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DMac88
Caldari PROject Alliance
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Posted - 2009.09.22 00:28:00 -
[301]
I like this idea and have too thought of it myself, I envisioned a much simpler systems, as said in the original post crews could work similarly to the fitting system and the idea of them gaining experience is great too, they could also be traded on the market like any item, obviously with more experienced crew members fetching higher prices.
as for what the crews would actually do for you; keep it simple. similarly to rigs and other modules let crews provide you with % increases in different areas. |

Bojo Prinz
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Posted - 2009.09.22 01:57:00 -
[302]
As an old frontier elite pilot: crew is cool.
/signed.
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DerStrick
Caldari Caldari Provisions
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Posted - 2009.09.22 23:18:00 -
[303]
Edited by: DerStrick on 22/09/2009 23:26:03 Edited by: DerStrick on 22/09/2009 23:19:38 As a new Player in Eve I have to say: Crew idea is great. I thought about that without any knowledge about the forum here. I saw the big and bigger ships and asked myself:"Who is going to control these ships and all the tiny windows? What a waste of power if only one person takes control." :D I think everyone with a creative mind thought abaut that. I had a conversation with friends ingame about the amount of crews in each ship too. But in lack of knowledge about the storyline in EVE we thought it would be more than 1000s of ppl in a battleship. In ships aren't tactical crew members at all. There are also civilian passengers, travellers, persons providing any services. I see the topic is old and there is nothing in ingame like that crew stuff. My suggestion is to implement the crew members as an amount (like jumpships need fuel). So every ship needs crew. With a full amount all systems run at 100% and with the time or within fights the crewmembers will decrease. So the pilot has to stop at station to buy more crewmembers (lol, amarrian would buy, the others would hire them XD ). In addition to skill affecting crews I wanna say it is quite difficult to implement this, because I don't understand how a pilot would have influence to the crew by his neural connection. so it is just an idea out of my head and I'd like to see the topic go on and hopefully to consideration of CCP to implement this.
Further Idea: So there is a cargobay and a drone bay. Why not an extra "bay" for crews with a special dimension? and with skills you can increase the dimension of crewspace to get more members inside. Experience gain while beeing with the same pilot is a great idea too.
Did anyone talk about the limits? Where is the end? And what about the time untill someone has reached maximum amount of crews or experience with them?
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Cygnet Lythanea
Shamrock Technical Solutions
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Posted - 2009.09.24 04:06:00 -
[304]
Originally by: Marcus Gideon The mere notion of tangible crew is just an attempt at getting Rigs on top of Rigs. There's more than enough variety in EVE already, we don't need mechanics for even MORE min/maxing.
I might point out that the idea for crews has been around vastly longer then the idea for rigs. People also screamed that the SP loss for T3 was crews-in-all-but-name.
Crews will come. The fact that this thread has rolled on as long as it has (god, I can't believe a thread I oped has gone on for getting close to three years now.) shows that players are receptive to the idea. And I think with the sort of offerings that TOR will be wielding, people might begin to expect more from EVE too. Crews and station walking might be one more way that CCP shows it can deliver.
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Kallana Wren
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Posted - 2009.09.29 21:59:00 -
[305]
Imagine the panic when faced with the potential of not only losing your t3 ship, but also its elite crew.
First - Crew should be 100% optional. That way all of us micro management addicts can have our fun for a limited benefit, while the rest of the player-base can purchase ships with a generic complement of crew that require no special attention. Thinking of it as choosing not to plug implants into your clone.
Crew should definitely be limited by the size of the ship, and should be on a level no greater than implant hardwirings for the maximum grant-able bonus (3-5% on most skills, or equivalent to 1 level or less). Would also be really cool to see crew grant some of the desired bonuses that have no skills tied to them, for example a 10-20% bonus to reload timers when you have an elite gunnery crew, capping at 25% with an officer and max skilled crew. Crew could be handled like a t3 ship loss also, when you lose your ship they suffer at least 1 level of skill loss to represent casualties.
Training time for crew should be on the level of a rank 4-5 skill, with the added requirement of your being in the ship IN SPACE in order for them to train at all. Sorry, when you're docked they're on shore leave. Also might want to make crew (or crew other than covert-ops crew) not gain sp while a ship is cloaked, to prevent cloaking at a safe spot while afk in order to train crew-members.
