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Daggaroth
Caldari Demio's Corporation
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Posted - 2008.02.08 21:01:00 -
[1]
We have all seen the "passenger" trade goods in the market, the marines, the dancing girls. etc. etc. and as far as i know right now there is only 2 reasons for them. for turning in for missions and looking good in a cargo hold. well i would like to add a better use for them
i propose that each ship is given a specific amount of "crew" that can be assigned to specific tasks on the ship. and depending on what crew task / "passenger" type is put in each slot would modify the effectiveness in your ships performance
for example:
Tacical( or armory): 10 slots for crew. you add 10 marines. = their military training allows them to add greater firepower and rate of fire for your weapons
Maintaince: 5 slots for crew. you add 5 Janitors. they fix up your engines so they go slightly faster.
Engineering: Engineers ( and /or electricians ): they have souped up your capacitor to make it recharge faster, and your ECM/ECCM modules work slightly better ( or additional powergrid or something to that effect)
resupply: slaves ( or freed slaves depending on your specific faction): these guys have been working so hard it is second nature to them to get the job done fast.. resulting in your ammo is loaded faster (( and / or increases the effectiveness of your cargo hold so you can put more stuff in there))
Science: scientists ( or something to that effect): their smarts have made it possable to increase your shield hit points and regeneration, as well as increase the effective range of tractor beams (( maybe 5 KM per scientist or something to that effect)
Pleasure: ( effects all other crew jobs) Dancing girls, ( or add something like a card player or something) increases the effectiveness of all other crew assigned to other slots.
etc etc etc
now each crew job slot would have limited amount of space for crew to be assigned to it and furthermore the amount of crew that can be assigned to a ship would be determined by its hull / class configuration (( something similar to the dronebay capacity and the drone bandwidth)
example:
frigate: 1 tactical, 1 engineering, 2 maintaince, 0 science, 0 resupply, 1 pleasure
battleship: 10 tactical, 10 engineering, 15-20, maintance, 5-10 science, 10-15 resupply, 5-10 pleasure.
the specific numbers are subject to debate and change. but i hope you get the general idea =)
well that is my idea. i hope you guys like it thought it out extensively. i know this would be a great idea for a future addition to the game.
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Daggaroth
Caldari Demio's Corporation
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Posted - 2008.02.09 00:56:00 -
[2]
if you have any suggestions for this idea please feel free to post them =) i would really like to get some feedback from my fellow Eve players as well as the CCP =) --------------------------------------------------
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Tuvar Hiede
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Posted - 2008.02.09 01:08:00 -
[3]
Edited by: Tuvar Hiede on 09/02/2008 01:08:32 I have to say, it does sound interesting, I get the feeling that something somewhere else would have to loose a little power to make up for what you couuld get from these but overall its a great idea, I mean - we do have crew, but we cant do anything with them. suggestion
1)would be that instead of using current trade goods, have specialised ones introduced doing roughly the same thing but making it more realistic like Gunnery Sergant for increasing the rof, Starship Hull Engineer for working armour/shields etc
2)Maybe some skills to go with them? I mean of course you would have to have them but maybe place them under leadership, because you are leading them, pod piloting and everything
but yeah, great idea, don't know how everyone will take it though.
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Daggaroth
Caldari Demio's Corporation
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Posted - 2008.02.09 02:31:00 -
[4]
also this would be a added benefit to those roleplayers in the game. they will actually have a crew that does a function... because personally i have always found it odd that 1 person could control some of those huge ships out there.. a frigate i can understand but i would think a carrier would( should) have close to hundreds of crew.. but thats just me hehe --------------------------------------------------
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Zaiyo Modi
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Posted - 2008.02.09 07:36:00 -
[5]
Edited by: Zaiyo Modi on 09/02/2008 07:39:12 Edited by: Zaiyo Modi on 09/02/2008 07:37:38 Im filthy rich, but buying a crew to boost some stat on a ship is for me meaningless in itself.
However, if the use of crews were to be depending on some really complex system in the world, I would be interested to having it in game.
Like if you had crew from some npc corp with roots in non-violent attitude and went pirating, you would end up with bad crew morale and penalties to ship stats, depending on the situation and the location.
Perhaps the npc crew would have their morale shifting with "breaking" world news created by ccp.
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Daggaroth
Caldari Demio's Corporation
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Posted - 2008.02.09 08:38:00 -
[6]
Originally by: Zaiyo Modi Edited by: Zaiyo Modi on 09/02/2008 07:39:12 Edited by: Zaiyo Modi on 09/02/2008 07:37:38
Like if you had crew from some npc corp with roots in non-violent attitude and went pirating, you would end up with bad crew morale and penalties to ship stats, depending on the situation and the location.
Perhaps the npc crew would have their morale shifting with "breaking" world news created by ccp.
another use for slaver hounds to reduce the chance of that happening =) --------------------------------------------------
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Daggaroth
Caldari Demio's Corporation
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Posted - 2008.02.09 19:21:00 -
[7]
i just had a thought with the in station addition that CCP is planning to add.. there could be a feature for "shore leave" for your crew and it would boost their morale or something to that effect --------------------------------------------------
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Riddick Valer
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Posted - 2008.02.09 19:52:00 -
[8]
Why not add a separate crew page in stations. You can modify the % of crew devoted to different areas.
