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Thread Statistics | Show CCP posts - 1 post(s) |
Ellaine TashMurkon
MetaForge Ekliptika
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Posted - 2007.07.25 13:21:00 -
[91]
Crew as managable entity is just added complexity with little fun added to gameplay. More time spent in hangar checking if second officer is happy enough and if the laser lens cleaning crew got their portion of Vitoc. Less time spent in space. However...
Crew count statistics in showinfo and killmails would be nice. Typical Eve player will love knowing he just killed 6000 people :)
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Dr Wilhelm
Amarr Atom Splitters
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Posted - 2007.07.25 13:22:00 -
[92]
psh I dont care what crew do, I just think they should exist. Personally I would prefer the horde of hooded minions approach to staffing a ship, but maybe thats cos I am an amarrian slaver at heart.
It would certainly be nice to have a crew, with some sytle to them, and a bit more option for customisation. The modifiers dont have to be large or game breaking, just give the game a little more substance.
Crew in almost any format would be an improvement on none at all. Huge ships with massive decks and obvious windows pilotted by one guy - lame...
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Verona Mal
Eve University
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Posted - 2007.07.25 20:16:00 -
[93]
/signed
I think adding crew is a great idea and there's plenty of good ideas to draw from in this thread should CCP ever consider adding crew to the game. From a tactical and RP perspective crew make a lot of sense.
Here's my $0.02 on the matter: start simple. At the moment there's no crew in the game at all. Some ideas mentioned here, while good, are going to seriously unbalance the game if implemented suddenly. Crew could start off simply as a rig/mod and later we can worry about crew experience, loyalty, boarding parties, feeding, etc. Ships straight off the production line can come equipped with skeleton crews so that nobody starts off at a disadvantage, suicide gankers can still use stripped down ships, and so on.
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Duhmad IbnRa
Gallente
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Posted - 2007.07.26 00:11:00 -
[94]
i like the idea of crews:
there should be 3 different types:
Engineers: automatic, allthough slow repair of structure, integrity(i will explain this in a bit) and armor
Marines: Defend the ship against boarding parties
Crew: does the same as engineers but with lower efficency, but can also defend the ship, but not as good as marines.
Integrity: would be the fourth health bar of your ship, comes before structure but after armor. once it is gone the ship is disabled but not destroyed. it can only be restored if the ship has full structure.
With enhanced abilities for the tractor beam it would be possible to capture / tow ships. _________________________________________________
For more players and action in lowsec
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Dr Cedric
Caldari Shock and Awe Peons of Doom
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Posted - 2007.07.27 06:26:00 -
[95]
Basically mostly good idea. I can't believe (and I've read the whole forum on this...) that no one has mentioned the LP store....
You want a crappy crew member just to check it out, you shell out 2000 lp to *Insert Faction name HERE* Navy and there you go...
You want an uber awesome gonna boost your stats 2% across the board, you ask the vice admiral of the entire navy to hop on board...and you spend your 200k lp and 300,000,000.00 ISK to get him there...
They all work for the navy, they all get clones, when they die, you lose standing w/ your faction.
If you wanna make it complicated then you have Cruiser Crews, BC crews, BS crews, etc etc...
AND, only the one who runs the mission and spends the points can get the crew member. That way, if none of the PvPers wanna run missions, none of them will have a crew member worth a crap. If you're a full time mission runner and wanna test your guns, you get a bonus for doing it w/ something valuable on board. Seems to keep things balanced to me... Just another thing for the mission runners to go after to get the next edge on those darned Cal. Navy agents and their rasafrackin missions!
Just add another page on the Bio section titled crew members, and a skill crew management, one crew for each level... List out your crew, each members bonus and the total effective bonus Crew bonuses are stacking penalized so that the absolute biggest boost you will ever get is like 2-5% (CCP gods, do your math) Seems simple enough to me! Dr Cedric
Lead Diplomat - Shock and Awe |
Ellaine TashMurkon
MetaForge Ekliptika
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Posted - 2007.07.27 09:53:00 -
[96]
Mortals are cheap meat. There are trillions of them. They come for free, most elite maybe for 100 isk :)
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largewhereitcounts
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Posted - 2007.07.29 21:25:00 -
[97]
Originally by: Tulisin Dragonflame Make crews/officers gain experience as time wears on, thus providing more incentive to keep your ship alive, and even more incentive to kill someone else and enslave their experienced crew. More customization is always nice, and crew modules could be just the thing.