The profit sharing idea is interesting as well, would serve as a sort of rent out your ship to that veteran prospector to get a feel for the profession. Would make the profession tutorials more engaging also, as the loot you gained would have value outside the mission track, and the prospector taking a healthy cut would encourage you to train the skills yourself.
Also, depending on how they integrate DUST and walking in stations, your crew could be your NPC escorts - watching your back on a mission or backing you up in that bar brawl. Of course if their morale is low... Well maybe they cause trouble till you improve it.
Some games have already played around with ideas similar to this, if anyone else has played Ring of Red you can see an implementation of vehicle crew in a strategy RPG - losing an elite squad really hurt, even if they WERE 100% optional.
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AsheraII
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Posted - 2009.09.30 07:32:00 -
[306]
Some things regarding crews that I remember from old Elite/Frontier (and for the un-educated, there's a LOT of those two games in EVE already, I'm just missing the Imperial Eagle ship & model for now)
-Each crewmember had some kind of loyalty: some would leave the first time you docked already, others would stay indefinitely -Crewmembers had stats. Some were good pilots, others were better at shooting stuff. Now EVE doesn't give the option to man your turrets or pilot your ship directly, so a crewmember wouldn't help there. However, they could still give a minor percentile bonus to your ship: 1-3% faster locking, 1-3% faster turrets, 1-3% faster movement (one could even have a navigator, increasing warpspeed by 1-3%!) etc. It would all just depend on the crewsize, with bonusses of different crewmembers NOT stacking (so 5 crewmembers with 3% faster locking each won't give you 15% faster locking, since only 1 of them could man weapons control at a time) -Crewmembers died when a ship got destroyed -Crewmembers had wages. Paid in advance too, if I remember right!
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Eagle Hawkstrike
M.I.M.M.S
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Posted - 2009.09.30 08:59:00 -
[307]
I've always liked the idea of having crews, I understand that the pod is a very efficient control device rendering crews rather pointless but i also know that crews would not be completely pointless and would more than anything just offer a small bonus. I read the initial idea and its not quiet the way i'd thought, while crew would be placed in (slots) for the games sake the effects and how you have suggested that they exist is a bit more complex that what I've thought of.
Obviously this adding of crew simply adds yet another 5% or more bonus to something which is what rigs and skills and some modules already do, so adding crew is less of a priority and more of a fancy.
As i said before i had visioned crews being different with different effect to the original idea, I'm unsure if someone else has already proposed the following ideas but if they have consider this a vote for/elaboration on that same idea.
My idea was that crews would be acquired similarly to datacores, there would be training agents through out the universe that offer to train different types of crew. To use them you'll need standing with the corporation and the relevant skills (command of nav specialist or something), once you start using the agent it could behave a lot like the research agents do now. You could have a wide range of essentially "specialist" crew who will boost a very specific part of your ship ie max speed or agility, increase max speed of missiles or max speed of torpedoes (due to tinkering the specialist learnt with the training agent). Once the crew man/woman is trained they stay that way sort of like passengers do now (you can change a tourist to anything else), as for the number of crew slots on ships you could probably start at cruiser or battle cruiser having one slot for a crew man, two slots on a battleship and 3 for ship types above that.
Lots of options as to what effects the crew man could have on the ships, and having training agents to get crews might make it so they don't flood the market badly. If CCP were to make a change along the lines of what I've said (or previous people who have said similar) I would certainly like it. but admittedly its just adding yet another bonus to ships and we already have that with rigs/skills/modules.
An alternate way to think of crew could be to have station crew (POS crew), have crew slots there that can affect research labs, defenses, etc. these could also be attained in a similar way to what i suggested above.
Again would love crew to be added even if its just 1/2 specialists on a ship or POS crew. My position in the corp "Logistics Coordinator" just a fancy name for Janitor. |

Zilberfrid
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Posted - 2009.09.30 11:11:00 -
[308]
I'd like crew, if only to have Cha make a better impact in the game. I can also see the crew take a separate container out of the ship after loss (with losses among their numbers) To open this, a pirate would need soldiers (because the crew will not give up freely) who might get losses, if the player catches them he'd be able to recruit them back, a pirate might better ransom them back (probably the unopened container).
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Carnassial
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Posted - 2009.09.30 11:29:00 -
[309]
I want a crew of Exotic Dancers!
No, really! And be able to bring them along with me in starbases next expac. They should improve my Charisma-skills when dealing with NPC's. Well, obviously, not EVERYWHERE, there would also be systems where publicly consorting with Exotic Dancers would be frowned upon, thus penalizing my charisma-related skills instead. 