Areas: Engineering (capacitor) Propulsion (Speed) Weapons (damage) Shield Room (shield) Armor (armor)
Each area has a slider and is usually allocated 20% of the crew. You can raise the crew component in each section, but only by lowering other sections. Each 5% more crew will increase that particular area 1%. But every 5% below the 20% threshold will lower the area 2%. This gives a nice system of tradeoffs.
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Daggaroth
Caldari Demio's Corporation
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Posted - 2008.02.10 21:58:00 -
[9]
anyone else have anything to add to this topic? =) --------------------------------------------------
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DasNara Aethelwulf
Blackwater Syndicate VENOM Alliance
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Posted - 2008.02.11 04:13:00 -
[10]
I've said it before....boarding actions....I would love for the oppertunity to capture a ship...send it to the nearest freindly station as a prize....great idea Daggaroth, and with the station walking, it would be cool to walk around with your crew.
My left is in retreat, my center is giving way; situation excellent, I attack - Joffe 1916 |

Daggaroth
Caldari Demio's Corporation
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Posted - 2008.02.11 15:48:00 -
[11]
good idea. i would love to tow a enemy ship back to my hanger and keep it as a trophy lol --------------------------------------------------
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Sarah Douglas
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Posted - 2008.02.12 04:05:00 -
[12]
I think y'all might be over thinking it.
Imagine if every one of the passenger trade goods had a certain small effect on the ship. Marine = +1% to turret damage & rof, for example. You could even introduce new people, like freight handlers (+1% to cargo capacity.)
But then just give each ship a number of slots based on its size. 1 for frigates, 2 for dessies, etc. It would work like rigs, except the people wouldn't explode when you take them out.
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Cpt Branko
Surge. Night's Dawn
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Posted - 2008.02.12 04:15:00 -
[13]
Repeat with me: we do not need anymore bonuses.
We don't. As it is now the pirate implant sets are verging on the edge of overpowered. From a game balance point of view, more bonuses are just bad.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Daggaroth
Caldari Demio's Corporation
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Posted - 2008.02.13 17:10:00 -
[14]
well to balance it out maybe remove or reduce the ship specility bonuses. or make the crew bonuses very small to make them less huge for actual game play..
i really just want to have an actual crew because i just have always found it funny when i think about when i could sit in a capsule the size of a pea ( comparatively) and then fly a capital ship like a wayvern or chimera. a frigate or a destroyer i can understand but the bigger the ship is the harder it is for a single person to control it. --------------------------------------------------
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Daggaroth
Caldari Demio's Corporation
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Posted - 2008.02.13 17:24:00 -
[15]
i honestly wouldent care to much if they added them to the game and did not add any bonuses but i highly doubt they would do that because it would be for the most part a " useless addition" but if there were a bonus to come with it then it would be alot easier to intigrate them into the game --------------------------------------------------
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Daggaroth
Caldari Demio's Corporation
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Posted - 2008.02.13 17:31:00 -
[16]
Originally by: Cpt Branko
We don't. As it is now the pirate implant sets are verging on the edge of overpowered. From a game balance point of view, more bonuses are just bad.
also i never fully understood how i can plug in a chip into my brain and my ships proformance goes up. the learning attributes i can fully understand ( slots 1-5) but not the 6-10 that effect the ships proformance.. prehaps it can be a trade off where implant slots 6-10 are taken out .. or changed and the crew bonuses would take over with a similar effect only with the crew ( atleast the way i think of it) it would be alot better because you would beable to switch out crew posissions depending on what you need out of your ship on a mission by mission basis. rather then the implants are in until you die or destroy them and replace them
just a thought --------------------------------------------------
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Abrazzar
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Posted - 2008.02.13 18:30:00 -
[17]
In the other, longer thread about Ship Crews, I added the idea that the crew bonus will depend on the Leadership skills of the pilot and will merely replace any lower bonus you might get from a fleet. This would also mean that solo pilots could gain from leadership. This wouldn't add a new bonus but just increase the availability of a existing bonus.
Setting the relation between investment (and risk loosing it) to the reward of crew would be a matter of balancing. For example crews could come with different professionalism levels that set the maximum bonus you could get from them and have the higher ups be both rare and expensive. LP stores come to mind when thinking about getting an elite crew.
Creating a system for crews would have to be made carefully though. It should not be too simple, thus reducing crew to yet another module and not too complicated to make it a bothersome micromanaging machine.
Apart from 'buying' crew on the market it could be trained out of generally available civilians in special 'Training' slots at academy stations with special blueprints, called Training Programs. Current 'Livestock' passengers could be retrained to civilians by reprocessing them, same could be done with any crew. A POS structure to train crew in 0.0 could be added. A new skill, like Education Facility Management could be added that is required along with leadership skills to 'build' crews. Drill Sergeant could be a new mini career.
Adding crew however would be the first step to adding a new layer to the gameplay of Eve. It would give rise to the implementation of population, which would add aspects of civilization strategy games. This would be the main reason for not implementing crews into Eve from a game design point of view. It'd of course depend on the visions CCP has for the future of Eve (and I don't have access to the game design document) -------- Ideas for: Mining Clouds
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Conrad Rock
Caldari Provisions
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Posted - 2008.02.13 20:21:00 -
[18]
No thanks.
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