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Thread Statistics | Show CCP posts - 2 post(s) |

Fswd
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Posted - 2007.05.18 22:49:00 -
[31]
Can I have your stuff? --- So I flame and troll when the occasion calls for it. So what are you gonna do about it? |

Icarus Starkiller
Minmatar
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Posted - 2007.05.18 23:18:00 -
[32]
*sigh* Ad nauseum.
The crew compliment of any ship in space is entirely up to the person who purchases and 'assembles' the vessel.
Eve modern nanotechnology and high-bandwidth neural interfaces allow every aspect of even the mightiest titan to be handled by a single organic brain (if data throughput can handle downloading an entire brain in the microseconds between pod destruction and flash-boiling-freezing in the vaccuum of space a simple command structure for a supermassive ship would be child's play.) So, a ship can be entirely and wholly, but for the pod, robotic... just look at the rogue drone ships.
But if the captain wants a crew, that can be done as well. It's as simple as following a different assembly schedule when the ship is made active. While the initial cost of biologics is far less than robitic subsystems, the end cost over time (life support, morale, transporting crews to ship locations) is pretty much the same.
There is no 'Yes' or 'No', there's 'what do you want?' -
Life is pain...anyone who says differently is selling something. |

VanNostrum
Cataphract Securities Storm Armada
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Posted - 2007.05.18 23:21:00 -
[33]
There are slaves, immigrants, tourists, refugees, janitors etc but no crews 
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Jotan Veer
HUN Corp. HUN Reloaded
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Posted - 2007.05.18 23:29:00 -
[34]
Edited by: Jotan Veer on 18/05/2007 23:28:19
Depends,
1. if it is only a show info stat, like Flycatcher: 2 engineers, Dominix: 2300 crewmen then I say YES! I want it! I wanna hear their screams and see the terror on their faces when I turn on the internal cameras and announce via the telecom that "This is your captain speaking, today you are all going to die! Why? Because my insurance is running out!"
2. if it is some bull like the heat system and I gonna have to hunt for faction engineers and officer gunners to stay competitive in pvp then HELL NO.
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UGWidowmaker
Caldari Setenta Corp Xelas Alliance
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Posted - 2007.05.18 23:39:00 -
[35]
i always loved the idea of crew in our ships.. imagine this.
for a 100% working ship you have an amount of crew members. for each blow you take in armor, they start to die. then all of asudden your guns wont fire, or maybe your shield rep dies. because your menn in that area simply died. also u need to recruit menn... and they cost isk but the more isk the better menn...
w00pass and FUN! u can ofc get new crewmember and train em up to be expert crew... would make it all so much more fun.
*snip* - signature removed, please email us with a link to the signature if you wish to know why. -Ivan K if we suck at pvp then why come fight us all the time ???
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Magnum III
Journey On Squad
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Posted - 2007.05.18 23:40:00 -
[36]
I could see having a crew of space marines
They would be able to board other ships to take it over and capture it.
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Kateryne
Minmatar KAOS. KA0S Theory
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Posted - 2007.05.19 00:00:00 -
[37]
My ships have crews, they do the things like loading magazines, keeping the electronics and engineering up and running and making sure the ship works - i just make the decisions and hit all the buttons so to speak (though through mind links). The cost of a ship isn't just it's mineral cost but for a crew as well... so each time you die in a BS, 6 thousand odd lives are lost. Oh and anyone who reckons we don't have crews, why would ships have windows or be shaped as anything other than giant armoured spheres to surround our pods?
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Captain Hudson
Caldari Sabre Inc
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Posted - 2007.05.19 00:03:00 -
[38]
Originally by: SirDregann IV Id like Walking in stations to be here first
and id like them to fix amarr etc etc but we cant all win can we
Originally by: SPQRMocton
We would love to have a bunch of teenage pimple boys with no real pvp ability to fil our corpse yards
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Roger Douglas
Infinite Improbability Inc Dusk and Dawn
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Posted - 2007.05.19 00:09:00 -
[39]
YES
I cannot believe this. EVE is full of YAAARRRing pilots, and no one has even suggested that crew could be made to walk the plank, be keelhauled, not to mention the joys of Exotic Dancers. Yes, you too could have a Thorax crewed by a bevy of buxom babes! The possibilities for comic relief and boredom during gate camps is far too great.
Not to mention that you could make captured crew walk the plank. YAARRR!!!!
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Taran Summers
The Merovingians
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Posted - 2007.05.19 00:13:00 -
[40]
Yes. And it should be a separately damageable bar. Like Hull and shields and such. And some types of damage should be crew killers moreso than ship damaging weapons. I break your shields, then begin pulsing gamma radiation lensed laser fire at you, crew should be dropping like flies. This would allow for (with careful damage selection) the leaving of derelict ships. Which could then be boarded with crews transfered from intact ships and returned home as spoils of war. |

