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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'. |

Jonas Kyramir
L.R.O.
0
|
Posted - 2011.09.29 17:23:00 -
[31] - Quote
Nova Fox wrote:Jonas Kyramir wrote:*Jonas' Ramble Removed* 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'.
Yes I agree with EXP being session timed - perhaps at the next docking event? As for paying the crew - I see your point - but I was trying to put in an opportunity cost of having experienced crew on board. Perhaps there is another mechanic we can leverage? Recoverability is also interesting - perhaps escape pods for the crew that could be recovered like a wreck That brings up the idea of specific ships designed to rescue crew - like the Noctis for salvage....how much utility you would get from such a ship is debatable. But maybe a module designed to recover escape pods that fits on the noctis or other ship
Either way - this is definitely a FiS type mechanic I think CCP should look into.
|

Nova Fox
Novafox Shipyards
6
|
Posted - 2011.09.29 17:44:00 -
[32] - Quote
Jonas Kyramir wrote:
Yes I agree with EXP being session timed - perhaps at the next docking event? As for paying the crew - I see your point - but I was trying to put in an opportunity cost of having experienced crew on board. Perhaps there is another mechanic we can leverage? Recoverability is also interesting - perhaps escape pods for the crew that could be recovered like a wreck That brings up the idea of specific ships designed to rescue crew - like the Noctis for salvage....how much utility you would get from such a ship is debatable. But maybe a module designed to recover escape pods that fits on the noctis or other ship
Either way - this is definitely a FiS type mechanic I think CCP should look into.
Either way I think crews need to be able to de-level when the ship dies underneath them which is very possible to do becuase you are 'spawning a container' to have the items in so its going to have to process that on the server. Like a lvl 6 crew that was on a ship that blew up would devel down to 5 if they survive becuase not everyone got off that ship and some of them did die along the way but not all the experince of the survivors are gone just big chunks of it that has to get replaced and repaired.
Speaking about 'repairing' crew we can add that as a factor to recovered crew items in order
Another way to keep them more expensive is that they 'get' attuned to ships, so ie Gunnery Crew - Scorpion LVL 3 would be effective in Scorpions only. But if you assign them to another ship they lose all of those levels and go clean slate.
And Im quite adamant about specific hulls, not base hulls for a series of ships im sure covert ops frigates operate much more differently from its technology 1 cousins.
Also skills I think would be required. They should fall under leadership catagory.
Crew Managment - Allows one additional crew to be assigned onboard maxing out at 5. 1(frigate) 2(destroyer) 3(cruiser/battlecruiser) 4 (battleships) 5 (captiols).
Crew Leadership - Increases the amount of exp earned by the crew. 5%.
Crew Efficency - Increase the effects crew provides by 1%.
I think level cap would be 10. level providing a percent in bonus to whatever specalty the crew provides but it will only be 1 stat per slot.
NPC kills are a flat rate awarded by mission turn in. PVP kills are based on ship kill-mail value and contribution. IE more exp for solo kills more exp for expensive kills. |

Jonas Kyramir
L.R.O.
0
|
Posted - 2011.09.29 18:22:00 -
[33] - Quote
Nova Fox wrote:Jonas Kyramir wrote:
Yes I agree with EXP being session timed - perhaps at the next docking event? As for paying the crew - I see your point - but I was trying to put in an opportunity cost of having experienced crew on board. Perhaps there is another mechanic we can leverage? Recoverability is also interesting - perhaps escape pods for the crew that could be recovered like a wreck That brings up the idea of specific ships designed to rescue crew - like the Noctis for salvage....how much utility you would get from such a ship is debatable. But maybe a module designed to recover escape pods that fits on the noctis or other ship
Either way - this is definitely a FiS type mechanic I think CCP should look into.
Either way I think crews need to be able to de-level when the ship dies underneath them which is very possible to do becuase you are 'spawning a container' to have the items in so its going to have to process that on the server. Like a lvl 6 crew that was on a ship that blew up would devel down to 5 if they survive becuase not everyone got off that ship and some of them did die along the way but not all the experince of the survivors are gone just big chunks of it that has to get replaced and repaired. Speaking about 'repairing' crew we can add that as a factor to recovered crew items in order Another way to keep them more expensive is that they 'get' attuned to ships, so ie Gunnery Crew - Scorpion LVL 3 would be effective in Scorpions only. But if you assign them to another ship they lose all of those levels and go clean slate. And Im quite adamant about specific hulls, not base hulls for a series of ships im sure covert ops frigates operate much more differently from its technology 1 cousins. Also skills I think would be required. They should fall under leadership catagory. Crew Managment - Allows one additional crew to be assigned onboard maxing out at 5. 1(frigate) 2(destroyer) 3(cruiser/battlecruiser) 4 (battleships) 5 (captiols). Crew Leadership - Increases the amount of exp earned by the crew. 5%. Crew Efficency - Increase the effects crew provides by 1%. I think level cap would be 10. level providing a percent in bonus to whatever specalty the crew provides but it will only be 1 stat per slot. NPC kills are a flat rate awarded by mission turn in. PVP kills are based on ship kill-mail value and contribution. IE more exp for solo kills more exp for expensive kills.
|

Nova Fox
Novafox Shipyards
7
|
Posted - 2011.09.29 18:42:00 -
[34] - Quote
Jonas Kyramir wrote:
I like the idea of specific crews for specific ships and your skills seem reasonable - tho the Crew Efficiency I think should be related to the Level of the crew rather than the Captains Skills. Also having specific Crew Stations for Crew Types:
Scorpion has 4 Crew Stations: 1 X Gunnery 1 X Engineering 2 X Tactical
You could fit the following (example) level 10 crews:
Scorpion EM Gunnery Chief - adds 10% EM Damage but reduces resists to EM by 10% Scorpion Ballistic Shield Specialist - adds 10% Kinetic Shield Resist at the expense of 5% in each of the other Resists Scorpion Gravimetric Tactical Expert - adds 10% to Gravi Jam Chance - reduces other types chance by 5% Scorpion Magnemetric Tactical Expert - adds 10% to Mag Jam Chance - reduces other types chance by 5%
In this example you would have a compounded 5% bonus to Gravi and Mag Jam Chances but all others would be 10% reduced effectiveness EM Damage would be +10% but your resists would be +10% Kin -15% EM -10% Therm -10% Exp
This would allow a savvy pilot to tailor his ship even more to a specific role in fleet
Yeah what effects and what bonuses they provide should be mulled over a bit more and to what effect skills could effect it. I do not mind rig like bonuses though adding crew can cause drawbacks.
For example crew efficency could be reduction in the drawback instead of more bonus.
As for specific 'slots' for type of crew I recommend the layer system instead.
High Mid and Low slot crew assignements. Attack ships will typically have a high slot crew station while support ships would have thier utility crew slot. Tank ships on thier tank layer.
You may choose to assign crew that dont belong there in that slot but suffere penalties in exp gains and crew effect if you do becuase you're forcing the crew to work with equipment remotely. |