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Daenosa
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Posted - 2009.09.30 12:48:00 -
[310]
When i first read the idea many moons ago i loved it and still love it now. However keep it simple and only let it affect minor systems. E.g. having a good crew making you reload faster or do more damage in my opinion is a bad idea as alot of people will see that as a must have.
Maybe have then affect repair costs in station, align time by a tiny margin, faster times at switching ammo. really small things that would be nice to have but nowhere near essential.
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DMac88
Caldari PROject Alliance
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Posted - 2009.10.02 02:13:00 -
[311]
come on CCP, ppl love this idea!!! |

Darriele
Minmatar Zenith Affinity
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Posted - 2009.10.02 14:25:00 -
[312]
I'm quite curious to know the total of ships that are blown up in eve in a 24 hours period.
Do the math and find out how many innocent crewmen are killed daily.
A glimpse: Most violent regions (24 hours)
Ships / Pods 0.0 Region 1.Syndicate601 / 285 2.Providence550 / 203 3.Pure Blind339 / 157 4.Cloud Ring332 / 142 5.Stain351 / 120 6.Curse329 / 110 7.Catch302 / 118 8.Great Wildlands269 / 144 9.Geminate261 / 103 10.Delve216 / 131
Ships / Pods Empire Region 1.Essence1571 / 116 2.Sinq Laison1296 / 237 3.Lonetrek1360 / 128 4.Heimatar1229 / 99 5.The Forge1106 / 138 6.The Citadel1006 / 126 7.Verge Vendor1030 / 39 8.Domain943 / 77 9.Metropolis776 / 53 10.Placid388 / 90
For the sake of new eve inhabitants I must say NO to this idea.
PS: RP 
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Zahorite
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Posted - 2009.10.19 07:26:00 -
[313]
I really do like this idea and unfortunately I don't have the time to read over all the posts right now but there are some things I didn't see in any of the ones I've looked over.
First of all I've noticed at least some people mentioning the problems of having massive numbers of crew on bigger ships, for instance a titan. I always imagined that if Eve did put crews into the game it would consolidate the crews. For instance you would have say a gunnery crew, engineering crew, bridge crew etc. rather than having each crewmember be separate. So in reality on a titan each crew slot may actually be hundreds of crew members that have been training together that you would put on your titan. Along with that I think that different crews should have sizes much like rigs now have. Obviously capital crews would be huge, while cruiser sized crews would only have a few members working together. These crews would not be able to switch between ships, although it may be possible in a later update to split them up or combine them into larger or smaller crews, this would have to take them time to train together and such but would make it possible to take your elite battleship crew and make them the core of a new dreadnaught crew.
The second thing IÆve noticed is that a great deal of people think that immediately crews are going to be used in pvp and in almost everything. I tend to disagree, most people donÆt use Tech II rigs in their pvp ships today or faction modules. I think for the most part crews will be used in mission running, ratting, and maybe fleet sized pvp operations where the expense of the crew isnÆt going to outweigh their use.
Anyway I have some other ideas that I think deserve some thought.
Player skills involving crews should be added. For one thing this would finally balance out the Charisma attribute with the rest of the attributes. Just to start with I believe some basic skills that should be added are, Crew survival (lowers the number of crew that die when your ship is destroyed), Morale (increases the bonuses given to you by your crew), Recruitment (increases the basic crewmembers you get when you buy a crew and when you have to replace crewmembers if some of them die). There are numerous skills that could be added to a section like that.
Crew survival. Obviously all ships probably have some basic escape pod capabilities however there should be ways to increase the chances your crew stays alive. Possible ways would be to add more escape pods, training your crew to get to their escape pods quicker, the right training for the player so that they give their crew more warning, and even the possibility to take the entire crew and clone them making the immortal (which would reduce losses to 0% but would be an advance cost much liking buying your own clone does).
Finally training is something I see as being one of the best things about this. Multiple times people have said that ôobviouslyö crews would only gain experience while in battle. I disagree, there is no reason that a crew shouldnÆt be busy training even when the ship is docked, after all their lives may depend on it. The skills should be far more limited than they are for a player but it should be possible to train a crew in much the same way that players train new skills. However, combat experience should still have itÆs uses by granting special abilities to crews based on the actions of a player while in combat. For example a player that uses primarily missiles may have his crew gain an ability that improves his missiles in some way, but not a skill that would say improve rail guns. Depending on what the crew is actually doing there should be a very small percentage of getting a new skill but if the ship is just sitting there in space then they arenÆt actually getting experience doing anything.
