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Thread Statistics | Show CCP posts - 4 post(s) |

Renan Ruivo
Vera Cruz. Nulli Secunda
891
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Posted - 2012.11.12 17:49:00 -
[211] - Quote
CCP Eterne wrote:Esna Pitoojee wrote:Hrm. Out of curiosity, David, do you have a source on that? I'm not doubting you, more thinking it may be a source from before my time as an RPer.
The news article I have seen suggest someone might accrue the equivalent of around 10,000 ISK over a lifetime; a lot of people (myself included) play this out to an assumption that an average yearly salary might be around 100-200 ISK. This is closer to the current lore assumption than the 1 ISK = a lifetime's pay thing. An old comparison I always heard was that the cost of a shuttlecraft is roughly enough to keep a family of four fed, clothed, housed, etc for a whole year. That might not be the current thinking on the topic, but considering that a shuttle is the size of a small airplane, it's not out of the question.
Well, if the shuttle is purchased in a mission hub then yes, the real-money-value in PLEX to purchase one would feed a neckbeard that eats for four for one year  The world is a community of idiots doing a series of things until it explodes and we all die. |

Bluddwolf
Heimatar Military Industries
79
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Posted - 2012.11.13 02:07:00 -
[212] - Quote
Crew salaries are very easy to account for. They could be a part of what taxes you pay to your corporation (NPC or Player created), with every mission you run. They could also be a part of the bounties you collect from Concord when killing pirate faction mobs. They could also be a part of all of the bult in costs, seen and unseen of you about every activity in EVE we do.
I would actually like to see EVE (CPP) phase in the true costs of running our ships and corporations. Making those unseen costs, become seen and felt.
For a ship I would like for there to be:
1. Crew Pay, which we can set and could have a mdofier attached to it based on on little or much we do pay.
2. Fuel cost (yes it is a new money sink), this would add some more realism.
3. Expanded docking services and fees based on those services. EVE Online Fan ... Looking for "End Game" since 2006 ... Happily, I still havn't found it
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Qvar Dar'Zanar
EVE University Ivy League
101
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Posted - 2012.11.17 13:16:00 -
[213] - Quote
Bluddwolf wrote:
1. Crew Pay, which we can set and could have a mdofier attached to it based on on little or much we do pay.
2. Fuel cost (yes it is a new money sink), this would add some more realism.
3. Expanded docking services and fees based on those services.
I've always assumed that we eventually discovered cold fusion and we had clean and nearly-infinite energy for our ships (that's why your capacitor regens over time). |

Bluddwolf
Heimatar Military Industries
81
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Posted - 2012.12.01 02:14:00 -
[214] - Quote
Yet another related question: How many "civilian / support" employees would there be in a typical corporation, made up of just a few capsuleers? EVE Online Fan ... Looking for "End Game" since 2006 ... Happily, I still havn't found it
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Shou Kaukonen
State Protectorate Caldari State
35
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Posted - 2012.12.01 03:40:00 -
[215] - Quote
Keep in mind the kind of computer tech new eden has. Wouldn't you be able to automate most clerical/drudgery roles? |

Bluddwolf
Heimatar Military Industries
81
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Posted - 2012.12.01 11:22:00 -
[216] - Quote
Shou Kaukonen wrote:Keep in mind the kind of computer tech new eden has. Wouldn't you be able to automate most clerical/drudgery roles?
I don't get the impression that technology has replaced the nameless, faceless masses of low paid clerical workers in the mega corporate model.
The types of men and women who run these corporations crave power. There is no exercised power in firing a computer or robot. EVE Online Fan ... Looking for "End Game" since 2006 ... Happily, I still havn't found it
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Thgil Goldcore
Advenus Classem
379
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Posted - 2012.12.01 11:34:00 -
[217] - Quote
Least Amarrian holders like myself get a free ride on crew costs ^_^
Although I am also under the assumption that each capsuleer has a whole host of support employees. For a rookie pilot in a noobship that may be only 10 people, but for people with planetary facilities, capital ships, and many other holdings under their personal command, could be hundreds of thousands. Personally I imagine a whole command structure under me taking care of everything that would be too time consuming to do personally. |

LOL56
Galactic Express Intrepid Crossing
26
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Posted - 2012.12.02 20:09:00 -
[218] - Quote
I ran some numbers and i would peg my personal fleet at a strength (equating ships based on role and cost and not name) at approximately that of France or Italy giving me some 35000ish employes. At 200 ISK per person per year, this amounts to a piddly 7 million in wages per year. For the record I own 2 capitals, ~25 significant sub capitals and ~20 insignificant sub-capitals (over/under 50 mil in hull cost). |

