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Isk Sink: Ship Crew

Author
SGT FUNYOUN
Elysian Space Navy - 1st Fleet
#21 - 2012-04-04 09:16:44 UTC
Check the "commonly proposed ideas" thread. This has been suggested before.

My only thought is this...

... I am the only HUMAN crew on my ship, the rest are Gallente Drone Tech. Gallente were supposedly the first ones after the original gate collapsed to restart space exploration. It would stand to reason then that they were the ones who developed the majority of space ship tech and thus all these ships are maintained via the computers and an internal matrix of drones.
Teia Leusten
#22 - 2012-04-04 14:02:40 UTC
There is a simple way to make this fun. But first things first. Ship without a crew should function exactly as it functions now, everything is supposedly handled by automatics. Adding few officers (receiving monthly payment) increases performance of certain modules. What modules you ask? That depends on how you assign the crew. Basically, while in a station you can specify what percentage of the whole crew takes care of a certain module.

Obviously, you can't make the whole crew service one module. That just doesn't scale. So, let there be some limit on the maximum number of people to do this, modulewise. There also should be a limit to the maximum crew size for a ship type. Adding some modules that increase this size is something to think about.

If your ship is destroyed, part of the crew survives, as specified by the guidelines. To make it simple, we can think that crew somehow manages to find their way to the station so you can hire that part of the crew again, for free. As for the rest, you have to pay them (that is, if you want). Nobody forces you to have maximum number of officers allowed, just enough for your task.

And finally, thanks, but no experience for crews. This makes it way too complex. Let's follow the KISS principle here.

TL;DR
crews = customization
Mike Whiite
Deep Core Mining Inc.
Caldari State
#23 - 2012-04-04 14:18:28 UTC
Brynhilda wrote:
Danika Princip wrote:
If they come from a POS module, where is the ISK sink? This is just another thing we have to buy when we lose ships. It takes no isk out of the economy whatsoever.


You have to pay them once a month for their wages.



Anmar have a different methode for that, they're called slaves, no way they are paying them wages.
Theodore Calliente
Doomheim
#24 - 2012-04-04 21:01:51 UTC
Danika Princip wrote:

Also, isn't a single isk, lore wise, more than most planet dwellers will see in a lifetime?


"milk" in the game is 200 isk for 400 kg

1 kg = 1 litre (water, we are gonna assume the same for milk)

about 4 litres = gallon (for you amurrican folks)

200/400 = .5 * 4 = 2

2 isk per gallon of milk.
Danika Princip
GoonWaffe
Goonswarm Federation
#25 - 2012-04-04 21:19:56 UTC
Theodore Calliente wrote:
Danika Princip wrote:

Also, isn't a single isk, lore wise, more than most planet dwellers will see in a lifetime?


"milk" in the game is 200 isk for 400 kg

1 kg = 1 litre (water, we are gonna assume the same for milk)

about 4 litres = gallon (for you amurrican folks)

200/400 = .5 * 4 = 2

2 isk per gallon of milk.



I said lore wise, not game wise.
Talon SilverHawk
Patria o Muerte
#26 - 2012-04-04 21:54:44 UTC
What about ship collectors ? Could be unaffordable ("no "then sell your ship answers please"). Do you only pay for crew when you fly them ?

Tal


xCabalx
The Wallstreet Bulls Corporation
#27 - 2012-05-13 01:59:42 UTC
Good I found this thread. I have problems to imagine how big a ship really is. If you fly a bigger one, the feeling of flying it is the same like flying an interceptor. It doesn't really feel like a big ship because something like a crew is missing. If your ship was destroyed, it's like only one man has died and you buy another one ready to use without even thinking, that hundreds of man bite to dust.

The bigger the ships are, the more crew is needed to operate this one. It's like the biggest military ships on sea are just controlled by only a one man crew, in fact by one player.

The only difference flying a smaller and a bigger ship is... to just skill it. It all feels the same. For example again: There is no difference between a "one-man" ship on sea and a military destroyer on sea, but the difference here is huge, in EVE there is no such difference or an indicator about this one so everything feels kinda small.
Felsusguy
Panopticon Engineering
#28 - 2012-05-13 02:15:17 UTC
EVE Online is not that kind of game. In certain simulation games where your ship was your entire world and it revolved around maintaining it as much as using it, but it doesn't belong in EVE Online.

As my ol' granpappy used to say "It don't do a damn thing."

The Caldari put business before pleasure. The Gallente put business in pleasure.

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