Danton Marcellus
Nebula Rasa Holdings
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Posted - 2007.05.19 00:31:00 -
[41]
I'd like to be able to hire crews based on my reputation and skills as a captain, read charisma based skills.
Crews should also be wary of captains who fight a lot and lean more towards working for the more cautious pilots. Much in the same sense as implants, good ones for the meek, expendable ones for the fraghags.
Voting Yes on proposition 21844.
Also Known As |

Frug
Zenithal Harvest
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Posted - 2007.05.19 00:35:00 -
[42]
Originally by: Danton Marcellus Crews should also be wary of captains who fight a lot and lean more towards working for the more cautious pilots. Much in the same sense as implants, good ones for the meek, expendable ones for the fraghags.
Maybe if you're looking for a crew of pansies, yes.
- - - - - - - - - Do not use dotted lines - - - - - - - If you think I'm awesome, say BOOO BOOO!! - Ductoris Neat look what I found - Kreul Hey, my marbles |

Celestinus
Gallente Ascent To Glory
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Posted - 2007.05.19 00:39:00 -
[43]
I actually had a dream about this crew thing. There was this mechanic and a navigator.. I'd give levels for these guys.. like lvl1 mechanic +2% with armor reppers or somesuch.
Ofc you'd have to pay them salary.. Think about the mutinies too ! Yarr! :)
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Danton Marcellus
Nebula Rasa Holdings
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Posted - 2007.05.19 00:41:00 -
[44]
Originally by: Frug
Originally by: Danton Marcellus Crews should also be wary of captains who fight a lot and lean more towards working for the more cautious pilots. Much in the same sense as implants, good ones for the meek, expendable ones for the fraghags.
Maybe if you're looking for a crew of pansies, yes.
Crews die quite frequently, what would be the reasoning behind the best crews going to work for reckless captains?
Also Known As |

Maj Woodcock
Minmatar United Space Aillance USA
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Posted - 2007.05.19 00:50:00 -
[45]
My vote is NO.
There are other things needed more such as walking in satations. I would even like to open a stall during the weekends to sell things or just have meetings with my crew and stuff.
Or even get lag fixed ...
PROMISES MADE > PROMISES KEPT SO SAY WE ALL |

Taran Summers
The Merovingians
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Posted - 2007.05.19 00:51:00 -
[46]
In an old game called Star Control 2, the more crew members you had to replace the more expensive it got over time as word got around about your high mortality rate. And if you took the option to sell some crew members into slavery to this one race, word got back and your crew price went to like 100 times normal. That would be interesting to see here. Good isk sink as well. Hiring fee plus salaries. |