___ I like the OP idea and I am quoting this because I want to add: if you can capture crew make it so that if a crew is loyal to someone some of the crew would rather suicide than be enslaved and this would also depend a little on race and bloodline of the crew. I also want to add that many people might disagree with this because the bonuses might unbalance things but I disagree disagree with them, a 0.5% bonus is better than no bonus at all and definitely makes a difference.
___ The most important thing and what I think would help EVE most is that this is very high in roleplay and would add a lot more to the game than just the obvious gameplay variety.
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i take
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Posted - 2007.07.30 03:16:00 -
[98]
good idea need tweaking though
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Natalia Kovac
Minmatar PoliCratton Technologies
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Posted - 2007.08.08 18:01:00 -
[99]
I like the idea of crew, definitely.
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Rilder
Caldari THC LTD
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Posted - 2007.08.08 18:42:00 -
[100]
You know if they added crew I'd like to see a simulated "lag" if you like to lose alot of ships, or use unloyal crew
"Your crew is having trouble activating your Armor-repairers due to how much they hate you and want you dead"
Visit my blog =)http://rilderslog.blogspot.com/ |
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Ellaine TashMurkon
MetaForge Ekliptika
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Posted - 2007.08.08 19:37:00 -
[101]
With walking in stations it would be nice to see 6000 people bowing in awe under my feet, 4 long rows of people on both sides of elevated pathway, before I undock my sucide smartbomb geddon :)
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Cygnet Lythanea
Ninjitsu Heavy Industries
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Posted - 2007.08.14 22:15:00 -
[102]
Originally by: Ellaine TashMurkon With walking in stations it would be nice to see 6000 people bowing in awe under my feet, 4 long rows of people on both sides of elevated pathway, before I undock my sucide smartbomb geddon :)
Do they hand you a wakizashi as you board, oh heroic kamikazi pilot?
I'd still like to see CCP give the crew idea a whirl. Starship games arn't just cool because of the ship, they're cool because of the people onboard. We all know the Ebon Hawk.. or the Enterprise are bad watch yo mouth fitted tech 2 packin mammas... but is that what makes it cool? Consider the idea of crews as a balance to the pvp monsters... sure,they're l337, but a mission running setup with a good crew should still stand a chance...
I know many hate 'real world' comparisons, but warships don't refit every ten min... and I'd like to see eve move more in that direction, toward a more 'realistic' space war.
Originally by: Cygnet Lythanea I resent the implication that my and my corps refusal to join an alliance in 0.0 equates laziness.
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Khanak Hryad
Amarr The Firestorm Cartel
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Posted - 2007.08.15 17:02:00 -
[103]
/signed
a very good idea, will add another level of complexity to the game, which is good for those of us who may get bored with the current flow of things
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Crewman Jenkins
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Posted - 2007.09.10 03:03:00 -
[104]
I like it, Iv always wanted crew on my ships. I always imagined the crew numbers a little different, like 5 or so for a frig, but each ship would/should be different. The crew "module" would just be something that would symbolize the crew and their strengths/training, not their exact number. The crew modules would just come in 4 classes, small, medium, large, and capital for their respective ship sizes. Each crew could then be interchanged into ships of the same size class they are meant for. Depending on the crew size you have it would either affect the % bonus received, the quickness of their training, or the number of bonuses since the more people you have the more knowledge they can acquire as a whole.
Those are my thoughts on it. |
Ilvan
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Posted - 2007.09.10 04:53:00 -
[105]
A better idea would be to 'lore out' the human crews entirely. Why not just use semi-autonomous robots and AI subsystems?
As a side effect, all ships would get an agility and velocity bonus
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Meleia
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Posted - 2007.09.15 14:29:00 -
[106]
So when will this be implemented?? "Soon"? Never? If so, why not?
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Ellaine TashMurkon
MetaForge Ekliptika
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Posted - 2007.09.15 17:56:00 -
[107]
Originally by: Ilvan A better idea would be to 'lore out' the human crews entirely. Why not just use semi-autonomous robots and AI subsystems?