Thgil Goldcore
Advenus Classem
381
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Posted - 2012.12.02 20:39:00 -
[219] - Quote
LOL56 wrote:I ran some numbers and i would peg my personal fleet at a strength (equating ships based on role and cost and not name) at approximately that of France or Italy giving me some 35000ish employes. At 200 ISK per person per year, this amounts to a piddly 7 million in wages per year. For the record I own 2 capitals, ~25 significant sub capitals and ~20 insignificant sub-capitals (over/under 50 mil in hull cost).
Likely will need to add about 50% of non-ship crew to your staff too. Think of the people who sit at dock and take care of your business there for you. Everything from longshoreman to accountants. |

Nofearion
Jadablade Redneck Rage
6
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Posted - 2012.12.03 23:54:00 -
[220] - Quote
The way I understand it, back in the first days of eve you had to pay to recharge your capacitor and shields at station unless you just wanted to sit outside station and let them slowly recharge. Then you have the station management charging rent for offices and other little fees, including broker fees and taxes paid on trades, At the volume Us eggers do it that would be enough to keep the station crew paid very well. I tend to agree with the point that a shipGÇÖs crews pay is in the rounding of number in transactions, witch in my case based of the amount of trade I do gives me well paid crews for my entire fleet. I do think that this is an issue that could be talked in the future without making major changes to the way things currently operate. I would like to see expansion on this part of the lore at bit. For example my RP background means that I am with an entourage of about 4 to 6 non capsuleers anytime I am out of pod, Numerous others are much the same in their story lines. Where does there pay come from? Well I guess in the case of Amarrian holders most would be slaves, but I am Minmatar, I could be wrong but one of my assumptions from reading something somewhere was the 1interstellar credit was worth a lot more than any planetary currency or empire currency for that matter. |
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Bluddwolf
Heimatar Military Industries
88
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Posted - 2012.12.04 04:04:00 -
[221] - Quote
Thgil Goldcore wrote:LOL56 wrote:I ran some numbers and i would peg my personal fleet at a strength (equating ships based on role and cost and not name) at approximately that of France or Italy giving me some 35000ish employes. At 200 ISK per person per year, this amounts to a piddly 7 million in wages per year. For the record I own 2 capitals, ~25 significant sub capitals and ~20 insignificant sub-capitals (over/under 50 mil in hull cost). Likely will need to add about 50% of non-ship crew to your staff too. Think of the people who sit at dock and take care of your business there for you. Everything from longshoreman to accountants.
I was thinking along these same lines as well. If you consider every ship we own, every hanger we have items in, and then the corporate HQ and stations.... Even small corporations probably have tens of thousands of employees. EVE Online Fan ... Looking for "End Game" since 2006 ... Happily, I still havn't found it
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Rutger Gist
Lords of Larceny
1
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Posted - 2012.12.15 12:32:00 -
[222] - Quote
This is one of the more interesting topics I've read (and yes I did read every response). Great discussion and insights and even a Dev response as well. |

Sepherim
Imperial Shipment Amarr Empire
16
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Posted - 2012.12.15 13:34:00 -
[223] - Quote
Probably, not all ships are ready to fly at any given moment, and so most of them will be unmanned. And probably many crew members would work on several ships (after all, the pod pilot can only be in one of them at any given time). So probably we could halve those numbers, more or less, but it still makes an impressive amount of crew members and staff. Sepherim Catillah; Ex-Imperial Navy Officer |

Cynthia Gallente
Bio's Holdings Bio's Remnant.
636
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Posted - 2012.12.15 18:10:00 -
[224] - Quote
Crews?
I never even for a moment consider that there could be a crew in any of my ships.
From what I understand the entire machine is being run by me, from my pod. I believe the fiction backs this up.
The only time I've EVER seen a crew is in the films "Clear Skies" which, if you haven't seen them , go. www.clearskiesthemovie.com But these films were created to placate the planetsiders, to make space travel and how the ships operate more undertandable to them.
Every function of my ship is controlled either autonomously or by me. To think that there's a crew who has NOTHING BETTER TO DO than to just chill on my ship is a bit laughable. From the smallest pod to the biggest Titan, everything is controlled by one capsuleer. Post with your lickGäó |

