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Thread Statistics | Show CCP posts - 1 post(s) |
Daenna Chrysi
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Posted - 2010.03.24 19:28:00 -
[361]
perhaps not a time based training as such, but skill lvls you install a crew rig, and then through its interface pick one direction you want the crew to train for, and the rig would have 5 lvls, a lvl 1 rig could get the crew to lvl 1, and so on. Small rigs could be lvls 1&2 mediums 3&4 and large ones could be the lvl 5 ones. Once you pick the direction you want your crew to go, you have to destroy the rig (and lose the progress) to change it.
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2010.03.24 20:16:00 -
[362]
I'm waiting for this to be implemented.
CCP promised trainable crew on Fanfest 2008... They PROMISED... So i will wait... Like i waited for planetary interactions (since fall 2008), like i wait for Incarna, and so on... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Meeko Atari
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Posted - 2010.03.24 22:15:00 -
[363]
I would love to have a crew to manage on my ship, i think its a great idea and hope CCP makes it happen.
But i would rather see crews helping mundane tasks on a ship as to not overly upset the current balance we have. Such as speeding up reload times, more agility longer scan ranges etc.
If crews helped with things like tracking / damage and tank, then they should be subject to stacking penalties as well.
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Ahz
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Posted - 2010.03.28 01:04:00 -
[364]
My suggestion: Basically replace rigs with crews.
Posted here.
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Archhangel
Caldari State Protectorate
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Posted - 2010.03.28 01:25:00 -
[365]
I'd love to have some crew to fuss over :). now that planetary interaction is coming, we should also see some people from those planets..I like the idea above^, but, I do think implants still have a place. maybe transfer some of the the implant skills and rig skills to a crew..but, think of what you're asking. a frig has max 2-3 plus pod pilot, but, battleships gets into the hundreds of thousands..capitals are floating cities, and titans are.. well "that's no moon" would cover it..so how would you manage that kind of flow from a game mechanic perspective? if they're not pod pilots themselves, do they eat? sleep? are there bunks? a toilet? how much micromanaging do you really want to do? I'd love it, personally, I think it fun gameplay when you're really running systems on a ship and stuff goes wrong, engines can fail etc, but would that really fit EVE? gotta really think about that. in pvp, this would be damn complex to manage..just sayin'..this is probably why CCP is avoiding ship crews like sarah palin avoids the truth
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Michael McNeil
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Posted - 2010.03.30 00:47:00 -
[366]
if you want crews, lets add to the game some realizem, Players being the crew's of cap ships, we dock our combat ships to the carrier, read or other cap ship and we man the guns and or other models.
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Zirse
Minmatar Integrated Astromechanics Corp.
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Posted - 2010.03.30 16:37:00 -
[367]
Originally by: Ahz Edited by: Ahz on 28/03/2010 21:47:30 This topic has come up a couple of times. I'm sure that CCP is going to have to address the idea of ship's crews at some point but I thought I'd offer this suggestion. First a complaint:
Ideas...
I like this idea, but with a few adjustments.
First of all, only replace the the hard-wirings / pirate implants. The regular attribute implants should remain in game.
Secondly, instead of having ship crews automatically escape with you and make it into your pod, have them only bail on the ship if you give the command. (Through a right-click option.) When they eject they will rendezvous with you at a station you discerned in advance, and when they leave they take the bonus with them. In some fights it might be worth the risk to keep that 3% bonus right up until the dying moments, in others you might want to preserve the crew.
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Kuuijn
Sebiestor tribe
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Posted - 2010.03.30 16:50:00 -
[368]
I haven't read through all 13 pages of this topic, so I'm just commenting on the OP. I like the idea, although I think that ships crews should be tradeable. It would make crew training a cool new sub-profession.
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Daenna Chrysi
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Posted - 2010.04.03 15:21:00 -
[369]
yeh, 13 pages is too much to read through, so my apologies if this has come up earlier.