Erik Finnegan
Polytechnique Gallenteenne
9
|
Posted - 2011.09.30 16:38:00 -
[35] - Quote
Nova Fox wrote:...good thought....
Jonas Kyramir wrote:...good thought.... The rig analogy and earlier attempts
The "rig analogy" came to my mind already when we made crew an official feature request during CSM3. But that was not convincing to CCP -- at least not the way we presented it, see chapter 6.57 -- who were still missing more game play. They also told us that added complexity for fitting ships was considered derogative, and would have to be compensated by added game play to justify. Finally, crew was considered by CCP as a sort of NPC and that they wanted crew to never outweigh the importance of the Capsuleer's own skills; which is obviously something that's depending on the actual numbers influenced by crew.
Balancing headaches
You should also keep in mind the balancing headache introduced by crew, whose effect go ontop of all the already existing modifiers. Balancing is already neglected by CCP. They would have to ensure that with crew you would not be able to overpower certain combinations.
Do you remember that wormhole anomaly exploit via integer overflow ? A wormhole company was able to push some of their ships' attributes into the negatives, using an anomaly effect and dampeners together. The variable in the game though did not support negatives and thus from zero they jumped right into super-high values in their sharpshooting abilities.
Going forward
I think the rig analogy is very clever and can be iterated upon with profit, as demonstrated by Nova and Jonas. As a side note, I can imagine completely replacing the static rigs by the much more flexible crew concept. But generally, for the moment, we can consider that rig aspect a "done deal" for this feature. What I am still lacking is more game play.
- Salvaging crew from a battle field sounds like a sweet semi-profession.
- Ejecting early to save your crew, together with your clone, would add a similar mechanism to all ships as it exists for T3 taking a skill toll upon destruction.
- If it was for me, I would add crew simply for their RP potential. Maybe that can be expanded on.
- Incarna, which did not exist back then, allows for a bodily representation of your crew's first officer. The "pet" idea I can see catering to the Incarna users.
- Since crew can be improved by the owner and resold, they have a trade potential far beyond rigs
- Maybe PI has potential. It can lead to scarcity in crew acquisition. And think politics : originating from a specific planet might even influence your crew long after their recruitment - planetary events might lead your crew to mutiny / resign because they want to go home.
More of that ? |

Jack Carrigan
Order of the Shadow The Revenant Order
3
|
Posted - 2011.09.30 17:39:00 -
[36] - Quote
As for how to allocate crew onto a ship, each ship class (Frig, Cruiser, etc.) would have a specific maximum number for crew members. And we could actually take something from the Primae and make it useful. Instead of a bay specifically for planetary assets, a bay for crew members (and those would be the only items you could actually put in said bay). This would leave your cargohold open for ammunition, ore, loot or salvage, while still allowing your ship to carry a full complement of crew members (or even a reduced amount, a "skeleton crew").
This is just my take on the idea. "War is not measured in terms of who wins or loses, who is right or wrong.-á It is measured in terms of who survives." |

Nova Fox
Novafox Shipyards
8
|
Posted - 2011.10.01 03:59:00 -
[37] - Quote
Jack would have brought up an interesting point. We could make it so that crew are 'fueled rigs' if this game actually allow for grevious amount of hull damage, but alas it doesnt so I dont expect a large number of folks dying in noticible replacement chunks as the ship starts to go down requiring fresher bodies to take hold of whats getting vented out into space.
Maybe we can make a resource that is similar to what rigs use. Ships would be limited by the 'quaters' resource on the fitting and how much percentage of the quaters the crew takes up is how much they contribute of thier bonus. For example a crew that provides 10% capacitor would only provide 5% if they are over slotted beyond max recommended in a frigate's case 1 crew is recommended, fitting two cuts thier bonus in half fitting 4 would cut each one a qauter possibly stacking as the chain of responsibility breaks down as fewer people are working on the same issues. However in a destoyers' case you can fit two crews so unless they fit three or more they wont see penalties on bonuses given.
This also brings up the point you need to make S M and L and XL size crews for the various ship sizes. Also the resources required to make each would of course escalate from small to xl.
As for balance theyll at least be easier than a ship as you can tweak one you can tweak all. But tweaking takes the longest and then making sure the bonuses you are going to select are proper bonuses not something you're going to regret and have to remove entirely later on.
I do say please make PI an important part in making crew, but unlike regular PI resources their rate of gain should be much slower than other pi resources or making them much more difficult to create using current resources.
I do like the idea of ejecting to save your crew but i dont think many larger than frigate or cruiser would purposly utilize it. I mean there is no way you're going to get a crew expensive enough to consider the ejection unless you magically make tech 2 crew which seems... silly?
BTW when sold on market they lose all of the current levels exp this is so markets wont throw a hissy fit. "repackaging' to make them itemized ie. you have a stack of '15' crews and you break down a crew to stand in with those to make 16 as well.
Contracts however can preserve exp however Im not sure how'll theyll handel in plastic boxes who knows.
Search and Rescue ships and modules would be interesting, combine enough survivors and you can reconstruct a crew but a ship with that sole purpose alone doesnt sound useful. Maybe the medium tractor beam idea i had a while ago to quickly tractor in disabled drones and inject ammo/cap batteries into other ships from a distance. Or who knows make the salvager a scripted (lense, anotehr script could be just for scrap metals) module or make a Thukker Tribe ship thats specializes in salvaging using a specialized salvager just like ORE allowing crew recovery, reconstituting lost items and ships once one got enough peices picked back up.
Having a captains quaters pet is a bit iffy. Capsullers have historically have had no interaction between tickers and non tickers. Maybe an AI medium that serves as the crew representative and yours to the crew.
One more thing Id like to mention as an option. Racial crew. |

