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Jarome Ambraelle
Industrial and Mining Enterprises Inc.
1
|
Posted - 2011.09.08 06:47:00 -
[1] - Quote
I know its been talked about since the beginning, but I think Dust 514 might bring the first change. First thing we could start with is adding the ship bridge (which is different for every ship) and allow you to go there from your quarters. There you could see NPCs for the first time who you can interact with. Later more areas can open up in the ship and even the ability to walk in stations. At some point shuttles should be allowed to dock at any ship, giving them their first practical use as personal couriers allowing you to see other players face to face. By this point, some things might come up that you can do outside of the space side that will show what differences your race makes. You never know, one day we may walk on the planets. |

Koenny
Origin of Sanshaa Intergalactic Exports Group
0
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Posted - 2011.09.11 09:37:00 -
[2] - Quote
Before I start, man you have a lot of threads.
Now to the point. I like the idea on walking on the bridge of my ship, but then again, im a capsuleer. why would I be walking on my bridge, disconnected from the ship itself.
secondly, the ability to walk inside stations is already a thing they are working on, i think they are going to open up more of the stations insides with the second part of the expansion.
and dock shuttles with ships? it has been tried before, this is a part you haven't looked into at all in other threads, look at other things in the Features and Ideas Discussion, like the Hive ships idea. Cause docking ships to other ships that are out in space, makes the server go beserk. |

Olodn
Caste Bertale Project Irrelevant.
0
|
Posted - 2011.09.14 13:14:00 -
[3] - Quote
As far as i know pod ships are essentially one-man robotic ships. If crew are to be implemented they would probably cause a somekind of bonus, but i dont think it would make much sense. How exactly could a crew imprive a ship that is already 100% automated?
|

Koenny
Origin of Sanshaa Intergalactic Exports Group
0
|
Posted - 2011.09.14 16:20:00 -
[4] - Quote
Olodn wrote:As far as i know pod ships are essentially one-man robotic ships. If crew are to be implemented they would probably cause a somekind of bonus, but i dont think it would make much sense. How exactly could a crew improve a ship that is already 100% automated?
you are wrong at that point. our capsuleer ships are indeed controlled from 1 central place, but the ship itself is sustained by the crew. When you read some of the EVE Chronicles, you notice that we indeed have crews onboard our ships, but they just do the maintenance work and keep the ship running, while we, capsuleers, issue the orders. |

Asuka Solo
Stark Fujikawa Stark Enterprises
452
|
Posted - 2011.09.14 16:58:00 -
[5] - Quote
You love my PI.
I love your ship crews.
Marry me.
+1 |

shadowace00007
Beyond The Gates Tri Sol Syndicate
1
|
Posted - 2011.09.14 17:11:00 -
[6] - Quote
Koenny wrote:Olodn wrote:As far as i know pod ships are essentially one-man robotic ships. If crew are to be implemented they would probably cause a somekind of bonus, but i dont think it would make much sense. How exactly could a crew improve a ship that is already 100% automated? you are wrong at that point. our capsuleer ships are indeed controlled from 1 central place, but the ship itself is sustained by the crew. When you read some of the EVE Chronicles, you notice that we indeed have crews onboard our ships, but they just do the maintenance work and keep the ship running, while we, capsuleers, issue the orders.
I feel bad for the my gunnery crew I am always making them turn my guns to 11. I bet it gets hot in there. |

Yulinki Atavuli
Caldari Investment and Security Industries Innovia Alliance
1
|
Posted - 2011.09.14 18:28:00 -
[7] - Quote
Ok, for one everyone is right. capsuleers are what i like to think of as the hybrids (http://en.wikipedia.org/wiki/Cylon_Basestar#The_Hybrid) in Battlestar Galactica.
As, in they are in a goo of sorts and are plugged directly into the ship and with a single thought they can turn the warp engines on or fire a volley of missiles.
they, never get to walk around their ship. i would like to do something like your idea. but, it doesn't fit into eve. |