Ship crews are a good idea, but not to give boosts to speed or gunnery or anything like that... more like ship customisation...
the ship would remember the orbit at and keep at range values specific to that ship.
if you run out of ammo, and have different ammo in your hold, the available ammo would be automatically loaded into the guns. They wouldnt speed up the reloading, but on the crucial moment, your guns would still reload if you had any usable ammo available.
ammo loaded to ships weapons could not be accidentally moved away from the ship, instead the crew would be smart enough to hold on to it, even if you accidentally select them for transfer.
The crew would remind you that your ship needs repairs, even though the ship looks fine when docked.
perhaps even remembering how many of what ammo your ship is supposed to be stocked with, and if the ammo is in your hangar freely, they would top up the ammo you have on board.
these would improve the ship, would not make any ship overly powerful, and would still cater to the need of ship crews. In essence the crew would just add extra intelligence to the functions of the individual ship.
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Cedims
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Posted - 2010.04.05 03:40:00 -
[370]
I didn't have the guts to plow through the stack either, so if it's been brought up before I apologize. :)
If you use EVEMon, and bring up a ship in the "Ship browser", there is a attribute/property called "maxPassangers", for a Pilgrim it's 580 and an Avatar shows 150, which when comparing doesn't make any sense (or at least not ATM). I don't even know if the data is from CCP, is outdated but still stuck on my computer, etc. but it is interesting that it's there. I remember seeing this when I first started playing in 2008, so it's nothing new, per se. Might be used (if at all) for something "unrelated" to the actual NAME of the attribute/property too, of course, which often happens in the development process, lol.
Anyways... ;)
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Davelantor
Caldari The Hunt
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Posted - 2010.05.17 10:38:00 -
[371]
/signed defiantly
The Hunt |
Marlus Eirontolar
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Posted - 2010.05.19 03:03:00 -
[372]
Please make this happen CCP. There is something very 'reality breaking' about piloting a Battleship with one person, let alone a Carrier.
Also it would just be one more way to customise our ships and everyone loves to do that. Even better, it would give you(CCP) a way to drain ISK by making crew an NPC only sold commodity. ... heh.. heh? :-)
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Hodgekiss
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Posted - 2010.05.19 10:02:00 -
[373]
On the one hand the RPer in me would like to see some kind of crew on the ships, just for the realism factor.
On the other hand the gamer in me doesn't like the idea of adding yet another dynamic (and quite a complicated one at that) to the ship management/piloting system. The way I see it, the skills that the pod pilot trains carry over to the crew, for example if you learn fuel efficiency to reduce the cap useage of MWD and ABs, in an RP scenario on board do you REALLY think the "captain" is down in the belly of the vessel re-routing pipes and wires to make it more efficient? Or is it far more likely that by training the skill he is actually training the Chief-Engineer? I work as a bridge-navigator on board an 80m platform-supply vessel (about the size of an EvE frigate, and far less complicated) and even on there everyone has their own job. The engineers wouldn't have a clue how to draw up a routeing plan and I wouldn't have a clue how to mess about with fuel-delivery pressures in the engines. The idea of one person training all those skills is not realistic which is why I think there already ARE crews on board.
So that brings us to how the game could be altered to give the "feeling" that there are crews on board. Maybe something as simple as changing the skills tabs to Engineering department skills, Gunnery crew skills, Drone pilot skills etc etc... re-introducing crew compliment on ship's attributes. You could also create an in-game item just called "crew" that can be bought and sold like any other item in the game, and when you buy a ship you have to buy it's compliment of crew and assign them to a ship before it will fly. This could be worked into Tyrannis by having crew training facilities as one of the planet based structures... literally harvesting the crew from the population of the planet. The other thing I did think of would be when a ship explodes to create a lot more than one frozen corpse. Imagine popping a battleship and 2500 of the little critters explode out into space... however I can see this not contributing very much to lag issues in a big fleet fight.... asking the CCP servers to create millions of corpses in very short succession might make tranquility a sad panda
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Ugly Eric
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Posted - 2010.05.19 12:15:00 -
[374]
I could sign the implant version of crew. It would be more logical. And I would like the crew to die with the ship as the modules does, so that some may survive, some die, randomly.
Attribute implants makes sense thou, so lets keep them. Only the hardwires + pirate implants would be replaced.