As a side effect, all ships would get an agility and velocity bonus
Humans are cheaper :)
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George K'ntara
Gallente Pale Riders Incorporated Valainaloce
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Posted - 2007.09.15 18:09:00 -
[108]
I like the idea of crews in general it makes sense from a story based point of view and would add a nice new feature to the game. I would only hope that it was more based on isk and experience, then it having to add other skills to train.
Has CCP ever posted a comment in response to this idea?
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Ilvan
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Posted - 2007.09.15 20:02:00 -
[109]
Originally by: Ellaine TashMurkon
Originally by: Ilvan A better idea would be to 'lore out' the human crews entirely. Why not just use semi-autonomous robots and AI subsystems?
As a side effect, all ships would get an agility and velocity bonus
Humans are cheaper :)
Only if you're Amarr.
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Marine HK4861
Caldari Seoltachd
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Posted - 2007.09.15 21:37:00 -
[110]
Originally by: Ilvan A better idea would be to 'lore out' the human crews entirely. Why not just use semi-autonomous robots and AI subsystems?
You're proposing to put robots with the troubleshooting capabilities of humans on board your ship?
They've tried that already and they created the rogue drones. Just imagine one of them gaining sentience, passing it on to the rest of the ship systems, then the next thing you know you've been ejected in your pod from the ship and the new rogue drone infested ship has started locking you...
So now you're proposing to have AIs and robots with the same operational intelligence as your normal combat drones on board your ship? You'll be lucky to make it out of the docking bay in one piece.
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Ilvan
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Posted - 2007.09.16 01:01:00 -
[111]
Originally by: Marine HK4861
Originally by: Ilvan A better idea would be to 'lore out' the human crews entirely. Why not just use semi-autonomous robots and AI subsystems?
You're proposing to put robots with the troubleshooting capabilities of humans on board your ship?
They've tried that already and they created the rogue drones. Just imagine one of them gaining sentience, passing it on to the rest of the ship systems, then the next thing you know you've been ejected in your pod from the ship and the new rogue drone infested ship has started locking you...
So now you're proposing to have AIs and robots with the same operational intelligence as your normal combat drones on board your ship? You'll be lucky to make it out of the docking bay in one piece.
I think we can all agree that the AI in combat drones comes straight from the bargain bin. I'd expect the ones running my ship to be of considerably higher quality.
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Ellaine TashMurkon
MetaForge Ekliptika
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Posted - 2007.09.16 07:34:00 -
[112]
Edited by: Ellaine TashMurkon on 16/09/2007 07:35:12 Edited by: Ellaine TashMurkon on 16/09/2007 07:34:38 Better AI -> more complex -> more code -> more places for bugs and design mistakes -> more chaces for a catastrophe :)
And cheap humans are everywhere. You do not need to recruit a crew of middle class Gallente who want 100 isk per month + bonuses + jacuzi + 3 days off a week on stations with pleasure hubs + living standard of a ****(*) hotel room on board + 3 holocinemas on average BS + a zero G dancehall on ships above cruiser. And then you see one of the guns not shooting in battle because the gunner took a day on request. No. You can hire on of those 35 trillions of poor Intakis that you can find on federation outskirts. They will work for food, so their kids dont starve :) They will gladly accept the 60% risk of death to get the slight chance of getting in the middle class mentioned above :)
*) its not censoriship, that are four stars :)
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Marine HK4861
Caldari Seoltachd
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Posted - 2007.09.17 06:28:00 -
[113]
Originally by: Ilvan
Originally by: Marine HK4861
You're proposing to put robots with the troubleshooting capabilities of humans on board your ship?
They've tried that already and they created the rogue drones. Just imagine one of them gaining sentience, passing it on to the rest of the ship systems, then the next thing you know you've been ejected in your pod from the ship and the new rogue drone infested ship has started locking you...
I think we can all agree that the AI in combat drones comes straight from the bargain bin. I'd expect the ones running my ship to be of considerably higher quality.
I've edited my post down to the bit that you missed. More intelligent AI = more chance of gaining sentience = more chance of your ship becoming rogue drone infested.
That's why combat drones are so stupid.
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Rilder
Caldari THC LTD Dogs of War.
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Posted - 2007.09.17 10:36:00 -
[114]
How about having a crew system simular to silent hunter 4
Picture of silent hunter 4s crew management
Basicly when you start a campaign your given a boat and a rather random assortment of crew, you can add more crew, either unexperianced recruits for free or experianced men for "Renown" then you place them in there slots in the management screen, now you don't have to mess with any of this, its all auto-matic.