Nova Fox
Novafox Shipyards
0
|
Posted - 2011.09.15 00:52:00 -
[8] - Quote
Ahem, you as the brain never directly talk with your mouth or even thoughts to the individual blood cells that carry the nanite repair paste from cargo holds to the damaged spots, you never talk to your white blood cells to repel boarders, you never really tell your ears to listen, your eyes to see, or your tounge to taste. Crew are near universally treated in the same regard mostly and its considerably unhealthy to regard them any higher as youll oftenly lose them, their life expectancy is no where near yours.
Now things pod pilots could do
Manage crew types. Its been shown in the past that the master after god aboard the ship still can bring about managament of the crew though its usually impersonal. Most of the time it seems crews get assigned to ships from a secondary entity, possibly npc agents arranging work requests for those desperate enough to take the gamble. Managing crew needs seems to be handeled by the same entities from thier food water and quality of life. Wouldnt it be neat to have a bit more control over it in turn get slight bonuses to the ship? Maybe even add rpg element to each ship the longer the ship remains alive the more experinced the crew becomes increasing the level of the ship. If destroyed the crew would be too scattered to keep all the experince over to the next ship let alone what would happen if they decided that the small boy isnt thier deal anymore, or they dont like the life aboard a battleship, or they made enough serving you're cause they can comfortably retire thier entire family now. All good explinations that a ship that gets disbanned or destroyed would lose all levels earned.
As for the Dust Mercenaries, it seems there is a high level of animosity of hatred of pod pilots by the dusters. Im going to go out on an educated guess and say that we 'pod' pilots enslaved these dusters to an enternal punishment of living, we wont let them die because thier ground fighting skills are to important to let die, to fight our wars our squabbles our meaningless conflicts to thier eyes and for what, be denied death? Cloning tech is only available to the extra rich, mega corp owners who actually can value an isk instead of local planetary currency, it only takes 11k isk to retire a non podder for generations, the most basic clones are costing up to the millions per contract one wonders what the intitial contract costs are? oh what unearthly debts we levied upon these dusters. |

Asuka Solo
Stark Fujikawa Stark Enterprises
452
|
Posted - 2011.09.15 04:36:00 -
[9] - Quote
Yulinki Atavuli wrote:Ok, for one everyone is right. capsuleers are what i like to think of as the hybrids (http://en.wikipedia.org/wiki/Cylon_Basestar#The_Hybrid) in Battlestar Galactica.
As, in they are in a goo of sorts and are plugged directly into the ship and with a single thought they can turn the warp engines on or fire a volley of missiles.
they, never get to walk around their ship. i would like to do something like your idea. but, it doesn't fit into eve.
And despite having hybrids, Cylon baseships have crews who can also do stuff.
There is no reason why a capsuleer needs to be in place to command the ship and have a supplementary crew to maintain the ship or provide the atmosphere from a social interaction perspective.
That goes without saying, if you can get out of a pod outside of the ship, then maybe you can get out of your pod inside of your ship. This implies the ship goes offline, and allows the player to move around inside. If the ship in question isn't docked up or safe, then a gang could kill it before the capsuleer even knew he was under attack.
|

Olodn
Caste Bertale Project Irrelevant.
0
|
Posted - 2011.09.15 09:15:00 -
[10] - Quote
I think it's ut to CCP to enlighten us about ship crews actually being present in current ships.
Anybody seen any such info? |

Sir Substance
Suddenly Ninjas Tear Extraction And Reclamation Service
12
|
Posted - 2011.09.15 11:13:00 -
[11] - Quote
Koenny wrote:Olodn wrote:As far as i know pod ships are essentially one-man robotic ships. If crew are to be implemented they would probably cause a somekind of bonus, but i dont think it would make much sense. How exactly could a crew improve a ship that is already 100% automated? you are wrong at that point. our capsuleer ships are indeed controlled from 1 central place, but the ship itself is sustained by the crew. When you read some of the EVE Chronicles, you notice that we indeed have crews onboard our ships, but they just do the maintenance work and keep the ship running, while we, capsuleers, issue the orders.
I also notice that when I tell a 300 meter ship to turn on its axis, it does so at a speed which would squish anything organic that was not close to the exact center of rotation.
The lore and the game are inconsistent. Deal with it. From there, give me a persuasive gameplay related argument for ship crews. |