Alxea
U-208 Bacon Fortress Gaming Syndicate
29
|
Posted - 2011.10.01 10:49:00 -
[38] - Quote
(Lets try this again and this time save what you type.) It is said that we are demi gods, to the crew, and to anybody we are viewed and worshiped as gods in eve. Your crew will do your every bidding and obay every command even if its death. Your crew will die for you.
I would like to see what my crew is like, be able to walk around them, see them worship my feet. I think it would be interesting to see what the crew thinks and how they react over your gaze. Tho I think my crew would be made up of sansha and blood raiders in my legion who are all bad pirates. heh I would really like to see how my crew reacts to victories and whatever actions I fallow.
I think it would be kind of fun to be able to walk around the crew and talk with them around a choice menu of things you can ask them kind of like off mass effect. |

Katron Trald
Aquila Venatici Neon Equinox
0
|
Posted - 2011.10.01 12:36:00 -
[39] - Quote
Erik Finnegan wrote: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.
Oh, that's easy. Crews would be much more than PvE from the start simply because it would be a serious way of bringing EVE closer to Dust 514. Also, it will be more motivating for players because half the people still playing have been waiting to see each other in game face to face for a long time, plus the cool factor will go up with being able to interact with people and NPCs in a whole new way. Of course, there's still the idea about crews having upgrade slots, but there's more to it than all that. It's both practical and fun. |

Nova Fox
Novafox Shipyards
8
|
Posted - 2011.10.02 03:52:00 -
[40] - Quote
Alxea wrote:(Lets try this again and this time save what you type.)  It is said that we are demi gods, to the crew, and to anybody we are viewed and worshiped as gods in eve. Your crew will do your every bidding and obay every command even if its death. Your crew will die for you. I would like to see what my crew is like, be able to walk around them, see them worship my feet. I think it would be interesting to see what the crew thinks and how they react over your gaze. Tho I think my crew would be made up of sansha and blood raiders in my legion who are all bad pirates. heh I would really like to see how my crew reacts to victories and whatever actions I fallow. I think it would be kind of fun to be able to walk around the crew and talk with them around a choice menu of things you can ask them kind of like off mass effect.
Us? Worshipped gods? I think somone needs to do more background reading. There are no cases of any capsuller being worsphied. I mean seriously there are quite few of us. And if given the chance our own crew would probably kill us if they knew we cannot miracously come back to life to hunt them for all enternity never dying never ceasing.
Simply put we are one of the most hated entities in the divine universe.
Even Sanha himself is supposivly not a capsuller (I mean we did managed to kill him) hates our guts to no end to delcaring war on us entirely and hes empowering regular people with the means to destroy us.
The four empires fear us at the same time they need us, they made Concord to control our behavior, and the jove knows how to cut our immortality and where not afraid to divulge this to Concord officers. What how do you think biomassing occurs?
If the crew ever found out that there was a way to kill you without a chance in hell your clone would wake up somewhere to eventually exact revent, Im sure they will take the oppertunity to do so.
Also you as a captain dont try to interact with the crew at all. Its also proven that any intimate relationship with the crew beyond the normal professional "I am your captain and you are my crew" as always resulted in poorer combat performance of the pod captian, the ship is nothing more than the extension of your body, your emotions while captianing has adverse effects on ship performance. Also they have a tendacy to die when your ship finally does go.
Its automatically assumed ships are provided with crews at the station they're comissioned at. You cannot reall unpackage a ship in space so when the ship is assembled you are also getting the crew together as well from the station. Agents and station services pay for crew as you're capsuller business alone in taxes and trade pays more than enough for crews and thier life insurance policies. We also belive crews can be cycled out as often as every time you dock somewhere. Stations stargate even starbases have thousands to millions of people living aboard so nearby people isnt that hard to see consdiner new edens populations are probably in the quadrillions. |

Alxea
U-208 Bacon Fortress Gaming Syndicate
29
|
Posted - 2011.10.02 04:03:00 -
[41] - Quote
Nova Fox wrote:Alxea wrote:(Lets try this again and this time save what you type.)  It is said that we are demi gods, to the crew, and to anybody we are viewed and worshiped as gods in eve. Your crew will do your every bidding and obay every command even if its death. Your crew will die for you. I would like to see what my crew is like, be able to walk around them, see them worship my feet. I think it would be interesting to see what the crew thinks and how they react over your gaze. Tho I think my crew would be made up of sansha and blood raiders in my legion who are all bad pirates. heh I would really like to see how my crew reacts to victories and whatever actions I fallow. I think it would be kind of fun to be able to walk around the crew and talk with them around a choice menu of things you can ask them kind of like off mass effect. Us? Worshipped gods? I think somone needs to do more background reading. There are no cases of any capsuller being worsphied. I mean seriously there are quite few of us. And if given the chance our own crew would probably kill us if they knew we cannot miracously come back to life to hunt them for all enternity never dying never ceasing. Simply put we are one of the most hated entities in the divine universe. Even Sanha himself is supposivly not a capsuller (I mean we did managed to kill him) hates our guts to no end to delcaring war on us entirely and hes empowering regular people with the means to destroy us. The four empires fear us at the same time they need us, they made Concord to control our behavior, and the jove knows how to cut our immortality and where not afraid to divulge this to Concord officers. What how do you think biomassing occurs? If the crew ever found out that there was a way to kill you without a chance in hell your clone would wake up somewhere to eventually exact revent, Im sure they will take the oppertunity to do so. Also you as a captain dont try to interact with the crew at all. Its also proven that any intimate relationship with the crew beyond the normal professional "I am your captain and you are my crew" as always resulted in poorer combat performance of the pod captian, the ship is nothing more than the extension of your body, your emotions while captianing has adverse effects on ship performance. Also they have a tendacy to die when your ship finally does go. Its automatically assumed ships are provided with crews at the station they're comissioned at. You cannot reall unpackage a ship in space so when the ship is assembled you are also getting the crew together as well from the station. Agents and station services pay for crew as you're capsuller business alone in taxes and trade pays more than enough for crews and thier life insurance policies. We also belive crews can be cycled out as often as every time you dock somewhere. Stations stargate even starbases have thousands to millions of people living aboard so nearby people isnt that hard to see consdiner new edens populations are probably in the quadrillions. Maybe you should rewatch the intro video of eve online when you 1st become a player. You are a demi god. Says so in the intro. 
|

Nova Fox
Novafox Shipyards
8
|
Posted - 2011.10.02 05:00:00 -
[42] - Quote
demigod by being outside the cycle, nothing more.
You do not worsphip angles or lessen deamons do you yet they're demigods, what about the children of gods herculese wasnt exactly worshipped either. |