Cynthia Gallente
Bio's Holdings Bio's Remnant.
636
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Posted - 2012.12.15 18:11:00 -
[225] - Quote
CCP Eterne wrote:Ships have crews, even capsuleer ships. The capsule allows for the replacement of bridge and command crews and, to a lesser extent, allows for the reduction of some other "redundant" crew members.
As for why empires "train" capsuleers for free, remember two things: 1) Only one school for each empire is a military academy; the other two schools are typical universities that are large and prestigious enough to offer pod pilot programs. Someone, somewhere is paying for it and it's probably not the governments of the empires themselves. 2) Players are only a portion of the capsuleers in the backstory. At least some number of capsuleers do continue to work for the empires directly. this blows a lot of what I said out of the water. . .  Post with your lickGäó |

Saul Elsyn
Blue Republic RvB - BLUE Republic
27
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Posted - 2012.12.15 20:05:00 -
[226] - Quote
Hmm... the crew guidelines don't say anything about industrial ships. I'd imagine the transports and haulers wouldn't need a particularly large crew, but... Mining Barges? That would probably be a very crew intensive ship as strip mining is pretty labor intensive work.
Hulkaggeddon probably kills a lot of 'little' people.
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Che Biko
Humanitarian Communists
136
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Posted - 2012.12.15 20:29:00 -
[227] - Quote
I've always assumed that barges and industrials are comparable to other ships of the same (bracket/class) size, mostly cruisers iirc, as they were not a seperate entry in that table. Crew requirements would depend on fittings, I can imagine that strip miners and salvage modules require more crew than cargo extenders and armor plates.
I imagine freighters are like carriers, but because they lack modules, they probably fly around with what would be a skeleton crew for carriers (700-1500, or 350-700 for capsuleer versions). Contraband Smuggling: Player Assisted Customs |

Mirima Thurander
Estrada Dynamics - Exploration and Acquisition
456
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Posted - 2012.12.16 02:07:00 -
[228] - Quote
Che Biko wrote:I've always assumed that barges and industrials are comparable to other ships of the same (bracket/class) size, mostly cruisers iirc, as they were not a seperate entry in that table. Crew requirements would depend on fittings, I can imagine that strip miners and salvage modules require more crew than cargo extenders and armor plates.
I imagine freighters are like carriers, but because they lack modules, they probably fly around with what would be a skeleton crew for carriers (700-1500, or 350-700 for capsuleer versions).
Freighters are mostly empty space, I'm betting they could get by with nothing more than the max crew of a destroyer, depending on what there hauling. A Dark time comes. A time of terror comes. My time. If it offends you. Stop me. |

Thgil Goldcore
Advenus Classem
396
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Posted - 2012.12.16 07:49:00 -
[229] - Quote
http://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines
I know this is CCP posting on crew size. but part of me wonders if its a bit small. I don't doubt the minimum ship complement size, but the maximum. Considering that a aircraft carrier in modern times about 300-400 meters long has a standard complement of 4000 people. The Idea that a carrier at least 10 times larger can only support about 3 times as many people seems not to quite add up. Particularly since on the Carrier description (the Amarr archon at least) it does note its purpose as 'troop transport.' 18,000 people at most just seems a little low...
But consider this a nerds nitpicking and not really meaningful at all. |