Nova Fox
Novafox Shipyards
0
|
Posted - 2011.09.15 20:57:00 -
[12] - Quote
Sir Substance wrote:Koenny wrote:Olodn wrote:As far as i know pod ships are essentially one-man robotic ships. If crew are to be implemented they would probably cause a somekind of bonus, but i dont think it would make much sense. How exactly could a crew improve a ship that is already 100% automated? you are wrong at that point. our capsuleer ships are indeed controlled from 1 central place, but the ship itself is sustained by the crew. When you read some of the EVE Chronicles, you notice that we indeed have crews onboard our ships, but they just do the maintenance work and keep the ship running, while we, capsuleers, issue the orders. I also notice that when I tell a 300 meter ship to turn on its axis, it does so at a speed which would squish anything organic that was not close to the exact center of rotation. The lore and the game are inconsistent. Deal with it. From there, give me a persuasive gameplay related argument for ship crews.
Inertia Dampeners, derp. Which is a technology existing in eve as it is, additional I damps increases the rate a ship can accelerate and turn, if one should fail entirely on your boat youll have pudding. Long as its operational though everything is fine and dandy. I think the gravity pull drives eve uses possibly functions as the I dampener as well but im not certain more research must be done in order to ascertain such. |

Olodn
Caste Bertale Project Irrelevant.
0
|
Posted - 2011.09.16 10:20:00 -
[13] - Quote
Nova Fox wrote:Sir Substance wrote:Koenny wrote:Olodn wrote:As far as i know pod ships are essentially one-man robotic ships. If crew are to be implemented they would probably cause a somekind of bonus, but i dont think it would make much sense. How exactly could a crew improve a ship that is already 100% automated? you are wrong at that point. our capsuleer ships are indeed controlled from 1 central place, but the ship itself is sustained by the crew. When you read some of the EVE Chronicles, you notice that we indeed have crews onboard our ships, but they just do the maintenance work and keep the ship running, while we, capsuleers, issue the orders. I also notice that when I tell a 300 meter ship to turn on its axis, it does so at a speed which would squish anything organic that was not close to the exact center of rotation. The lore and the game are inconsistent. Deal with it. From there, give me a persuasive gameplay related argument for ship crews. Inertia Dampeners, derp. Which is a technology existing in eve as it is, additional I damps increases the rate a ship can accelerate and turn, if one should fail entirely on your boat youll have pudding. Long as its operational though everything is fine and dandy. I think the gravity pull drives eve uses possibly functions as the I dampener as well but im not certain more research must be done in order to ascertain such.
I have only seen inertia stabilizers, something that appears to be a term uniqe to EVE since i havent seen it anywhere elses. inertia dampeners i a much abused term in sci-fi. It means: http://en.wikipedia.org/wiki/Inertia_damper You are probably thinking about: http://en.wikipedia.org/wiki/Inertia_negation
I wonder if CCP guys who implemented inertia stabilizers even know what inertia means, or if what you call inertia dampeners would allow for crew to survive the harsh manuvers of a starship.
This essentially raises a lot of questions only the guys at CCP could answer. |