Pratiken
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Posted - 2007.05.19 01:18:00 -
[47]
Edited by: Pratiken on 19/05/2007 01:17:12 I like the idea, I vote yes. This could become rather creative.
A. Different crews could give different small bonuses. B. Crews could be upgradable like clones. C. You could throw a crazy party at station when Walking in Stations comes out.
But srsly fix amarr first 
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Thanos Draicon
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Posted - 2007.05.19 02:09:00 -
[48]
I would like to see crews in the following capacity:
1. Each ship should have slots for crew specialists according to their size, for example 1 slot for Destroyers, 2 for Cruisers, 3 for Battlecruisers, and so on. Whenever you purchase a ship you recieve crew for it automatically, but these crew do not provide any bonus of any kind.
Depending on your standings with certain NPC corporations, you would have access to different types of crew. You would be able to "hire" crew from an Amarr corporation that might specialize in capacitor bonuses and a caldari crew that might give you a shield boosting bonus. Different corporations within the specified faction could even give different kinds of bonuses, I.E. one caldari corporation might have crew that gives you a 2% bonus to shield boosting, and another might have crew that gives a 3-4% bonus to shield capacity, the possibilities are almost endless.
The important thing is that you have to pay to keep the crew hired (3 month period like insurance, possibly) and that this cost is relatively minor (A.K.A. NOT RIGS), and that crews shouldn't play a large part in combat - they shouldn't be the equivalent of a T2 setup vs. a T1 setup.
My $0.02
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Leonardo Sabrioski
Caldari Leviathan Enterprises
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Posted - 2007.05.19 03:32:00 -
[49]
Originally by: Taran Summers In an old game called Star Control 2, the more crew members you had to replace the more expensive it got over time as word got around about your high mortality rate. And if you took the option to sell some crew members into slavery to this one race, word got back and your crew price went to like 100 times normal. That would be interesting to see here. Good isk sink as well. Hiring fee plus salaries.
Who needs crews when you got slaves! (not meant in any racially offensive way, please don't beat me up, slaves can be of any race !!! ahh!! leave me alone!!!) ----------------------------------------------
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Aedaxus
Caldari Digital Zone Corp
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Posted - 2007.05.19 03:58:00 -
[50]
Depends what you actually mean with a crew:
(1) NPC crews : a bunch of NPC's who further extend the ships capabilities, like rigs, but with funny faces. Could be fun, but their corpses should be recoverable, my slaverhound feeds off them. 
(2) Player crews a bunch of players who are silly enough to hop in my ship for whatever reason and help me do stuff, or just hang out in my hulk's cargo bay for hardcore parties in the middle of space!  Sig removed, please keep it within the 1x1 pixel limit. |

SonOTassadar
The Dead Parrot Shoppe Inc. Brutally Clever Empire
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Posted - 2007.05.19 04:40:00 -
[51]
Edited by: SonOTassadar on 19/05/2007 04:40:50 Infinity, when it comes out, *will* have crews, as the creator doesn't like the idea of a pod-pilot. Somewhere in their forums they say that crews will cost a fee, the same way fuel costs a fee, in order to give them their pay. They have further suggested that having "hero"-like crew, IE, an engineer would give +% bonus to repair time (Think La Forge from Star Trek). Taking structure damage could mean losing crew, which would have to be replaced and such.
It would certainly be another desperately needed ISK sink. However, I don't think that there should be a fee applied to anything smaller than a Battlecruiser class ship, and, well, I think a Titan/Mothership crew should be costly enough to where only a decently sized corporation could sustain it.
Anyways, I thought it was a great idea, and maybe could be incorporated into Eve. ----- Griffin -- 100,000 ISK ECM - Multispectral Jammer Is -- 20,000 ISK Standard Missile Launcher Is -- 10,000 ISK War target sobbing over losing a fight in his T2 fitted Battleship -- priceless |