Nofearion
Jadablade Redneck Rage
9
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Posted - 2012.12.16 18:33:00 -
[230] - Quote
Thgil Goldcore wrote:http://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines
I know this is CCP posting on crew size. but part of me wonders if its a bit small. I don't doubt the minimum ship complement size, but the maximum. Considering that a aircraft carrier in modern times about 300-400 meters long has a standard complement of 4000 people. The Idea that a carrier at least 10 times larger can only support about 3 times as many people seems not to quite add up. Particularly since on the Carrier description (the Amarr archon at least) it does note its purpose as 'troop transport.' 18,000 people at most just seems a little low...
But consider this a nerds nitpicking and not really meaningful at all.
thanks for the link, I did not know about it. Here is some semi educated speculation from a former USN sailor. The crew explanation for Minimum compliment seems to be correct depending on the automation or needs of the ship. Keep in mind that the USS Enterprise (just Retired) had an active crew of about 1800, fighter wings and crew made up the rest of the compliment taking the crew on board to over 3000. In real world to EVE comparison would put that class of carrier as a super carrier much like the Nyx. another comparison CGN 41 USS Arkansas had and active crew compliment of around 350 but we could run the ship with about 80. Real life to EVE comparison would be a Ferox or Cyclone
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Kanta Kansene
Agentes in rebus Relativity Alliance
2
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Posted - 2012.12.17 03:50:00 -
[231] - Quote
Nofearion wrote:Thgil Goldcore wrote:http://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines
I know this is CCP posting on crew size. but part of me wonders if its a bit small. I don't doubt the minimum ship complement size, but the maximum. Considering that a aircraft carrier in modern times about 300-400 meters long has a standard complement of 4000 people. The Idea that a carrier at least 10 times larger can only support about 3 times as many people seems not to quite add up. Particularly since on the Carrier description (the Amarr archon at least) it does note its purpose as 'troop transport.' 18,000 people at most just seems a little low...
But consider this a nerds nitpicking and not really meaningful at all. thanks for the link, I did not know about it. Here is some semi educated speculation from a former USN sailor. The crew explanation for Minimum compliment seems to be correct depending on the automation or needs of the ship. Keep in mind that the USS Enterprise (just Retired) had an active crew of about 1800, fighter wings and crew made up the rest of the compliment taking the crew on board to over 3000. In real world to EVE comparison would put that class of carrier as a super carrier much like the Nyx. another comparison CGN 41 USS Arkansas had and active crew compliment of around 350 but we could run the ship with about 80. Real life to EVE comparison would be a Ferox or Cyclone
Technically, US CVNs are all supercarriers. Light carriers are used by smaller countries, and escort carriers are no longer used. What kind of bugs me is there isn't really a direct comparison to a submarine in the Eve order of battle...I mean, sure there are force recons, but those don't really have much attack capability, and stealth bombers are more like...stealth bombers. it'd be cool to see something kind of like a cloaky Naga or something go out and make a series of strikes and then fade out and move on to the next area of operation |

Altrue
Exploration Frontier inc
80
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Posted - 2012.12.17 15:24:00 -
[232] - Quote
I'm a bit ill-at-ease about this crew thing.
Of course non-capsuleers ship have crew, of course capsuleers ships can have crew as well...
But in my vision of the lore, some capsuleers, at least EVE players, doesn't need any crew to use their ship with efficiency. Otherwise, what's the point of being connected to our ships if we can't even be independant of any other living form ?
From EVElopedia, it's clearly said : "The main purpose of a capsule is to allow the capsuleer to command a spaceship with his/her mind, eliminating the need to relay commands to ship crew."
Also, I live in wormholes. When I assemble a ship inside our POS, were does the crew comes from ? Is the whole crew destroyed when a ship explodes ? Did any crew member ever though that this might be a problem ?
I don't want to be disrespectful to CCP Eterne who was kind enough to participate to this conversation, but if you're not even able to explain who is paying / hiring the crew, or the surviviability point I raised above, I will have some troubles to believe you :)
So in my mind capsuleers ships, only them perhaps, have no crew. Or at least it is possible (other than shuttles ) with proper equipment. After years and years of reasearch around ice mining, they finally found how to make snowballs again :D |

Sepherim
Renford Distribution
22
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Posted - 2012.12.17 15:35:00 -
[233] - Quote
There are many things a ship crew can do inside a sip that don't contradict your direct mind control of it. For example, once an impact has hit the structure, they would be the ones to fight the fire and keep it from spreading. Or the ones that would load and unload equipment when you go near an enemy debries and take what you can. Etc.
As for their salaries and such, probably they earn such a little wage that it could be thought of as being part of the amount of money you spend when you buy the ship. And POS are stations, so they do have crews as well, even if they are player owned. So you just take part of the population living in them and take them into your newly assembled ship. Sepherim Catillah; Ex-Imperial Navy Officer |

Altrue
Exploration Frontier inc
80
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Posted - 2012.12.17 16:13:00 -
[234] - Quote
Thanks for your answer :) But there still are a few things disturbing me :
Sepherim wrote:For example, once an impact has hit the structure, they would be the ones to fight the fire and keep it from spreading.
Isn't it already the purpose of damage controls and hull/armor hp skills ?
Sepherim wrote: Or the ones that would load and unload equipment when you go near an enemy debries and take what you can. Etc.
This makes sense, but what about tractor beams simply ? :)
Sepherim wrote: As for their salaries and such, probably they earn such a little wage that it could be thought of as being part of the amount of money you spend when you buy the ship. And POS are stations, so they do have crews as well, even if they are player owned. So you just take part of the population living in them and take them into your newly assembled ship.
I guess we are reaching the point were like in every other MMO, we can see the gap between gameplay and lore. I find the presence of crew required for capsuleers ships quite disappointing, but it's probably more logical this way.
After years and years of reasearch around ice mining, they finally found how to make snowballs again :D |