Erik Finnegan
Polytechnique Gallenteenne
0
|
Posted - 2011.09.16 11:59:00 -
[14] - Quote
Sir Substance wrote:Give me a persuasive gameplay related argument for ship crews. Yes, Sir : think of them as a pet in other MMOs. A tamagotchi of sorts. I bet it will cater to a lot of players to have a few little computer people to boss around and not having to deal with corp mates and RL CEOs.
There you have a game design, a game play, and game marketing reason.
The crew should subtly influence the ship's attributes, the crew should learn while used depending on use, and you may have several crew to choose from, represented by the officers. Crew might meuter if you don't treat them well, you should be able to "sell" trained crew on the market. Seeing that the crew will likely not get old, I do not expect grand exploitation problems.
Problematic is crew's mechanic in the broader end-game context, because players have enough to do with their ship commands, FCs, and watching the overall fleet. A crew feature must not be prominent to a point of disrupting game play for players who want to focus on interaction with ( aka shooting down of ) other players. That interaction will and should always have precedence over crew interaction.
Which leads me to the conclusion that -- while a lot of players prefer to enjoy EVE's PvE -- development resources will be better spent on Incarna establishments ( p-2-p interaction ) and the DUST link aka PI 3.0. |

Ciar Meara
Virtus Vindice
93
|
Posted - 2011.09.16 13:23:00 -
[15] - Quote
If you make posts at least do some research.
All ships have crews. Recently this canon has been discussed and incorperated by CCP thusly:
http://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines
This is how the crews live (on some ships), remember Capsuleers are all individuals so they might not do it all like this:
http://www.eveonline.com/background/potw/default.asp?cid=05-10-09
This is how dust 514 sees it for the mercs (perhaps shipcrews also)
http://www.dust514.com/en/chronicles/?article=2367 - [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow] |

Nova Fox
Novafox Shipyards
0
|
Posted - 2011.09.16 15:59:00 -
[16] - Quote
Inertia Nullifiers seems rather impossible as you cannot break the law in half as logic would love to do so. You'll wind up with an object incapable of moving due to outside force or one that wont stop moving. Also the power requirements for such system of a warships mass would outstrip most known conventional science fiction means of powering a star ship, including blackholes and suns.
The laws of interia is a one bit law, not two, three or more bits as we'd liked it to be. A nullifeir tries to break this switch in half usually at useless results. A dampener makes the switch operate ALOT slower or ALOT faster to our comforting needs. The dampener also makes great use of conservation law as well as the interia is eventually distributed and used entirely. Where as a nullifer is left wondering where its going to dump all of this 'motion' enacted on it by an outside force. Its a miracle it wouldnt tear a hole in the current dimension.
Intertia dampeners are most notoriously known in Star Trek, Star Wars, and Honorverse, and envied for in BSG and B5 where as your nullifer I have yet to hear any one use yet.
Also you need to remember eve uses gravity pull drives to navigate, which is why we have max speeds, and rate of acceleration. Those little thrusters are mostly for heat purging not navigation.
====
As for mercs, it does seem as a form of enslavement to life. Pertty horrible sentence to life all enternity to fight die and live over and over again, be'd worse than ground hog day movie. Or playing MW2 for the rest of your life cept the bullets and grenades still hurt.
|

Yulinki Atavuli
Caldari Investment and Security Industries Innovia Alliance
1
|
Posted - 2011.09.16 19:40:00 -
[17] - Quote
Asuka Solo wrote:Yulinki Atavuli wrote:Ok, for one everyone is right. capsuleers are what i like to think of as the hybrids (http://en.wikipedia.org/wiki/Cylon_Basestar#The_Hybrid) in Battlestar Galactica.
As, in they are in a goo of sorts and are plugged directly into the ship and with a single thought they can turn the warp engines on or fire a volley of missiles.
they, never get to walk around their ship. i would like to do something like your idea. but, it doesn't fit into eve. And despite having hybrids, Cylon baseships have crews who can also do stuff. There is no reason why a capsuleer needs to be in place to command the ship and have a supplementary crew to maintain the ship or provide the atmosphere from a social interaction perspective. That goes without saying, if you can get out of a pod outside of the ship, then maybe you can get out of your pod inside of your ship. This implies the ship goes offline, and allows the player to move around inside. If the ship in question isn't docked up or safe, then a gang could kill it before the capsuleer even knew he was under attack.
I never thought about it like that. You are right though. We just wouldn't be able to move your ship or repel an attack until you get back in your pod. we just really need some kind of visualization to help with this. Like how is your pod attached to the ship? is it suspended on cables? or is it just like an egg in the middle of a room? all of these things are necessary to know if your idea will work. |