Alxea
U-208 Bacon Fortress Gaming Syndicate
29
|
Posted - 2011.10.02 15:09:00 -
[43] - Quote
Nova Fox wrote:demigod by being outside the cycle, nothing more.
You do not worsphip angles or lessen deamons do you yet they're demigods, what about the children of gods herculese wasnt exactly worshipped either.
Because he did not ask to be... so bad example. lol Somebody can force worship on somebody. Many false gods did this who were mere men. But in the eyes of their fallowers they were made to believe it was so or it meant death.
Go up to a tribe of men 2000 years ago with explosives from china and they will believe you were a god when suddenly you could make the sky burn by your command. The same thing might work today with people who have never seen a gun or heard of one. But if you brought technology back to the past, people would believe you were a god too because they don't understand science.
Pod pilots are much more powerful. They can turn the capablities of a single ship into one that has the same power of fleets of npc ships. One pod pilot with enough experience, isk, and SP can take on fleets of pod pilot ships and win. Some examples are DHB Wildcat, Gods Coldblood, C7P9. They have reached real god levels in eve seeing their videos of soloing fleets. |

Nova Fox
Novafox Shipyards
9
|
Posted - 2011.10.02 15:19:00 -
[44] - Quote
most tribes didnt extent beyont 250 people, which is odd becuase thats how many people you're capable of remembering.
Your gun to a bunch of natives are a bad example in this case.
The non capsuleers do understand why such ships are much more efficent already, they just where the 'lucky' ones to be born with the genetics stable enough for pod technologies. Or other cases is that they didnt like the idea of having to be euthanized to become a pod pilot.
Remember dust marines are very similar to us and they out of all the people in the galaxy hate us the most. |

Alxea
U-208 Bacon Fortress Gaming Syndicate
29
|
Posted - 2011.10.03 00:17:00 -
[45] - Quote
Nova Fox wrote:most tribes didnt extent beyont 250 people, which is odd becuase thats how many people you're capable of remembering.
Your gun to a bunch of natives are a bad example in this case.
The non capsuleers do understand why such ships are much more efficent already, they just where the 'lucky' ones to be born with the genetics stable enough for pod technologies. Or other cases is that they didnt like the idea of having to be euthanized to become a pod pilot.
Remember dust marines are very similar to us and they out of all the people in the galaxy hate us the most.
No problem. http://knowyourmeme.com/i/000/038/732/original/633673088039538329-nukethemfromorbit.jpg |

Nova Fox
Novafox Shipyards
10
|
Posted - 2011.10.03 00:28:00 -
[46] - Quote
You do realize they do have cannons larger than dreadnaught guns pointed back up at us right? |

Alxea
U-208 Bacon Fortress Gaming Syndicate
29
|
Posted - 2011.10.03 00:50:00 -
[47] - Quote
Nova Fox wrote:You do realize they do have cannons larger than dreadnaught guns pointed back up at us right? Wouldn't matter, your point is invalid... Orbital bombardment with pod pilot DPS would blow up the entire planet you realize that right? Also resistance tanked dreads and carriers can tank 1 to 2 DD's from a titan before going down. Titans can tank atleast a dozen DD's.
Anybody other then a pod pilot is just a regular man. No point in trying to say dust people can survive demigod level power. So your trying to say that dust soldiers can survive antimatter and nuclear weapon bombardment from orbit just to name a few? Get real.
Planet surfaces are far more fragile then a titans dense hull that is designed to tank DD's wile planets have no resistances. Plus nukes and antimatter are enhanced in atmosphere due to the oxygen purity and particle density that space lacks. DD's are consitterably more powerful in atmosphere then they are in space. It only takes 24 ICBM nukes to kill the earths environment. Ever seen a caldari or mimn DD before, yeah...
http://www.ltparis.com/images/meme_fry_small.jpg
Don't get all excited over a trailer. We don't know if that was a pod pilots dread or not, but rest asurned that if a fleet orbital bombards that planet it would be turned to dust. |

Nova Fox
Novafox Shipyards
10
|
Posted - 2011.10.03 01:34:00 -
[48] - Quote
Alxea wrote:Nova Fox wrote:You do realize they do have cannons larger than dreadnaught guns pointed back up at us right? Wouldn't matter, your point is invalid... Orbital bombardment with pod pilot DPS would blow up the entire planet you realize that right? Also resistance tanked dreads and carriers can tank 1 to 2 DD's from a titan before going down. Titans can tank atleast a dozen DD's. Anybody other then a pod pilot is just a regular man. No point in trying to say dust people can survive demigod level power. So your trying to say that dust soldiers can survive antimatter and nuclear weapon bombardment from orbit just to name a few? Get real. Planet surfaces are far more fragile then a titans dense hull that is designed to tank DD's wile planets have no resistances. Plus nukes and antimatter are enhanced in atmosphere due to the oxygen purity and particle density that space lacks. DD's are consitterably more powerful in atmosphere then they are in space. It only takes 24 ICBM nukes to kill the earths environment. Ever seen a caldari or mimn DD before, yeah... http://www.ltparis.com/images/meme_fry_small.jpgDon't get all excited over a trailer. We don't know if that was a pod pilots dread or not, but rest asurned that if a fleet orbital bombards that planet it would be turned to dust. Also size of guns mean nothing in eve. Some gallente crusiers can do more dps then most races battleships meaning over 1000 DPS. Enhanced by pob pilot abilities guns are far more powerful then just size being a factor. Bigger is not always better in eve. But titans are a exception when a pod pilot is piloting it. Guns are hundreds of % more powerful then standard guns. The guns on a planet in dust are only bigger to confinsate for the lack of pod pilot abilities to enhance its firepower. Wile they are prob no more powerful then a dreads gun in the real game. Trailers don't mean anything but to show off graphics.
First off stay on topic.
Its 500 Mordern Nukes, and ICBM is a wrong term as its a methood of delivery not the warhead itself. With 500 of them actually to only sufficently kill everyone on the 1% of earth surface that people live at, to destroy earth to the point its another mars would take ALOT more than we currently have.
Also technological backgrounds in eve do highly suggest that planets have impressive shield systems for some of the highly active stars that are populated. The shells the orbital defense cannons are firing are the size of battelships themselves about accelerating to near light speed.
Also the lore reason why they enforced roll over of new dds where specifically for protection of planets, the beam dissapates too quickly in a shielded gravity field where the old DD just made the entire amotspheres explode. Also bombarding with such weapons on a habital planet in eve is a voilation of the Yulai Convention.
Also who are to say we are gods when you have Jove, Endenlandi and Terras outside our league? Imagine a battleship sized weapon destroying entire capitol fleets that was developed over 10,000 years ago. Can you imagine what sort of technological powers Terrans have now? and to them we would be the alien, the ones to be purged the ones in they way of thier 'birthright' to this galaxy we currently live in. If the eve gate where to ever to open and its because they did it, we are absolutely going to be screwed, pod tech or no, theyll just sink every floating station in new eden to ensure pod pilots will no longer prove a hazard. Wouldnt it just also be just has horrible if they hijack your neural swipe? Force your mind to download into a clone they already posses just for tourture purposes? They get to kill you every day in the most horrible ways possible sometimes twice, and when you beg for death, YOU WILL BE DENIED ITS COMFORT, and then you will regret your immortality. |