Anyway, sorry about the long message and thanks for reading it. I have some other ideas that I may post later but for now this is all I have time for. |

RabbidFerret
The Scope
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Posted - 2009.10.19 13:30:00 -
[314]
I fully support this idea. I think, like rigs, this is another way to add an element of customization to ships without any heavy modification of current systems. It's simple, its effective and I can see it working in the game realistically.
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Lemmy Kravitz
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Posted - 2009.10.19 18:32:00 -
[315]
Edited by: Lemmy Kravitz on 19/10/2009 18:37:04 eh... I'd make one mod for original OP under the crew survival heading. there is a % chance of % crew survival IF you buy and fit a low slot thing called "CREW ESCAPE PODS" different levels allow for better % chance of % crew survival. If you don't buy low slot "CREW ESCAPE POD" guess what all hands lost except for you the captn. So when the ship blows up, two pods come out. One is you, the other is the % crew that managed to get to escape pods and..... Do you know how much database/computational power it would take to implement a crew system!?!?! It's a great idea but I think the loads that would be generated would be stupid. Other games can get away with thier pet systems like WOW and FFXI because they have a whole bunch of tiny servers that only have a couple 1000's of people. Eve on the other hand at any given time has around 40k people flying around doing things blowing stuff up all on one server. Now think that each person has a crew, crews all have different stats, maybe there are multiple crews for different ships multiply all the variables you can think of for a crew system and multiply it by 35k-45k and I think we'll arrive at a number that would give the system a complete stroke.
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Market Eskrow
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Posted - 2009.10.20 00:35:00 -
[316]
Originally by: Lemmy Kravitz Eve on the other hand at any given time has around 40k people flying around doing things blowing stuff up all on one server.
Eve runs on several racks of servers as well. Just make a wild guess why you can't fly from one system to another. The reason is not that it'd take ages. Systems are devided over a bunch of servers as well. I'm making a wild guess that each server runs 2 to 8 systems (probably 2 systems/server for normal systems, 8 systems/server for wormhole systems). Then there's a couple of servers that do nothing but keep track of your assets, a bunch of servers that keep track of player data. Exact details on stuff like this might be available somewhere, dunno about that. Maybe a GM or something is allowed to shed some light for the techiefreaks.. Managing a game like this is micromanaging an organized big mess.
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Zahorite
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Posted - 2009.10.20 06:47:00 -
[317]
Why in the world would their be a second pod for the crews. I always imgained something more like say the pods in starship troopers or even the ones in Serenity. Small pods that just got you to the nearest planet. From there the crew would find their way back to whatever station was closest. In fact it would make it interesting to decide how many crew members survived based on where exactly you lost your ship, was it close to the sun (some crew members might have gotten pulled in), was their a station in system/how populated is the system (your crew might not have a way to get back). It would also add another part to the game where you could potentially recover crew by scanning them down or hiring npc's to go find them.
As for adding to the server load, I don't think it would be to bad. We aren't talking about a huge graphics update in fact most of it would be text and numbers based. Even if there were server load problems Eve could just have a server update the crew info after later since it would take time for your crew to reassemble after having to use their escape pods.
Seriously it would probably add about as much of a server load as rigs combined with the new invention system do to the current Eve universe. Sure it wouldn't be a small part of the Eve universe, but it's not going to slow computers down when people are actually doing battle.
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Jehan Markow
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Posted - 2009.12.01 18:29:00 -
[318]
Originally by: Lemmy Kravitz Do you know how much database/computational power it would take to implement a crew system!?!?! It's a great idea but I think the loads that would be generated would be stupid. Other games can get away with thier pet systems like WOW and FFXI because they have a whole bunch of tiny servers that only have a couple 1000's of people. Eve on the other hand at any given time has around 40k people flying around doing things blowing stuff up all on one server. Now think that each person has a crew, crews all have different stats, maybe there are multiple crews for different ships multiply all the variables you can think of for a crew system and multiply it by 35k-45k and I think we'll arrive at a number that would give the system a complete stroke.