ShahFluffers
Ice Fire Warriors
36
|
Posted - 2011.09.16 20:26:00 -
[18] - Quote
Yulinki Atavuli wrote: I never thought about it like that. You are right though. We just wouldn't be able to move your ship or repel an attack until you get back in your pod. we just really need some kind of visualization to help with this. Like how is your pod attached to the ship? is it suspended on cables? or is it just like an egg in the middle of a room? all of these things are necessary to know if your idea will work.
The lore is purposefully vague about the "details" of our ships. All that is known and confirmed by CCP is that...
- no ship in EVE is "fully automated" - all ships have crews of some sort - we command the ship's systems directly while in the pod - life in the EVE universe is cheap, thus crews are expendable from a purely economic standpoint.
Beyond this is pure "guesstimation" and fan-fiction. Some players have even gone out of their way to create entire blueprints for certain ships...
The Hurricane Schematic
Not sure how "correct" it is, but it's a good starting point if you wish to write your own stuff. "Just because I seem like an idiot, doesn't mean I am one." ~Unknown |

Erik Finnegan
Polytechnique Gallenteenne
1
|
Posted - 2011.09.19 17:05:00 -
[19] - Quote
I had suggested crews during my CSM candidacy. CCP was not convinced of their game play reason back then.
during fan fest 2011, the crew topic was again mentioned ( min 28 ). This has already been discussed on the old forum. And not only in the lore session, I think the crew topic was also mentioned somewhere in game design presentations of CCP or a more recent dev blog. But I can't seem to find it. |

Khersei
Deimos Delivery Co
0
|
Posted - 2011.09.23 18:29:00 -
[20] - Quote
I hate to rehash this as i know its been decided that our ships have crew - but it seems impossible to me that they do. At least to the extent that the canonical figures indicate.
mainly because of wh space.
If you establish a Pos in wh space and mine minerals locally to build ships there are no limits to the number of ships you can produce.
Where are the crews coming from? The pos ? I doubt it as the space required for shipping a pos is very small. Local planets ? Unlikely as these were uninhabited on our arrival apart from sleepers. Immigration into Wh space ? get real!
The same goes for PI installations.
|

Alberio
Lone Star Exploration Lone Star Partners
16
|
Posted - 2011.09.23 19:40:00 -
[21] - Quote
Khersei wrote:I hate to rehash this as i know its been decided that our ships have crew - but it seems impossible to me that they do. At least to the extent that the canonical figures indicate.
mainly because of wh space.
If you establish a Pos in wh space and mine minerals locally to build ships there are no limits to the number of ships you can produce.
Where are the crews coming from? The pos ? I doubt it as the space required for shipping a pos is very small. Local planets ? Unlikely as these were uninhabited on our arrival apart from sleepers. Immigration into Wh space ? get real!
The same goes for PI installations.
Perhaps they're purchased with the cost of the installation? In other words: when you purchase a Command Center (or any other PI building) or a Control Tower (or other POS building), you're paying not only for the physical building, but at least a minimum amount of crew to run the thing. I see it as a package deal: the (virtual) crews automatically come with the cost of the installation, and are already there when set things up. |

Jarome Ambraelle
The Scope Gallente Federation
3
|
Posted - 2011.09.24 08:26:00 -
[22] - Quote
Sir Substance wrote:Koenny wrote:Olodn wrote:As far as i know pod ships are essentially one-man robotic ships. If crew are to be implemented they would probably cause a somekind of bonus, but i dont think it would make much sense. How exactly could a crew improve a ship that is already 100% automated? you are wrong at that point. our capsuleer ships are indeed controlled from 1 central place, but the ship itself is sustained by the crew. When you read some of the EVE Chronicles, you notice that we indeed have crews onboard our ships, but they just do the maintenance work and keep the ship running, while we, capsuleers, issue the orders. I also notice that when I tell a 300 meter ship to turn on its axis, it does so at a speed which would squish anything organic that was not close to the exact center of rotation. The lore and the game are inconsistent. Deal with it. From there, give me a persuasive gameplay related argument for ship crews.
Inertial Compensators
...enough said |