Erik Finnegan
Polytechnique Gallenteenne
9
|
Posted - 2011.10.03 12:30:00 -
[49] - Quote
With all due respect, should you not take this discussion to the Intergalactic Summit ? Else, as interesting as the debate is, please boil this exploration of lore down to something that is a helpful modification or addition to the actual crew feature in discussion.  |

Nova Fox
Novafox Shipyards
11
|
Posted - 2011.10.03 15:03:00 -
[50] - Quote
Erik Finnegan wrote:With all due respect, should you not take this discussion to the Intergalactic Summit ? Else, as interesting as the debate is, please boil this exploration of lore down to something that is a helpful modification or addition to the actual crew feature in discussion. 
Not yet we need to further refine the idea before the derailment happened. remember this idea was shot down by ccp before we need to come up with better refirnement before representing it again. |

Erik Finnegan
Polytechnique Gallenteenne
9
|
Posted - 2011.10.04 07:15:00 -
[51] - Quote
Nova Fox wrote:Not yet we need to further refine the idea before the derailment happened. remember this idea was shot down by ccp before we need to come up with better refirnement before representing it again. Alright. Agreed.
Remember though, in the end, it needs to boil down to a 20 second story that is conveying the sufficient cause. At least, that is my take on how to convince management. All of your reasoning, that is true, is required to get there.
|

ShahFluffers
Ice Fire Warriors
50
|
Posted - 2011.10.04 07:40:00 -
[52] - Quote
Remember guys... the big reasons why the "crews" idea was shot down before were...
- people were proposing that crews "level up" with experience... which was countered that it encouraged "grinding" and leaves "casual PvPers" in the lurch as they lose their ships on an almost daily basis. - people proposed that your crews would gain more experience the more you paid/trained them and/or the length of time you had/used them... which was countered that it encouraged people to stockpile ships/crews until they gained every percentage advantage over others who just "threw" their crew into the ship. - people proposed that it would be an "enhancement" item similar to a rig or a mod... which was countered with the point that it would just add another dimension of balancing that CCP would have to keep an eye on (meanwhile CCP has yet to get a handle on balancing ships and mods we currently have) - people proposed that it would be an item NEEDED to fly a ship, similar to the way fuel is needed to get around with capital ships... which was again countered by PvPers saying that it would just add more logistical hassle to "casually engaging" in PvP. - people proposed that it would be a resource gained through Planetary Interaction... which by itself isn't a bad idea, but still doesn't quell the other issues behind implementing crews into the game. "Just because I seem like an idiot, doesn't mean I am one." ~Unknown |

Nova Fox
Novafox Shipyards
11
|
Posted - 2011.10.04 12:26:00 -
[53] - Quote
ShahFluffers wrote:Remember guys... the big reasons why the "crews" idea was shot down before were...
- people were proposing that crews "level up" with experience... which was countered that it encouraged "grinding" and leaves "casual PvPers" in the lurch as they lose their ships on an almost daily basis. - people proposed that your crews would gain more experience the more you paid/trained them and/or the length of time you had/used them... which was countered that it encouraged people to stockpile ships/crews until they gained every percentage advantage over others who just "threw" their crew into the ship. - people proposed that it would be an "enhancement" item similar to a rig or a mod... which was countered with the point that it would just add another dimension of balancing that CCP would have to keep an eye on (meanwhile CCP has yet to get a handle on balancing ships and mods we currently have) - people proposed that it would be an item NEEDED to fly a ship, similar to the way fuel is needed to get around with capital ships... which was again countered by PvPers saying that it would just add more logistical hassle to "casually engaging" in PvP. - people proposed that it would be a resource gained through Planetary Interaction... which by itself isn't a bad idea, but still doesn't quell the other issues behind implementing crews into the game.
Could you source this?, because this doesnt sound what they told the csm. |

Erik Finnegan
Polytechnique Gallenteenne
9
|
Posted - 2011.10.04 14:49:00 -
[54] - Quote
ShahFluffers wrote:Remember guys... the big reasons why the "crews" idea was shot down before were... Thank you. They sound familiar.
Please also remember that in order to implement crews it is not only a matter of overcoming the downsides. We need the one convincing reason why crews should be in game. Countering the downsides is not what makes the crew feature attractive, but it will be the positive effects, which will give people the fantasy and the will to iron out the downsides -- or to accept them as necessary side-effect.
The level-up-per-use is probably a concept that is totally against what EVE is built on. So level-by-time would be the preferred concept. But, I concede that level-by-time for crew is just too easy to be exploited : you recruit 100-gazillion crews and flood the market once they are sufficiently high. That is not good. However, if level-by-time was restricted to when a crew is assigned to a ship ( aka "fitted" ). Like that at least you'd need a ship. Adding opportunity cost like crew's pay would off-set the usefulness of crew as a speculatory object. But remember, countering the effect you can never fully; as there is always some guy on the world with more time on his hands than you to spend the time it requires....
The effects on casual PvP are serious. Now, the casual pilot is always on the losing end, since he is lacking the practice. But I concede that the game should not have other factors, which further decrease his chances. That is a good point, actually. Hmmm. I don't know a way out there.
And as I think of FiS game mechanic enhancements : I would rather want to see formation flight and turrets fixed than crews added.  |

Che Biko
Humanitarian Communists
5
|
Posted - 2011.10.04 15:31:00 -
[55] - Quote
The only way I can currently think of crew being in the game is if they only exist as a "bragging rights" feature, but I think that mostly caters to roleplayers. "I have kept this crew alive since YC 111!." or "Sorry, but because of your casualty numbers we are going to restrict you to commanding frigates only." or "I have 80% survival rate for my crew members!" And, if crew casualties become a part of kill mails, I bet some would keep a tally of all the virtual people they massacred.
But having a crew that is almost pure fluff and does not provide other benifits will cancel out most concerns concerning the addition of crews. All ships can automatically be filled with crew upon assembling/activation, meaning no addition hassle for casual PVP'ers. No bonus means no balancing (apart from survival rates, perhaps). Yeah, perhaps there is one bonus the crew could provide over time: increased survival rate. Maybe you could even buy upgrades that provide that bonus as well. |