Crews for me fall under the same catagory as Line of sight detection
GREAT idea, would love to see it happen. But most likely won't happen with the limitations of the hardware that the computer world has now. Maybe in 3-5 years we will see computer systems based off of IMB's cell processor that have enough computational power and networks fast enough to handle the loads that Eve gaming systems like those would generate.
How about phasing it in? We could start off by hiring ship exec staffs, like people in charge of other people who fix the waste receptacles, cook the food, replace the broken conduits, jettison the warp core, and all that other nonsense. We could start off with maybe 10-20. They wouldn't really need to have any active routines interfacing with the servers, just 30 or less calculations per day, like "your toilets have malfunctioned and the ship stinks" or "400 crew members died of hunger because you forgot to stock up on food supplies". -jm
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Lord Mookiefire
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Posted - 2009.12.01 20:28:00 -
[319]
Do we really need...
* another thing that you have to spend time waiting for or building up before you're any good against other players in a game where the fastest lessons are typically learned through ship-loss?
* to give people even more reasons to go out and camp gates and sack noobies than the one (fun) they already have?
* yet another piece of intel to evaluate when assessing threats?
It sometimes feels like one but this isn't an RTS or I'd think it was a great idea. It's an MMO that is often criticized of being, perhaps, a smidge complex even by those who love it.
I don't hate the idea for capitals, however, as no noob will ever own one that has a right to.
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Haldorian
Shadow Conglomerate Commission
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Posted - 2009.12.02 09:24:00 -
[320]
Also lets not forget assigning Science Graduates to Mobile Laboratories to boost Invention, ME/PE and Reverse Engineering chances !! (Why not??)
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Handown
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Posted - 2009.12.02 17:43:00 -
[321]
The more I think about the idea of crews the more it makes sense to me.
Whilst reading through the chronicles and short stories, there is always a mention of crew members. The captain of the ship is safe inside the Jovian-made capsule controlling his/her ship with thought. Then throughout the ship there are crew members operating the vessel.
I've been around EVE for more than six months and whilst I'm still trying to find my footing in this universe, there are already some things which are very obvious. The first and most striking one is the big difference between the guys who have been around a while and those who are beginners at the game. The second feature is the total lack of roleplaying.
I trust that the introduction of crew members would provide a true balancing effect in the following ways. Pilots should have a kind of survivability index much like the sec status. The higher this survivability index the easier and cheaper it will be to find crew members as these are more willing to join the pilot. This survivability index increases the longer the pilot's ships stay intact and decreases the more they get destroyed. Thus players who like pvp will have this premium to pay as they will inevitably get killed many times. Secondly, crews need wages and they are needed for as long as ships are assembled inside hangars. Thus this would prevent wealthy players from having an enormous stockpile of ships which they can just undock one after another. Also due to wages, pilots will be more careful as to the type of ships they use, thus promoting roleplay.
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Bagehi
Association of Commonwealth Enterprises Gentlemen's Club
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Posted - 2009.12.12 19:12:00 -
[322]
Star Trek Online will have this feature - assuming the game survives to release. If they can do it... |

Davelantor
Caldari The Hunt University World Allegiance of The Hunt
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Posted - 2009.12.26 00:42:00 -
[323]
/Signed on the crew idea
-Recieving missions from crew for extra crew related addons -Boost on verious systems (reload, mining, exploration) -Makeing ships with crew a lot more risky to loose (since that way you will not be just loosing isk, but also the time you have spent on the crew ;) ) -With the next expansion coming up, could be interesting if we also get to see our crew members -Options such as crew quarters, or bigger quarters for higher ranked crew maters(level ? / crew SP ?)
After all, there crew is there, we might just as well have fun with it :P Knights of MADD |

Orgust Brem
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Posted - 2009.12.30 20:03:00 -
[324]
Edited by: Orgust Brem on 30/12/2009 20:04:33 /signed
Crew Addon would be great giving EVE again new deepth. Controlling a crew gives you the feeling of a real space battle. You identify yourself more being a captain.Instead of "I'm flying a Battleship" you may say "I'm captain of a crew flying a battleship and the crew has a strong will to survive".
But a captain loosing one BS per day should have problems hiring a good crew or should pay a high price for hiring.