Jarome Ambraelle
The Scope Gallente Federation
3
|
Posted - 2011.09.24 08:49:00 -
[23] - Quote
Yulinki Atavuli wrote:Asuka Solo wrote:Yulinki Atavuli wrote:Ok, for one everyone is right. capsuleers are what i like to think of as the hybrids (http://en.wikipedia.org/wiki/Cylon_Basestar#The_Hybrid) in Battlestar Galactica.
As, in they are in a goo of sorts and are plugged directly into the ship and with a single thought they can turn the warp engines on or fire a volley of missiles.
they, never get to walk around their ship. i would like to do something like your idea. but, it doesn't fit into eve. And despite having hybrids, Cylon baseships have crews who can also do stuff. There is no reason why a capsuleer needs to be in place to command the ship and have a supplementary crew to maintain the ship or provide the atmosphere from a social interaction perspective. That goes without saying, if you can get out of a pod outside of the ship, then maybe you can get out of your pod inside of your ship. This implies the ship goes offline, and allows the player to move around inside. If the ship in question isn't docked up or safe, then a gang could kill it before the capsuleer even knew he was under attack. I never thought about it like that. You are right though. We just wouldn't be able to move your ship or repel an attack until you get back in your pod. we just really need some kind of visualization to help with this. Like how is your pod attached to the ship? is it suspended on cables? or is it just like an egg in the middle of a room? all of these things are necessary to know if your idea will work.
I would sorta think of it like this:
Coming out of your pod onboard your ship is and option, not a requirement as it seems now on stations. If you leave your pod while on the ship, the ship is still functional and will run like it does any other time, but the crew will work like a computer, automatically targetting ships it considers threats and usings the guns, boosters, drones, etc... that it feels necessary at that time.
Of course, I would imagine from the bridge you could make decisions just like in the pod specific to battle, but it would probably be irrelevant other than for visual purposes or if for some reason you couldn't get back to your pod quick enough. The purpose of the whole crew thing simply is to see who is there working for you and possibly letting you pick out who it is. This could be a way of replacing or giving an option besides the regular ship bonuses. For example if you own a Gallente ship, but prefer Minmatar weapons, you could hire a Minmatar Weapons officer who will replace a 5% bonus to hybrid damage with a 5% bonus to projectile tracking speed. When you start thinking about it, crews could bring a whole new life to EVE. |

Erik Finnegan
Polytechnique Gallenteenne
5
|
Posted - 2011.09.24 14:43:00 -
[24] - Quote
Jarome Ambraelle wrote:For example if you own a Gallente ship, but prefer Minmatar weapons, you could hire a Minmatar Weapons officer who will replace a 5% bonus to hybrid damage with a 5% bonus to projectile tracking speed. When you start thinking about it, crews could bring a whole new life to EVE. That is the kind of thought which this thread needs. Not whether or not crews can be or are tied into the lore.
Crew need a justification from game design perspective. They need to make the game more challenging, more diverse, more engaging, possibly increase the cooperation opportunities between Capsuleers, open up marketing perspectives ( like trading trained, seasoned crew ). |

Katron Trald
Aquila Venatici Neon Equinox
0
|
Posted - 2011.09.26 01:40:00 -
[25] - Quote
Man, I see no reason why they shouldn't be, save maybe for lagging in some circumstances. Then again, that could be compromised by limiting the amount of activity going on to a smaller area or what not. You got a great idea going here, CPP should look at this. |

