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Player Features and Ideas Discussion

 
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Crew

Author
Rezig Huruta
Republic Military School
Minmatar Republic
#1 - 2012-12-07 01:07:08 UTC
An idea that was posted in the W&T section.

What if we could include CREW on ships? Something like small boosts to shield, cpu, etc by the type of crew in the ship. Crew could be removed from one ship and placed into another, but if the ship is destroyed, much of the crew will go with it.

Ship class would also determine how many crew 'slots' you have available, OR how many of each type of crew is required to fully man a ship.

Personally, I think it would add tons of awesome to an awesome game.

I mean... we have exotic dancers... why not have crew that have meaning.

What if they could be TRAINED? Eh?


CREWWWWW!!!!!!!
Federally
Ministry of War
Amarr Empire
#2 - 2012-12-07 01:11:44 UTC
The whole capsule bit is supposed to eliminate the crew, or at least most of it, by linking the captain directly to the ship. Is there any crew at all lore wise?
Rezig Huruta
Republic Military School
Minmatar Republic
#3 - 2012-12-07 01:13:42 UTC
Federally wrote:
The whole capsule bit is supposed to eliminate the crew, or at least most of it, by linking the captain directly to the ship. Is there any crew at all lore wise?


Yes, there is:

"Battlecruisers are powerful combat vessels slightly larger than cruisers sizing up to 600 meters long with an electronic footprint of 250 meters. Being the fourth smallest ship able to be flown by capsuleers, they are normally crewed by nearly a thousand souls. Pod technologies reduce this significantly to a mere hundred. "


A hundred people. Big enough for crew-ness.
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2012-12-07 01:36:47 UTC
http://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines

Yes, we have crew. No, we don't want crew to be another module. Search the 50 other threads about this to see why.
Kitt JT
True North.
#5 - 2012-12-07 01:41:18 UTC
Use the search function. Basically it comes down to that its just another 'must have x to remain competitive' giving wealthier players an advantage over newer players again.
Rezig Huruta
Republic Military School
Minmatar Republic
#6 - 2012-12-07 01:47:18 UTC
Fair enough.

Sounds cool, but doesn't add anything to the game. I guess I'll just fly around with militants and prostitutes in my ships. :)


I suppose locking this would be fine then.

I retract my statement! We don't need no stinking crews. (We have militants and ... oh, 'dancers' wink, wink, nudge, nudge).
Commander Ted
Caldari Provisions
Caldari State
#7 - 2012-12-07 05:32:20 UTC
Please read the forum rules and check out the COMMONLY PROPOSED IDEAS SECTION

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Cid SilverWing
Doomheim
#8 - 2012-12-07 10:32:24 UTC
Capsules were made to reduce crew. Don't introduce into gameplay what was made obsolete in lore.

Also this idea has been done to death.

-1
Jint Hikaru
OffWorld Exploration Inc
#9 - 2012-12-07 12:26:02 UTC
appart from the " removed from one ship and placed into another", you simply described Rigs without saying the word Rig.

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Hakan MacTrew
Science and Trade Institute
Caldari State
#10 - 2012-12-07 12:43:29 UTC
I haven't read any posts about crew before, but it would be interesting to have a skilled and reliable crew for ships.

I don't see how you could just swap a crew from ship to ship. Not only do the crew vary in number depending on the ship, but their individual skills would also differ. Crewing a Hawk would be totally different to crewing a Megathron.

I would suggest that as a ship is used, its crew would get better at their jobs, performing tasks quicker and more efficiently. This could be represented by the crew gaining a very small percentage boost for specific attributes of the ship, dependant on its fittings and actions over an extended period of time. Repackaging the ship would also reset its crew back to zero and the process would have to begin again.

In example:
Quote:
A Raven Navy Issue has run 500 successful missions with largely the same fittings. The crew have become more component at loading the missiles and keeping the generator going. They have also optimized the Shield Booster.
All in all, the crew gain a ROF bonus, a cap regen bonus and a bonus to XL shield boost amount.

I don't suggest a huge bonus, probably 0.1% to a stat every 20 or so missions. The bonus would be capped at about 3% to 5%
Danika Princip
GoonWaffe
Goonswarm Federation
#11 - 2012-12-07 22:35:34 UTC
Hakan MacTrew wrote:
I haven't read any posts about crew before, but it would be interesting to have a skilled and reliable crew for ships.

I don't see how you could just swap a crew from ship to ship. Not only do the crew vary in number depending on the ship, but their individual skills would also differ. Crewing a Hawk would be totally different to crewing a Megathron.

I would suggest that as a ship is used, its crew would get better at their jobs, performing tasks quicker and more efficiently. This could be represented by the crew gaining a very small percentage boost for specific attributes of the ship, dependant on its fittings and actions over an extended period of time. Repackaging the ship would also reset its crew back to zero and the process would have to begin again.

In example:
Quote:
A Raven Navy Issue has run 500 successful missions with largely the same fittings. The crew have become more component at loading the missiles and keeping the generator going. They have also optimized the Shield Booster.
All in all, the crew gain a ROF bonus, a cap regen bonus and a bonus to XL shield boost amount.

I don't suggest a huge bonus, probably 0.1% to a stat every 20 or so missions. The bonus would be capped at about 3% to 5%



So a massive nerf to everyone who doesn't run missions then?
Rezig Huruta
Republic Military School
Minmatar Republic
#12 - 2012-12-07 22:38:57 UTC

Moderators, please lock.