How it's technical implemented is another book. The idea is great.
personal favorites + crews have levels from novice to elite, if they survive lots of battles + bigger crews are needed for higher ships + if ship is destroyed crews are dropped in several pods which may be killed (killing such in highsec causes random standing loss) + POS-building "space academy" + crew-hiring prices have to depend on player behaviour. Pilots loosing seven BS a day should have problems hiring a crew. - skills for crews are confusing and a lot of logistical work obviate normal game play
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Daugar Draaken
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Posted - 2010.01.02 19:28:00 -
[325]
Edited by: Daugar Draaken on 02/01/2010 19:30:50 I didn't read the entire thread, but let me emphasize I am in favor of adding crews.
A new argument (I hope) would be for competition reasons. Eve is currently a very constrained franchise that sometimes alienates potential new players. I know that established players want the game to be inhospitable to many new players, for whatever distasteful reason, but I do not want that. I want features added, as soon as possible, that make the game more appealing to new players. I think adding crews would add to realism. How it is implemented is up to CCP and I am sure they are competent to fully explore all doors that have been kicked open long ago.
Since Eve will be subject to fierce competition I advocate implementing crews as soon as possible - within 2 years. Additionally I would like to see crews reflect strongly in other gameplay dimensions. I'd love seeing members of my crews in recognizable uniforms on stations when ambulation appears.
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Rayzth
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Posted - 2010.01.12 18:53:00 -
[326]
I did not read the entire thread but had a few ideas. Here is my 2 cents.
I think the crew of a ship should start out as "Green" and as the ship is used would become an active fitting which could be added, removed, sold and traded. The bonuses that each crew would slowly gain would be based on the active fittings and ship they are crewing. This could be based on the time of fittings used or just time that ship is active..don't know how the mechanics of EVE work.
Each crew could achieve a max 10% bonus of ship and fittings. This would be bases on time in active ship and security level of systems they have spent time in. Level 1.0 Security would allow for a +1% max and Level 0.0 Security would allow for a +10% max. Once earned the number would never decrease unless mechanics would allow...thats a CCP developer question.
Notes:
1. although you could get larger bonuses in low sec and null sec these areas are also more dangerous and thus crew die quite a bit. 2. actual % bonus would be determined by CCP 3. bonus would have to be tied to use of some sort. Would not gain bonuses just logged in and sitting in station, POS, cloaked, etc. 4. makes people use different ship to make better crews.
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Skex Relbore
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Posted - 2010.01.12 19:17:00 -
[327]
There are no crews. The whole point of a pod to begin with is both to remove the need for a crew due to the limited number of skilled crew members available as well as eliminate their physical limitations allowing a pod piloted ship to perform manuvers and stand stresses that a normally crewed ship is not capable of withstanding (admittedly this is somewhat undermined by the speed and performance of some NPC rats but that's the lore behind PODs).
The reason your ships have windows and other things that imply the posibility of a crew is because those same ships are used by non pod pilots specifically in the faction navies as well as by other NPCs the economy of scale make it more efficient and cost effective to just modify existing designs to accomidate a pod rather than create entirely new ships around the pods.
Remember accodring to the EVE lore POD pilots are a very recent developement in New Eden (basically 8 years at this point)it was only through the convergence of POD technology and memory transfer tech that made them posible. If this were an actual universe you would expect to start seeing pod specific ships soon (of course isn't that really what a T3 ships is?)
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Destination SkillQueue
Are We There Yet
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Posted - 2010.01.12 19:49:00 -
[328]
Originally by: Skex Relbore random rubbish
That is a nice private fantasy, but crews have been confirmed by CCP in many different articles, dev posts and chronicles. You should read them. They are actually quite good most of the time.
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Skex Relbore
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Posted - 2010.01.12 20:31:00 -
[329]
linky 1
linky 2
linky 3
Now understand I never said that no ships had crews I said that POD piloted ships don't need them and most likely wouldn't have them since a crew would negate many of the advantages of using a POD pilot in the first place.
Of course some of the stories have crews. All non-POD piloted ships have crews.
Now I've linked the articles supporting my position perhaps you could provide me with a link showing that I'm wrong?
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Skex Relbore
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Posted - 2010.01.12 21:04:00 -
[330]
Bleh I retract my previous point I skimmed Jovian Wetgrve and it appears to be cannon. So there is support for the idea of a crew. I still think it's stupid and that a crew would negate many of the advantages of a POD yet if that's the siliness the devs want to push it's their game.
Still it brings up the quesiton where from come all these suicidal technically competent crew members and why aren't we paying them a salary?
I think it would be better if CCP simply left the ships crewless and automated with a POD Pilt in control and would stop this silly threadnaught seeking out additional overpowering abilities.
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