Khersei
Deimos Delivery Co
1
|
Posted - 2011.09.28 12:48:00 -
[26] - Quote
Alberio wrote:Khersei wrote:I hate to rehash this as i know its been decided that our ships have crew - but it seems impossible to me that they do. At least to the extent that the canonical figures indicate.
mainly because of wh space.
If you establish a Pos in wh space and mine minerals locally to build ships there are no limits to the number of ships you can produce.
Where are the crews coming from? The pos ? I doubt it as the space required for shipping a pos is very small. Local planets ? Unlikely as these were uninhabited on our arrival apart from sleepers. Immigration into Wh space ? get real!
The same goes for PI installations.
Perhaps they're purchased with the cost of the installation? In other words: when you purchase a Command Center (or any other PI building) or a Control Tower (or other POS building), you're paying not only for the physical building, but at least a minimum amount of crew to run the thing. I see it as a package deal: the (virtual) crews automatically come with the cost of the installation, and are already there when set things up.
Its not the concptual explaination of where the crew are - its the Space issue. Most personnel units in the game take up 2m3 per person. a battleship crew of 1000 would take up the same space as a command centre - 2000m3.
So im saying that if i build ships in w space its unlikely the crews are making their own way to the ship. Given thay arent making their own way to the ship - and that the POs and other units can be assembled from quite small units there cant be a lot of (if any) crew associated with pos assembly or ship manufacture - capsuleer ships must not absolutely need crews for short term operation - or they would be part of the manufacture of a ship.
|

Erik Finnegan
Polytechnique Gallenteenne
9
|
Posted - 2011.09.28 15:33:00 -
[27] - Quote
Guys, this thread will mostly be useless if you keep discussing the lore or trying to deduct lore from game design. Fact is : "crew" is not cleanly solved at the moment. Neither in lore nor game design.
You build ships in WH space ? Well, if crews were introduced, I imagine one of the additional building components for ship production would then be : crew. Or at least, these shiny hulls will be stuck in the hangar arrays until you provide crew enough to fly them, or can only be moved in repackaged state.
Whether or not component volumes will have to be adjusted remains to be seen.
In the end : "crew" must have a game design reason for being in game. PvE is not enough for CCP ! And it surely would be rather disruptive to the goal of 0.0 development and not cater to the 0.0 crowd either. I don't want to use this as an argument against crew, I want to add this to the discussion as an indication for required improvement of the suggestion until any reasonable amount of people will be behind this.
The best game design reasons for CCP have thusfar been :
- the thing must motivate players for more interaction
- more intense interaction
- or make nicer explosions ( or more of them ).
If you can come up with a 20 second story "why" crew do that, then it's an easy sale. |

Nova Fox
Novafox Shipyards
3
|
Posted - 2011.09.28 15:56:00 -
[28] - Quote
Game Play Reasons to Have Crew Bullet Edition
Create a new resource commodity to be marketed trained and traded for. 5 minute story on how you create crew, sell crew, and equip crew and then resell or convert other crews.
Introduce more RPG elements into ships by giving ships the oppertunities to level up as they gain experinces. 7 Minute story on how the leveling up experince works, how the game would handle the process. What benifits a leveled ship gets.
Make it hurtful to lose said crew as the ship blows up and suffers a 'delevel' if your fleet recovers their life pods, otherwise they're good as gone. 5 Minute story Explain how crew losses and recovery is handeled, tools to assist in crew recovery.
3 minutes for additional questions and possible resource needs (ie UI artist x2, programmers x ECT QAx2)
Lore reasons
Noneed to reinterate, but lore wise they're just basically the blood of the body and continue to make it work, sometimes they have a voice sometimes they dont. |