Nova Fox
Novafox Shipyards
12
|
Posted - 2011.10.04 17:47:00 -
[56] - Quote
There are alot of ifs and counter ifs but further discussion is warrented and concerns are to be adressed.
Casual PVP is oxymoronus I think at times, typically casual pvper is usually 'vicitm'.
But I have to agree, crew for fluff alone = bad idea, exotic dancers for fluff = good idea.
As for the level up concept we do have it in eve, its called progress. Now pod pilot progression is slowly being brain fed software, aquiring wealth, and property. Where regular people are concerned cannot do this at all at the same rates. So the crews we are getting are pretrained on the PI interfaces used to make them (ie you build a weapons factory and you can train gunnery crews ect) and they get better at thier jobs the more experinced they become at it. Hence the ship-bonding, a electronic warfare crew assigned to a blackbird wouldn't know how to operate a lachesis electronic warfare systems and takes a hit on thier experince and delevel when they get moved ships. So I wouldnt say its Un-eve, especially the part where if the crew dies they suffer just as much a pod pilot could if each of them only had one life. Crews that survive take massive hits to thier experinces and would have to replenish lost knowledge and develel on a destroyed ship, must like how an unupdated clone for a pod pilot can level any skill they might have.
Now we mentioned it earlier that crew must be aboard ships in order to gain experince, this prevents stockpiling by individuals. The fact they're ship bonded as well also prevents 'stockpiling' by invididuals as well. Now in corporate assest they may require any ratters to train crews up while they go about grinding thier warfunds thus they may go and stockpile crews for rainy days when ship losses are rampant. We somewhat counter the hoarding mindset of these resrouces by making them recoverable. repairable, and thier ship bonding not pernament. We may go a step further and try combine lesser experinced crew to make more expernced crew as a quicker but expensive means of leveling crews. Like a simulator option, throw 2 lvl 4 machriel gunnnery crews in it and the simulator picks the best and brighest of the bunch and net result is 1 lvl 5 machriel gunnery crew. Also to prevent hoarding is to make the level cap low for the crew. IE if we all knew that lvl 5 was the highest for 'tech 1' crew there wouldnt be people stockpiling crew just because they would be able to quickly train and resell to other pilots.
Which brings up the next thing crews would be sellable on regular market. Just stand them down (repackage) and they lose all current efforts twoards thier next level and retain currrent level and become available for sale.
As for balance it will be a touchy subject and more on the plate but it cannot be avoided it will have to be used in order to give crew any legs to stand on, why equip crew if all they do is die? I rather equip something just as expensive that helps me shoot better.
As for requiring crew to be nessecary Ill say one thing, no. We're going on the assumption you have regular crew on the ship already provided during assembly of the ship. These crews we're talking about are specialty trained and will compliment the current contigent. Which is why frigate crews may just be one or two persons (Hit Points), while battleship crews would be a set of 50 (HP) persons.
As for PI usage yes, Im thinking something along the lines of a habitat that has to be feed food and water and you get people out of it. And then you send people to facilities that are fueled by other PI materials and you get trained people. It would keep things simple easy and familiar at least. |

Erik Finnegan
Polytechnique Gallenteenne
9
|
Posted - 2011.10.05 10:24:00 -
[57] - Quote
Khersei wrote:I hate to rehash this ... but it seems impossible to me that they do...mainly because of wh space. Please do not deduct lore from game design ! It was never EVE's strongest to cater to the RP crowd with a particularly cohesive link from lore to game design. And certainly you should not deduct one from the other the other way around, from game design to lore.
Lore is built in lore. Ask Abraxas or any other back story guy if you have doubts; or read the books ( which I haven't, I must admit ). If there are inconsistencies from lore to game design, then it is because game design was built to match technical ideas and possibilities, not to deliberately contradict the lore.
Now, as I said before : building a ship is not a problem. And since you can only fly one ship at a time, when boarding, why would the crew not board it with you ? :) And you can of course have as many repackaged, empty, ships sitting in your hangar array as you like. If crew was to be introduced as a mechanically relevant part ( while I do share Ch+¬'s earlier input to some extent to keep them fluffy ) then WH-based corporations would need attention so that the mechanical part of crews does not impede their operations too much. We have already established that crew might be an extra "consumable" needed to fly a ship that is proportional to the ship's size. WH-corps may have to import crew to man all the ships they want to fly.
For PI troop deployment we may simply want to see what DUST brings.
Yes. So what you are pointing out to us is a necessary game design change. Not a "reason" to begin with why there would not be crew as a game design element in future EVE. |

Nova Fox
Novafox Shipyards
15
|
Posted - 2011.10.05 15:24:00 -
[58] - Quote
You forget star gates, outposts, and orbital facilites that are around POS and POS themselves have people in them already. |

David Xavier
The Scope Gallente Federation
1
|
Posted - 2011.10.05 16:17:00 -
[59] - Quote
Nova Fox wrote:Erik Finnegan wrote:With all due respect, should you not take this discussion to the Intergalactic Summit ? Else, as interesting as the debate is, please boil this exploration of lore down to something that is a helpful modification or addition to the actual crew feature in discussion.  Not yet we need to further refine the idea before the derailment happened. remember this idea was shot down by ccp before we need to come up with better refirnement before representing it again.
Why do we need a crew that consist of living people, especially considering WH sapce ? We have advanced drone and A.I. technology, you could have internal maintenance drones roughly the size of a human (so they fit into the corridors) which could be commanded around by the capsuleer like how they do with the rest of the ship's systems.
There you have it, you have your robo crew. Fits into the Lore even in WH space, you could add specialization via installing special firmware or some other method. |

Nova Fox
Novafox Shipyards
15
|
Posted - 2011.10.05 16:27:00 -
[60] - Quote
Not all races have advanced drone tech, amarrians for example uses alot of slaves as thier crew, and to counter lore reasons why you dont want a pure drone crew, Rogue Drones have a nasty habbit of liberating said drones. |