Thgil Goldcore
Advenus Classem
397
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Posted - 2012.12.17 19:52:00 -
[235] - Quote
Well consider all the small tasks that need to be done just to keep the ship maintained. Even in the future, machines break down or have problems. Considering the nature of all the different possibilities for problems, its hard to think you'll have a robot able to do all of it without some input. So its easily conceivable to need crew for this at least. Although for short excursions a capsuleer likely could take control of a sub capital alone and fly it into combat... excessive wear and tear for any prolonged periods of time would likely prove fatal to the ship.
Also, larger ships like battleships or capital ships obviously would need crew because one human mind (no matter how spectacular and augmented) simply could not control all systems with the attention required to be most effective.
Lastly, for the whole building ships out in wormhole where do the crew come from? Well in an in game lore aspect, your character likely knew that they where going to be building and losing ships, so made sure there was enough complements on the station when it was setup. Also any ships you lose would have survivors which could help crew the next ship. Hope they are paid well! |

Nofearion
Jadablade Redneck Rage
10
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Posted - 2012.12.17 21:06:00 -
[236] - Quote
I tend to agree Thgil, in some of my writing (not yet published) there is the need for administration crew, and yes robots can stack boxes, but while I am scanning and operating the ship I would rather have a human mind handling contingencies instead of a drone, the more advanced the drone the more likely of becoming self become self aware. and those who can do repairs while in the heat of battle. Keep in mind capsuleer you are immortal, your crew is not. this is stated in several chronicles. |

Agromos nulKaedi
The Scope Gallente Federation
24
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Posted - 2012.12.17 21:13:00 -
[237] - Quote
AlleyKat wrote:[quote=Silas Vitalia]There were plenty of spaceships left functioning after the original Eve gate collapse, but the entirety of the fledgling settlements were completely cut off from supplies back in our part of the galaxy. We have TWENTY THOUSAND YEARS here. Look at the stuff we dig up for science. That's four interesting complete civilizations that have risen from nothing, prospered, then collapsed under their own weight. The Joves are probably not even one of the first ones. Gates can go offline. Might have needed to reestablish them a few times. There were impressive civilizations before ancient Egypt - but we all know about Egypt because they had a fetish for writing things down on chunks of rock and burying them in sealed chambers in the middle of the desert. We have some vague sense of other civilizations of which minimal evidence exists. That all happened in a fraction of the time that we had since going through the gate. So the gate shuts down, the ships keep flying, but they fizzle eventually as their civilization collapses.. only to be replaced by a new emerging civilization that rises, reverse-engineers ruined gates, and spreads, only to collapse to decadence and decay, then a new civilization rises, maybe from its ashes, maybe from a new social movement on a dormant colony the previous rise overlooked, it reverse engineers ruined gates and expands, then collapses.. repeat and rinse, then one day you have the situation today. |

Horatius Caul
Kitzless
130
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Posted - 2012.12.17 21:19:00 -
[238] - Quote
The good thing about crews is that unlike automated systems they aren't reduced to useless scrap when your ship is hit by the EMP wave of a nuclear weapon. Amarrad - Amarr language project |

Ashlar Vellum
Imperial Academy Amarr Empire
3
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Posted - 2012.12.17 23:06:00 -
[239] - Quote
Quote:Isn't it already the purpose of damage controls and hull/armor hp skills ? I thought that those skills was more for things like: shut all doors for fire to die down, reroute oxygen and so on.
Quote:This makes sense, but what about tractor beams simply ? :) Some of devs said that items from wrecks are delivered by drones, but we don't see them because our camera drones don't show them to us, same with escape pods for crew.
And crones about crews: about how disposable crew peeps are clicky about capsuleer industrial ship crew clicky
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Altrue
Exploration Frontier inc
80
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Posted - 2012.12.18 06:44:00 -
[240] - Quote
Ashlar Vellum wrote:Quote:Isn't it already the purpose of damage controls and hull/armor hp skills ? I thought that those skills was more for things like: shut all doors for fire to die down, reroute oxygen and so on. Quote:This makes sense, but what about tractor beams simply ? :) Some of devs said that items from wrecks are delivered by drones, but we don't see them because our camera drones don't show them to us, same with escape pods for crew. And crones about crews: about how disposable crew peeps are clickyabout capsuleer industrial ship crew clicky
I will take a look at your two links :)
Thanks all for these informations, that makes more sense for me now :) After years and years of research around ice mining, they finally found how to make snowballs again :D |
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