Jonas Kyramir
L.R.O.
0
|
Posted - 2011.09.29 16:55:00 -
[29] - Quote
I see this as more akin to Rigs, an additional "module" we can add to our ships. You can control the whole ship by yourself or you could hire (I use hire deliberately) certain crewmembers that can be responsible for different departments.
Maybe on a Frigate you only have one "Crew Slot" and could pop in there a Gunnery Chief for extra DPS or to change the DPS bonus of the ship. This would go up much the same as Rigs - in that a BS might have 4 Crew Slots. Initially having vanilla crew slots and perhaps having specific crew slots for specific departments with a more effective bonus if you put the right crewmember in the right department slot.
As far as training - I agree with all the above thoughts on your crew getting more experienced the more they are in combat. However if you get blown up - your crew are done. Harsh - but then that's EVE :-)
Also I have been thinking that you would pay your crew on a weekly/monthly basis and this would scale up as the skill of the crewmember increases (either from the "Crew Recruitment" section of the Market or as they increase in skill through experience).
Gameplay wise this would add the following:
- A new section of the market to recruit your crewmembers, also a place to put your unwanted crew - Crew XP would be lost if your ship is exploded. Much the same as Rigs - this would create demand for crew on the market - PI on terran worlds could have a new item for "Academy" or "Flight School" that would create new green crew - Surprise factor in PVP - you are flying a Drake but have +% to EM because you have a specific Gunnery Chief that can change the flavor of your DPS - No-one must have Crew - but if you do it can adjust your ships potential bonuses or add a bonus to one aspect while reducing another (as per Rigs) - Pilots must balance having an experienced crewmember in a Crew Slot vs the cost of paying the guy. If you cannot pay then he/she leaves the crew and your bonus is lost
I see the development of this being not unsimilar to when Rigs were introduced. A new section on the market - change to the fitting UI - updates to the back end ship data - new PI Nodes for academies/schools - a way to charge the pilot for crewmembers on a cyclical basis.
Anyway that's my 2c |

Nova Fox
Novafox Shipyards
5
|
Posted - 2011.09.29 17:08:00 -
[30] - Quote
Jonas Kyramir wrote:I see this as more akin to Rigs, an additional "module" we can add to our ships. You can control the whole ship by yourself or you could hire (I use hire deliberately) certain crewmembers that can be responsible for different departments.
Maybe on a Frigate you only have one "Crew Slot" and could pop in there a Gunnery Chief for extra DPS or to change the DPS bonus of the ship. This would go up much the same as Rigs - in that a BS might have 4 Crew Slots. Initially having vanilla crew slots and perhaps having specific crew slots for specific departments with a more effective bonus if you put the right crewmember in the right department slot.
As far as training - I agree with all the above thoughts on your crew getting more experienced the more they are in combat. However if you get blown up - your crew are done. Harsh - but then that's EVE :-)
Also I have been thinking that you would pay your crew on a weekly/monthly basis and this would scale up as the skill of the crewmember increases (either from the "Crew Recruitment" section of the Market or as they increase in skill through experience).
Gameplay wise this would add the following:
- A new section of the market to recruit your crewmembers, also a place to put your unwanted crew - Crew XP would be lost if your ship is exploded. Much the same as Rigs - this would create demand for crew on the market - PI on terran worlds could have a new item for "Academy" or "Flight School" that would create new green crew - Surprise factor in PVP - you are flying a Drake but have +% to EM because you have a specific Gunnery Chief that can change the flavor of your DPS - No-one must have Crew - but if you do it can adjust your ships potential bonuses or add a bonus to one aspect while reducing another (as per Rigs) - Pilots must balance having an experienced crewmember in a Crew Slot vs the cost of paying the guy. If you cannot pay then he/she leaves the crew and your bonus is lost
I see the development of this being not unsimilar to when Rigs were introduced. A new section on the market - change to the fitting UI - updates to the back end ship data - new PI Nodes for academies/schools - a way to charge the pilot for crewmembers on a cyclical basis.
Anyway that's my 2c
Isk to a non-capsuleer is alot of money, for 12k you can retire comfortably an entire family. I think we need to do away with crew requiring monthy pay as we already assume your agents already pay for thier needs in the missions/comissioning of the ship and just make them expensive, that way it would pay for the entire crew for thier entire possibly short lives. At least they would have bought the farm for thier folks back home. However ccp recently put out survival rates of crews which improves with the size of the ships. So I think they need to have a recoverability factor.
EXP earned i think needs to only be calcuated once a day or session timers to avoid massive server headaches of updating items in real time for something that isnt going to be a real effect until the crew 'levels'. |
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