Pirate implant replacing crew should be in price about 4x the present implant sets, beacause in this scenario you could fly in your +4 AND pirate effects.
This could also give some room to finally implement the +6 and +7 implants.
Eric
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Cygnet Lythanea
Shamrock Technical Solutions
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Posted - 2010.05.22 16:46:00 -
[375]
Historical Note: For all the people mentioning that this idea has been around for years, please check the date of the first post, and then go dig around for my old wishlist thread. I know it's been around for years. I wrote it.
That said: It's nice to see, alongside POS revision requests, CCP continues to dig in their heels on this issue.
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Dominic Pierce
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Posted - 2010.06.22 13:22:00 -
[376]
/signed
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Melech Firesnake
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Posted - 2010.06.23 05:43:00 -
[377]
Here is the way I see Ship crews:
Crew members are specialists that you hire for a certain time (1 day, 1 week, 1 month). More the crew member is skilled more he is expensive to hire. You also can have allies that you do not pay....
For each point you have in the necessery skill to pilot a ship, you can hire a crew member. (For example: To pilot a Prophecy you need Amarr Cruiser so you can have at least 3 crew members and a maximum of 5)
When a ship is destroyed, crew members and allies are killed. Crew members do not have clones but your Allies do.
You gain Allies through special missions. Allies do not gain skills
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Crazey Monkey
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Posted - 2010.06.23 06:51:00 -
[378]
First we all should know that our ships, frigate and above, already have crews. (read the chrons) Secondly ships with crews, have escape pods for the crews. (Once again chrons) Now my two cents in this matter, is that crews should be hired in game, they should give you small bonuses and should live after your ship is destroyed. I have a few ideas but I`ll think about it a bit more before posting them.
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Yavanna Akallabeth
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Posted - 2010.06.25 05:20:00 -
[379]
I suggest crew slots just like rig slots. These are specialized crew mods that would enhance your ships command performance.
Downside is the lost of crew will give you a cost modifier to the purchase of your next crew. The modifier degrades over time so that if you lose your ship before the modifier resets the new modifier is added to whats left of the old modifier and the cost goes up.
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Salensis
Gallente Navy of Xoc Wildly Inappropriate.
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Posted - 2010.08.07 17:58:00 -
[380]
No, no, no, no and uhm errr no.
You guys really want to micromanage things that far? and don't you have enough skills to think about and train as it is?
A player managed crew would only complicate things even more both for new players and especially the devs.
Besides, crew are only plebs, far removed from elite capsuleers, so who really cares? Shhh... I think paranoid people are following me. |
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Ahd Dib
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Posted - 2010.08.25 20:18:00 -
[381]
The fact that this has not been implemented concerns me greatly. As a Game Design Student I have extensively studied EVE Online and I seriously consider this type of failure to be CCP's bad point. In fact, this would be extremely easy to design. I have been working on this for quite a while and I believe that ship crews will give life to the elder players of the game while allowing better immersion and this obvious plot-hole to be filled easily. I will post more as I continue to establish the design analysis and implementation, but this is something that I feel is imperative: Listening to the players. If approached correctly this will not offend the PvPers and allow the more intuitive players a bigger puzzle in the fitting window.
so basically the problem needs to be fixed
the possible solutions are many, and I am working on singling out the best ones I can think of before I post them here.
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Solostrom
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Posted - 2010.08.25 23:53:00 -
[382]
and so you totally ignored the often repeated point that balancing ship designs is complicated enough without adding this particular bit of extra insanity?
wtg
o/
Star Trek >>>>>>>>>
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Gogela
Freeport Exploration
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Posted - 2010.08.26 17:22:00 -
[383]
/signed ------------------------------------
"A hungry man will tell you anything if you give him a cookie." |
Weena Mercator
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Posted - 2010.08.26 18:49:00 -
[384]
Thiz R ur Crew, makn ur Cap recharg
N E questions? |
Cygnet Lythanea
Shamrock Technical Solutions
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Posted - 2010.09.28 12:11:00 -
[385]
Very funny, but not a really productive answer...