However, if you tweak with your roster yourself you can get that little bit of performance boost. So for example in the screen above, having more of right specialty guys in one room will make that green bar fill up and that part of the sub work better.
So to convert this to EvE, lets make the rooms..
"Drone Deck" "Engine Room" "Bridge" "Missiles" "Shield/Armor Engineering" "Turret control" "Electronics Room" (Note ships that don't use a certain area won't have crew in that area, for example a drake wont have a turret control room)
When you buy a ship youl be given a rather random assortment of crew, most won't be specialized in any area, and you can buy more crew using Lp Or Just hiring random peeps at a station. As for making your crew more experianced I really have no idea, perhaps PvP kills and a small chance of a PvE kill giving experiance or something.
Perhaps having a full experianced crew would give a small bonus like, 2.5% effiency in that room for a full green bar and a -2.5% efficiency for a empty bar, and if you don't pay attention to your crew at all then it will generally average around 0%. --
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Amior
Amarr Pringles Inc. YouWhat
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Posted - 2007.09.17 11:36:00 -
[115]
If your planning on thinking of showing an idea of crew members... you should try to look @ Navy Field...
You buy a lvl 1 Pilot and you got to increase its ability...
If I was you make it able to run certain items such as they did with that heating thingy on guns... slide a guy in it..
With either a bonus on Damage, Range, Accuracy, Rapid Fire as examples...
What you do is the char has like 10-20 abilities.... you get like 15 point total to upgrade that pilot... Those abilities are unchangeable and can't be removed. You will gain exp from ratting/mission & pvp (more exp). Each Level you gain you get +1 point which is also unchangeable.
Pilots should cost for lvl1 @ 10mil. They will be with you forever even if you die... so basically when you die so does the pilot which automatic has its on clones...
LVL 1 Re-Activate Pilot would be around 100k to bring back LVL 100 Re-Activate Pilot would be around 1mil to bring back
So for an example you have a LVL100 Pilot that has 100 Points towards damage... that will give you 10% to Turret Damage. Each level you do to get to lvl 100 it does .1% per level added onto the guns.
I would say you allowed a total of 50 Pilots Min.
This is just an idea I came up with...
Once you pop, you can't stop! - Pringles I R PIEWATE! Yarh haha! I eat noobs for breakfast |
Ellaine TashMurkon
MetaForge Ekliptika
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Posted - 2007.09.17 11:40:00 -
[116]
We are the pilots.
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Amior
Amarr Pringles Inc. YouWhat
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Posted - 2007.09.17 11:47:00 -
[117]
Originally by: Ellaine TashMurkon We are the pilots.
Yes for small ships... back in the day they had passengers on each Vessels... should be able to run more Mini Pilots/Gunners/ W/E... who cares just read...
Once you pop, you can't stop! - Pringles I R PIEWATE! Yarh haha! I eat noobs for breakfast |
holocaust187
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Posted - 2007.10.01 03:43:00 -
[118]
I agree with the idea of a crew
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rova T
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Posted - 2007.10.01 03:44:00 -
[119]
This can add a new level of game play to eve.
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Cpt Branko
The Bloody Red
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Posted - 2007.10.01 06:22:00 -
[120]
No.
1) Balance nightmare with new bonuses. Also, certain bonuses are much more powerful then others, and also, bonuses further improve the ability of 'maxed' setups (vaga with 20% speed, passive drake with 20% shield recharge). You get even more powerful fits with crews, which is bad.
2) Another attribute you just have to min/max.
3) Another consequence of ship loss (since good crews, I assume, would cost a fair bit AND be a time-sink according to you) making high-sec people less likely to go try out PvP for fear of crew loss.
4) Assuming different crew sizes for different ships (since frigs are supposed to have 0-3 crew members), gives a boost for big ships while decreasing small ships efficency further. See (1).
Basically, if you want to RP with crews, then don't give them ANY bonuses, and don't force people who detest the idea of crews to use them just to get that 10-20% more (and, yes, if you ignore a pontential 10-20% boost in PvP, you're going to die miserably).
If you think it'd give you mission runners any chance in PvP, it wouldn't. A good crew wouldn't help you any (unless you already did fit out your ship for PvP), it'd just make the loss more painful...
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