Jarome Ambraelle
The Scope Gallente Federation
7
|
Posted - 2011.10.05 23:12:00 -
[61] - Quote
Alright everyone, I'm filling in a request for pros and cons to the ideas and will address some of the issues presented in the thread, and later perhaps address more as they come up.
Pros: - Crews add 'life' to EVE. IMO, this seems to be what 'EVE is real' is all about, adding more of a realness to EVE. The very presense of crew would thus add more depth to a CAPs immortal life. We greatly lower the crew counts on our ships, but we never completely lose them as has been stated in books and on evelopedia. - More possibilities for modifications. You can hire groups of your crew to get different or better bonuses. After all, not all Gallente are armor tankers and thus why not use Minmatar engineers who are best at giving you better shields? - Battlestations! Watching battles from an outside view of your ship getting old? How about directing your crew first hand during battles from your bridge. What could be more fun and thrilling than that? - So, we all are pretty well aware that crews are actually in the game, so why is it without player interaction your ship can be destroyed? Are your crew honestly just to die while you go get a soda? Perhaps a 'self-defense' option where if you get attacked in this mode your crew instantly jump into action and will engage targets, even deploy and retrieve drones. - Interaction. Finding little to do between days of skill training and nothing much else you feel like doing ingame? Perhaps your crew can provide you with some entertainment in the meantime or even provide like 'mini-missions' on ship. Who wouldn't feel rewarded for helping some crew out and even getting some rewards for it? -In relation to the previous pro, perhaps there could even be regards to crew and on board ways of further modifying your ship that isn't possible any other way. Not only does this make crew interaction more appealing, but also give your ship more of a personal feeling that might make you want to hang on to it. This could still go both ways though, your crew might have been working really hard this month and now, as a result, you get informed that your powergrid and capicitor output has been boosted by 3%, good right? Well, on the same hand your crew could accidently drop something into the engine core and now the ship permanetly moves 7% slower. Regardless of good or bad outcomes, your sure to eventually get a 'surprise' that's very welcome.
Cons: - Server Lag. Tranquility has been known to get laggy during times of the day and in particular areas, and adding this sort of interaction does run the potential of making this lag worse...possibly considerably. - Design work. In order to make this feature fully functional, especially to a really good extent, will take a lot of time and even more money. - Basically, the way the system currently works where we don't see the crew at all isn't broken at all so you can't really say there's a need to fix it. The crew idea isn't here to fix any problems with running the ship single-handedly, just to add a new possible and probably exciting aspect to gameplay. - Some may find it tedious and dis-satisfying, especially if you have a lot of other in and out of game things going on. Everyones online experience will be different.
Okay, now I want to address some issues that have already been brought up. (How could we possibly have crews? After all, if we had them, ships could never be used in WH space!) A: Does every ship in your hanger(s) have to be fully or even partially crew at all times? No. If there's a capsuleer in each ship, do they have to be crewed? Yes. It's actually quite simple really if you think about it. No capsuleer is 'born' in WH space so they have to get there by some other means. This being said, crew can come along with them when they make the journey. Your ship is destroyed while there and you take over a new one that's been built there in WH space? Well no one has said a thing about crews not having clones, as a matter of fact when in a place where supplies and outside contact are so limited, cloning becomes a bare necessity. The ways may seem few and far between, but I'm sure the personal are getting there one way or another.
(Any crew on the ship would be killed instantly when manuvering as the ship can fly at several thousand G's and can basically turn completely around in only a moment.) A: Acceleration/Inertial Compensators. It's already been stated that capsuleers have not been around that long yet the empires have been exploring space for quite a while. How could regular humans survive on board these ships if they didn't already have such measures in place? We are the minority here people, accommodations have been made for regular humans long before us.
(Crews are irrelavent, there is nothing we really need to add them for.) A: You are entitled to your opinions, I'm entitled to mine. In the end we'll see who CCP finds more appealing, the ya's or the nay's. |

Nova Fox
Novafox Shipyards
19
|
Posted - 2011.10.05 23:21:00 -
[62] - Quote
A very well written summary of what is going on however I think pros and cons could have been expanded a bit further the vagueness does allow for flexibility.
I would love this conversation to continue, what I really want to see is a real objective nay sayer to crew to roll around that would stall mate against current reasons. That way we would actually have a real con to face off against.
I shouldnt be able to shoot down every nay say, Im really looking for that nay that perfectly counters anything I can come up with.
If you want a good idea where to start with that the con list does hit a few points that would be difficult for me to go against. Might want to hound on that. |

Erik Finnegan
Polytechnique Gallenteenne
10
|
Posted - 2011.10.06 06:01:00 -
[63] - Quote
I will try and contact low-sec and WH PvP Capsuleers to gather their ( presumably contra ) opinion. |

Erik Finnegan
Polytechnique Gallenteenne
10
|
Posted - 2011.10.06 08:02:00 -
[64] - Quote
Dear followers, I think what we are missing in this discussion completely as of yet is the "CC" in CCP : crowd control.
I agree that EVE has an under developed PvE. But, even while am enjoying PvE, this game is designed around PvP and massively multiplayer situations in a single-sharded universe.
Now, what can crew introduce in terms of influencing a fleet on alliance level ? Think of politics, intrigue, religion.
- Crew can be the game design lever to allow opponents another way of impacting an alliance : not by invading their space with Capsuleer fleets or forum posts, but by "demoralizing" the crew the opponents have on their ships. This might be meta-gaming forged into a game mechanic. - Think on a large scale ! Not what a single pilot does with crew ( mini-games and first-person-view that Jarome mentioned ). That is too small. Think big : what if "global" events were created to influence the bonusses which crew might give to an alliance's ships ? - You can now not only attack the opponent's space by a fleet. But you can use PI tools to demoralize the crew in an area of space. Maybe you need to get to the planets where the crew for ships had been recruited ? Think of their families ! :) - What if a set of parameters existed which could be influenced by the opponent, and that set of parameters influenced the opponent's crew behavior ( aka bonusses ) ? - The ways of influencing the opponent's crew ( on a constellation level ! ) could be non-fighting : like new PI / DUST interaction ? - Maybe infiltrate stations' establishments and do shady business ( aka mini-games ! ) in the opponent's stations' bars. Imagine a small task force of spys being sent into the other alliance's ( other faction's ) space, lurking around in their bars and using mini games or other mechanics to exercise a demoralizing effect on that alliance's crew. Not yet clear as to how the alliance would counter that task force.
You get the idea ? What do you think ? |