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Asuka Solo
Gallente Galactic Defence Consortium
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Posted - 2010.09.28 19:23:00 -
[386]
Having read post 1 & 2 I like this idea.
If this idea is adopted and Incarna ever released, with CCP having opted for expanding on this idea to enable us to explore the insides of our own ships and interact with your NPC crew on your ship, I'll probably never leave it.
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Armtoe
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Posted - 2010.10.06 00:49:00 -
[387]
Regarding ships crews -- what I would propose is PI be used to grow and train crews -- after all what is a colony without colonists? I would have it so colonists could be grown and then trained into various specialties such as navigation, gunnery, mechanic, etc... I would then allow for the crews to be hired (traded) on the marketplace. Now regarding ships, I would designate that each ship have a complement of crew of various types and sizes. If you have a full complement of crew, you can operate your ship at full efficiency. If you lack a full crew you are penalized in the efficiency of your operation. I would also allow characters to train up skills to allow them to decrease the penalty of operating with less then a full crew. Now regarding crew behavior -- I would make it so that certain activities such as suicide ganking be opposed by ship crews. In other words -- the crew would not allow you to suicide the ship as a general proposition. However, since characters are directly connected to their ship computers they should be able to override the reluctance of their crews to perform the prohibited acts, but they do so at an efficency penalty and with a penalty being imposed upon their ability to replace the crew they just offed.
The benefit of this system is it provides further realism to the game, adds purpose to pi and provides a check and balance on behavoirs that are seemingly at odds with immersion.
I know it would be alot of coding, but I can dream.
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Asuka Solo
Gallente Galactic Defence Consortium
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Posted - 2010.10.06 08:56:00 -
[388]
Originally by: Armtoe Regarding ships crews -- what I would propose is PI be used to grow and train crews -- after all what is a colony without colonists?
Yes! An actual use for Temperate worlds. Introduce different academies that train different kind of crews (engineers, officers, medical staff, or w/e) which can then be sold on the market or seeded into which ever crew seeding mechanism will be introduced to regulate ship crews.
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Armtoe
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Posted - 2010.10.06 15:21:00 -
[389]
Edited by: Armtoe on 06/10/2010 15:23:47
Originally by: Asuka Solo
Originally by: Armtoe Regarding ships crews -- what I would propose is PI be used to grow and train crews -- after all what is a colony without colonists?
Yes! An actual use for Temperate worlds. Introduce different academies that train different kind of crews (engineers, officers, medical staff, or w/e) which can then be sold on the market or seeded into which ever crew seeding mechanism will be introduced to regulate ship crews.
right now pi seems kinda drab -- sure the repetative clicking is annoying, but more fundementally, the way pi has been implemented its more like a big automated mining operation rather then teraforming and starting colonies. So lets add colonists and then put them to work in ships. As for how they will be used in ships -- it doesnt have to be complicated -- just make it so that after everything else is calculated there is a penalty for not having a full crew. Say you have 80% of a full crew -- then you get hit with a 20% penalty. Of course a system like this could be made more complicated by dividing it into subspecialties -- for instance gunners vs. nav -- lets say you have a full complement of nav so you can fly your ship at full speed, but you lack a full complement of gunners so you shoot at a penalty. I would also make it so that a player could overcome some of the penalty by training up the proper skills. Thus lacking a crew wouldbe a handicap but not necessarily fatal.
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Camios
Minmatar Insurgent New Eden Tribe
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Posted - 2010.10.06 16:29:00 -
[390]
I confirm I like the ideas coming in this thread. I understand the possible problem with balancing, but I don't think they are very big. Of course, crew would to our ship what skills and modules already do, so there would be some redundancy, but actually we have lots of modifiers for the same attribute. One more, how can this affect things, especially whith stacking penalty?
I actually think that crew effect should stack with skill, modules and leadership effect. That is because a module will just save some work to our crew members.
As a general idea, I think that crews should be used to improve our ships in their weaknesses, and not to specialise our ship even more. I think that crews should increase versatility. I should not be able to increase my shield recharge rate when I just fit 4 shield power relays. I mean, crew effect should stack with everything, even things that usually don't stack (like cargo space mods or shield recharge rate mods).
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