambassador. this guy will talk down concord, talk up agents, and talk circles around the market guys. while he may occupy space that could be taken by a gunnery expert, you might find him to be bettera long term investment.
if you've ever played an excellent series of games called Elder Scrolls, you'll be familiar with a rather simple idea of skill advancment, you get good at what you do. i think that a crew should be this way. the longer you keep a ship alive, the better your ship will be. it also adds an incentive to not suicide gank, which i dislike.
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