Jarome Ambraelle
The Scope Gallente Federation
7
|
Posted - 2011.10.10 02:35:00 -
[65] - Quote
Erik Finnegan wrote:Dear followers, I think what we are missing in this discussion completely as of yet is the "CC" in CCP : crowd control.
I agree that EVE has an under developed PvE. But, even while am enjoying PvE, this game is designed around PvP and massively multiplayer situations in a single-sharded universe.
Now, what can crew introduce in terms of influencing a fleet on alliance level ? Think of politics, intrigue, religion.
- Crew can be the game design lever to allow opponents another way of impacting an alliance : not by invading their space with Capsuleer fleets or forum posts, but by "demoralizing" the crew the opponents have on their ships. This might be meta-gaming forged into a game mechanic. - Think on a large scale ! Not what a single pilot does with crew ( mini-games and first-person-view that Jarome mentioned ). That is too small. Think big : what if "global" events were created to influence the bonusses which crew might give to an alliance's ships ? - You can now not only attack the opponent's space by a fleet. But you can use PI tools to demoralize the crew in an area of space. Maybe you need to get to the planets where the crew for ships had been recruited ? Think of their families ! :) - What if a set of parameters existed which could be influenced by the opponent, and that set of parameters influenced the opponent's crew behavior ( aka bonusses ) ? - The ways of influencing the opponent's crew ( on a constellation level ! ) could be non-fighting : like new PI / DUST interaction ? - Maybe infiltrate stations' establishments and do shady business ( aka mini-games ! ) in the opponent's stations' bars. Imagine a small task force of spys being sent into the other alliance's ( other faction's ) space, lurking around in their bars and using mini games or other mechanics to exercise a demoralizing effect on that alliance's crew. Not yet clear as to how the alliance would counter that task force.
You get the idea ? What do you think ?
I'm glad you nit-picked at it a bit, I could have thought out about it much more, but I thought maybe it would be better to post what I had at the moment and then let others come up with the rest instead of doing it all myself :) That being said, if nothing else, these ideas can be improved in that way anyway.
Your idea about the whole massive crews and de-moralizing thing is a very good start. If you wanna get really deep into the effects of every action, every planet bomber or city destroyed in conflicts could generate either depression amongst the crew thus causing negative effects or, more common, increased aggression, which causes more damage output, increased accuracy, and maybe faster firing. Of course, this could still be negative if your crew doesn't see you as actively pursuing those who challenge them and may try and fire on any ship even remotely similar to those who attacked.
In addition, relations with crew really need to be examined. If you want a good example, look at the Sims 3 for example. A seemless world all running at the same time, but remaining focused on the 'character'. Who you associate with, what path/career you lead, and what personality traits you portray all determine how people view you and who your true friends and allies are. Should the crew enviroment be as in depth as a life simulator when it's introduced? No, not even close, it could possible damage the universe so far and take away development of more pressing concerns. This doesn't mean though we shouldn't look to implement what we can to make it as good as possible at deployment and then develop it further over time so that there is some real meaning to crews after all. |

Nova Fox
Novafox Shipyards
25
|
Posted - 2011.10.10 06:40:00 -
[66] - Quote
Well... there are a few ways to do this, and I have to say that the status update needs to be on the same time level is determined.
1 If DUST 514 is involved the loss rate of planetary infrastructure home to the crew as crew would be most like required to be made on a planet, and if possible repaired down there as well via re-education centers/prisons or emancipation camps. This would have significant effect.
2 track the loss rate (loss of ships over time) the more a person loses a ship over time the lower the moral of the newer crews per pilot
3 track the combined loss rate of the corproation. This has lesser impact than personal losses.
4 track the combined loss rate of the allaince. This has the most insiginificant factor in moral.
5 track the loss/gain of allaince territory has significant effect.
|

Erik Finnegan
Polytechnique Gallenteenne
11
|
Posted - 2011.10.11 11:08:00 -
[67] - Quote
Thanks for working with these thoughts.
To make it clear again -- particularly aimed at what Jarome wrote -- I am not seeing crew as a good feature for EVE ( and CCP will likely not do it anyway ) if it was about making the crew some more or less realistic NPC. As a side effect perhaps, yes.
But the focus point for crew as an effective and appropriate game mechanic I see only in the following : giving two REAL players or groups another channel to fight or cooperate, short : play together. Channel one is the guns on each ship, channel two is the player-driven economy where direct interaction takes place. Channel three is : the forums. Yes, the whole meta game which makes EVE so special is part of the interaction possibilities.
Now, if crew were to open another channel, being a battle ground where you can influence another player -- ally or foe -- that is what I can see as a beneficial factor; and an answer to the initial rejection of crew by CCP. If additionally, crew were to be bound into establishments game play or PI / DUST then this were a winner. That's my 2 isk. |

Jory Stormborn
Custodes Fati
1
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Posted - 2011.10.11 11:10:00 -
[68] - Quote
I love this! |

Jarome Ambraelle
The Scope Gallente Federation
7
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Posted - 2011.10.11 18:59:00 -
[69] - Quote
Nova Fox wrote:Well... there are a few ways to do this, and I have to say that the status update needs to be on the same time level is determined.
1 If DUST 514 is involved the loss rate of planetary infrastructure home to the crew as crew would be most like required to be made on a planet, and if possible repaired down there as well via re-education centers/prisons or emancipation camps. This would have significant effect.
2 track the loss rate (loss of ships over time) the more a person loses a ship over time the lower the moral of the newer crews per pilot
3 track the combined loss rate of the corproation. This has lesser impact than personal losses.
4 track the combined loss rate of the allaince. This has the most insiginificant factor in moral.
5 track the loss/gain of allaince territory has significant effect.
That's a pretty good system to work on. I think if moral were to reach a point you could start to see mutiny or even deserters. |

Erik Finnegan
Polytechnique Gallenteenne
11
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Posted - 2011.10.15 20:56:00 -
[70] - Quote
Seismic Stan with thoughts roughly in this yard. |

Nova Fox
Novafox Shipyards
68
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Posted - 2011.10.16 05:39:00 -
[71] - Quote
Propaganda ships... going to pi planets and blasting the locals on how bad the war is going. May force allaicnes to import thier crews from elsewhere.
This also lowers the value of thier own crews they assemble...
Wow planetary warfare just got more serious if crew was seen as a viable income.
Let me clarify something mentioned earlier,
Capsuleer clones are expensive as they retain skills and apperance and genetics.
Dust 514 clones are minds burned into a generic tube man-baby. (think starwars storm/clone troopers). Mind provided from original body. |
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