Arkios Odymei
Incarnation of Evil
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Posted - 2007.05.19 04:57:00 -
[52]
Edited by: Arkios Odymei on 19/05/2007 04:55:48 YES!!!! In game crews would be a cool addition.
SHIPS HAVE CREWS!!!! - As told by CCP GINGER of the EVE DEV TEAM
Also Read some EVE Chronicles.
And this short story has a nice section on the fourth page in that tells about how the pod works in a ship:
Originally by: Forsaken Ruins Mattias focused the drone cameras on the Blackbird, inspecting the massive gashes in its hull. Judging from the metallic carnage, he estimated that sections of at least 6 decks were now exposed directly to space. Somewhere beneath where he was sitting, hundreds of crewmembers were sealing off compartments, fighting electrical fires and desperately struggling to keep his ship's vital systems functioning. How many of them died because of this, he wondered. As the captain of the ship, he was sealed inside a pod made of an ultra-strong, Jovian-manufactured alloy and neurologically connected to the Blackbird's systems. Inside of it, so long as the ship was intact, the captain was immune from harm. It was the Jovians who had introduced this remarkable innovation, and it had changed the face of naval warfare forever.
...
Modern day starships are massive and incomprehensibly complex. Before the pod, there were so many points of failure between a captain's decision and the execution of his orders. The ability to create a direct neurological connection between a human mind and a ship's systems reduced those points of failure to zero. Commanding a starship was now a natural extension of the mind's will. All a captain needed was to just think about what he wanted his ship to do, and it was done.
To Mattias, it was all so impersonal. Because of the technology, a captain could skipper numerous ships over the course of a lifetime without ever meeting a single crewmember from any of them. Mattias was one of the few who made an effort to meet at least some. It seemed like the least he could do in exchange for their unquestioning faith in his abilities, and their trust in him to keep them alive.
And yes, everytime you lose a ship hundreds, if not thousands, of people die (and none of them have a clone, they are just regular Joes and not elite pod pilots like you and me.)
Any one who says our ships dont have crews is refusing to accept these facts! Give in!
Originally by: Marcathonas Moros + huginn + bubble = super happy carnage time.
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Missy X
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Posted - 2007.05.19 08:04:00 -
[53]
Ships obviously, OBVIOUSLY have crews for reasons stated above. Except of course the smallest ships such as a shuttle or small frigate.
I personally would be bored by "crew management" functions in EVE (god knows there's enough techy stuff to get one's head around in EVE as it is) but the ability to see the crew do their thing would be excellent. In fact, walking-in-ships could be potentially as good as walking-in-stations.
It would also be cool to see crew effects during battles. Imagine shooting a ship and seeing tons of frozen corpses fall out once the ship goes into structure!
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ee21k
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Posted - 2007.05.19 08:24:00 -
[54]
Originally by: Taran Summers Yes. And it should be a separately damageable bar. Like Hull and shields and such. And some types of damage should be crew killers moreso than ship damaging weapons. I break your shields, then begin pulsing gamma radiation lensed laser fire at you, crew should be dropping like flies. This would allow for (with careful damage selection) the leaving of derelict ships. Which could then be boarded with crews transfered from intact ships and returned home as spoils of war.
cool. I'm gonna build a crew tanker battleship. no shields, no armour, just layers and layers of cheap, squishy and replacable humans strapped to the structure.
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marioman
Caldari Eye of God X-PACT
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Posted - 2007.05.19 08:33:00 -
[55]
Originally by: Thanos Draicon I would like to see crews in the following capacity:
1. Each ship should have slots for crew specialists according to their size, for example 1 slot for Destroyers, 2 for Cruisers, 3 for Battlecruisers, and so on. Whenever you purchase a ship you recieve crew for it automatically, but these crew do not provide any bonus of any kind.
Depending on your standings with certain NPC corporations, you would have access to different types of crew. You would be able to "hire" crew from an Amarr corporation that might specialize in capacitor bonuses and a caldari crew that might give you a shield boosting bonus. Different corporations within the specified faction could even give different kinds of bonuses, I.E. one caldari corporation might have crew that gives you a 2% bonus to shield boosting, and another might have crew that gives a 3-4% bonus to shield capacity, the possibilities are almost endless.
The important thing is that you have to pay to keep the crew hired (3 month period like insurance, possibly) and that this cost is relatively minor (A.K.A. NOT RIGS), and that crews shouldn't play a large part in combat - they shouldn't be the equivalent of a T2 setup vs. a T1 setup.
My $0.02
I like this idea and would like to expand on it, but my expanded idea may seem a bit stupid and not fit with EVE but I'll say it anyway at the risk of being laughed at.
I dont know if anyone here has every played the naval warfare MMO called "Navy Field" but they have sailors which in this game are what makes the ship tick. Now in EVE the pod pilot is the main guy so we would have to have the crews take a secondary role.
In navy field you're sailors level up, so what i'm suggesting is the normal RPG method with XP gained etc (this is the part that I was talking about that might not fit in with EVE). Now since navy field is based on battle to battle and is no way like EVE as far as combat goes this would have to change to a different method, but 1st the classes.
You have 4 nations (races in EVE) so we could make it so you have to have Caldari pilots for Caldari ships and so on. They would start out as regular crewmen. After they get a certain level you can then pick a class. From gunner, to missile...uh guy or whatever you want to call him lol, to engineer, to repair man, armor man, shield man, etc. Once you pick a class you cant go back but they would add small bonuses to their specific class (we could do it say for gunners they give 0.001% dmg/tracking/optimal/falloff per level) then once they get to a certain level upgrade them to say Gunnery Damage Specialist where they give instead of 0.001% per level to dmg they give 0.002% per level. Since crew space would be limited you would have to decide what best suites you for the extra bonus.
Now for the hard part, how would crews gain XP. Well that's a tough one when it comes to EVE. You could do it a few ways like a % of the dmg you do in combat for combat ships, or for non-combat ships say an industrial a (very small) % of cargo size per AU traveled, or something. For gunners a real good way could be for every wrecking shot they gain a % in XP of the dmg caused by that shot (this would probably have to be a fairly large % tho).
Another thing would be having to limit it to one class type per ship that way you don't have people fitting say 4 gunners to one ship (and maybe have a required class for a specific ship type, like engineer and/or weapon guy).
Like I said this is pretty crazy idea but I feel it's worth putting out there.
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Leneerra
Minmatar Trinity Nova KIA Alliance
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Posted - 2007.05.19 08:54:00 -
[56]
I would love to have crew incorporated in the following manners:
- loot in the can or wreckage - a stat on the ship - a statistic on your char sheet listing crew killed, lost and resqued - To add odd options and limit balance issues crew officers could be introduced as occupying a Rig slot
I am still thinking if they should but I think I would be positive if the effects would not be to big: - be lost on receaving hull damage (few lost every hit into hull) - be added as an additional cost in construction and repair - add bonusses and penalties as in: less performance with to few crew, more performance with an experienced crew (ship you owned for a while). - Perhaps a tiny bonus to ship performance if the crew is actually payed some isk (like a smaller combat booster effect purchased with isk only in a station (Detrimental effects possible because of the party they had, increasing the advantage for home enviroment)
I would not be intrested in seeing features like: - Crew monthly pay. Even though it adds realism it does not realy work to benefit the poorer people in eve - Crew interaction, spies, securety, boarding, sabotage
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Mike Atropos
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Posted - 2007.05.19 08:55:00 -
[57]
Crew would be a neat addition if it played a very minor aspect of your ship. Theres enough fittings to buy already without having to hunt down best named officers to be competitive.
All ships should have 100% crew stats, or in other words, just building the ship implies theres sufficient crew foolish enough to jump in with you, and the ship would behave exactly as it did pre-crew.
Rare crew members would be hire-able from stations and cost isk/month to use. Failure to pay removes their bonus and your ship goes back to 100%. The wreckage of ships can, very rarley, hold crew that you can bribe to work for you or ransom (they pay you when you drop them off at a station, then become hire-able by others).
Crew should not have any impact on most ship systems. Their bonuses should be more logistical in nature and not have an impact on combat. No + %damage or something silly like that. Instead, their bonuses could be to things like reloading, warp speed, hull repair over time, chance for module destruction through heat (not heat duration/buildup, just its chance of frying the component) would all be acceptable additions.
It would also open the way for boarding actions by Landing Assault Ships. They would have the ability to dock with a crippled vessel and begin boarding operations. Depending on their success they could either retrieve goods from the cargohold, damage/destroy/take ship systems, or potentially eject the hostile pod-pilot. Some form of mini-game would be needed to resolve this in a way thats fair to both parties.
Anyways, crew is here, its just not much of a factor, and never really should be. They would make a neat addition, however, for boarding operations and functions not currently covered by other modules.
Also, you could easily make crew both humanoid and drone and create an interesting point/counterpoint between the two. Anyways, its all just speculation and theory crafting, crew will likely remain locked to RP sessions only for a long time.
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Kasahara
KAOS. KA0S Theory
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Posted - 2007.05.19 09:05:00 -
[58]
Originally by: Kateryne
Oh and anyone who reckons we don't have crews, why would ships have windows or be shaped as anything other than giant armoured spheres to surround our pods?
Yeh, good point, but the idea of having crews seems to much effort with the things we have to do anyway, plus the cost as well would increase.
I believe the idea of them being there on a Role play base is fine, as is creates a sense of "i destroyed his ship, killing all his crew (morbid approach), owned".
Would be nice to know how many were in a ship tho, stat wise?
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Sheriff Jones
Amarr Space Perverts and Forum Warriors United Cult of War
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Posted - 2007.05.19 09:38:00 -
[59]
Only if i can throw them, when needed, into the furnace and get more cap 
Yes yes...been hanging too long around druuge...
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Mox Trident
Minmatar Erimus Blueprints
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Posted - 2007.05.19 09:45:00 -
[60]
Edited by: Mox Trident on 19/05/2007 09:44:24
As far as I can remember in Elite II: Frontier you could hire NPC crew to work for you. Each crewmember had a specialst area of expertise and of varying qualilty. They enhanced your ship capabilities from combat, defence, navigation etc.
To add more player-customization and even role-play aspects to the game, something similar in Eve would be a great addition imho - but only if it was a choice and not mandatory.
Besides, another isk sink is always good for the economy 
Capital Ship BPC packages now available from Erimus Blueprints |
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