I have been shown the error of my ways.

Crew = more stuff that is already included in other ways as cool as the idea is, it is redundant.


Mars Theran
Foreign Interloper
#13 - 2012-12-07 22:42:55 UTC
Crew in some form or another is not redundant. Well, it is if they are just doing stuff without any impact on gameplay, but not if they actually do stuff.
zubzubzubzubzubzubzubzub
Hakan MacTrew
Science and Trade Institute
Caldari State
#14 - 2012-12-07 23:10:58 UTC  |  Edited by: Hakan MacTrew
Danika Princip wrote:
Hakan MacTrew wrote:
I haven't read any posts about crew before, but it would be interesting to have a skilled and reliable crew for ships.

I don't see how you could just swap a crew from ship to ship. Not only do the crew vary in number depending on the ship, but their individual skills would also differ. Crewing a Hawk would be totally different to crewing a Megathron.

I would suggest that as a ship is used, its crew would get better at their jobs, performing tasks quicker and more efficiently. This could be represented by the crew gaining a very small percentage boost for specific attributes of the ship, dependant on its fittings and actions over an extended period of time. Repackaging the ship would also reset its crew back to zero and the process would have to begin again.

In example:
Quote:
A Raven Navy Issue has run 500 successful missions with largely the same fittings. The crew have become more component at loading the missiles and keeping the generator going. They have also optimized the Shield Booster.
All in all, the crew gain a ROF bonus, a cap regen bonus and a bonus to XL shield boost amount.

I don't suggest a huge bonus, probably 0.1% to a stat every 20 or so missions. The bonus would be capped at about 3% to 5%



So a massive nerf to everyone who doesn't run missions then?

I am guessing you missed the word example. PvP ships could gain similar bonuses depending on what they do shen one of their targets blows up. Mining barges could get bonuses the longer they are mining for, (and I am talking months and months in that circumstance.)

At the end of the day, this was an idea that popped into my head while reading this thread. It took about 20 seconds of thought. I never intended it to be a polished idea ready for CCP to snap up and shove in on the next expansion. In fact, I am not even asking for thsi to happen. It's pure speculation and discussion.

If anything, it would be intended as an incentive to keep your ship in one piece for as long as possible.

On a related note, has anyone else ever wondered what the crew think when they find out their on a suicide gank run?
"We who are about to die, for your 5h!ts and giggles, salute you captain..."
Beta Miner
COBRA Logistics
#15 - 2012-12-08 00:57:20 UTC  |  Edited by: Beta Miner
Might we have something similar to the T3 skills where you loose some XP when your ship blows up, but instead this could be a leadership skill.

EDIT: on the xp for pvp side, I'd bet about 50% of pvp ships don't last past five fights, and another 10%, like a scout/covops never see combat at all, until they are ganked on a gate.

AFK Cloaking? An afk cloaker has never ganked me. In fact a cloaker at his keybourd has never ganked me either.

Cygnet Lythanea
World Welfare Works Association
#16 - 2012-12-08 05:40:27 UTC
Cid SilverWing wrote:
Don't introduce into gameplay what was made obsolete in lore.



Please read lore to see where this guy is talking out his ass.

That said, again, this idea is one that I remember proposing back in 2006-2007, and my version of the idea ended up being the crew system in Star Trek Online a few years later. I like to think that shows it was a good idea.
Hakan MacTrew
Science and Trade Institute
Caldari State
#17 - 2012-12-08 07:10:57 UTC
Beta Miner wrote:
Might we have something similar to the T3 skills where you loose some XP when your ship blows up, but instead this could be a leadership skill.

EDIT: on the xp for pvp side, I'd bet about 50% of pvp ships don't last past five fights, and another 10%, like a scout/covops never see combat at all, until they are ganked on a gate.

If the ship blows up, as far as I'm concerned that means the crew blew up. Hence why the bonus would be tied to the individual ship. Scout ships wouldn't benefit from combat based bonuses, they would benfit from probe strength and the like.
Commander Ted
Caldari Provisions
Caldari State
#18 - 2012-12-08 07:36:32 UTC
COMMONLY PROPOSED IDEAS

Ship crews are number two on that list.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Beta Miner
COBRA Logistics
#19 - 2012-12-08 19:28:22 UTC
Hakan MacTrew wrote:
If the ship blows up, as far as I'm concerned that means the crew blew up. Hence why the bonus would be tied to the individual ship. Scout ships wouldn't benefit from combat based bonuses, they would benefit from probe strength and the like.


Good point.

But if we can hire Dust Mercenaries to attack a planet, could we also hire an NPC Dust Mercenary crew? Maybe if you where poor and/or don't have the necessary leadership skills, you could purchase drones to act as as your crew and would just replace them as needed.

But, if you have the skills and cash, you hire on an npc crew who happen to have the Dust implant. Your ship blows up? Just pay to have your crew cloned. But there will be a sp loss on your relevant leadership skill because some of your crew will resent getting ganked and leave to be replaced by green recruits.

AFK Cloaking? An afk cloaker has never ganked me. In fact a cloaker at his keybourd has never ganked me either.

Cygnet Lythanea
World Welfare Works Association
#20 - 2012-12-08 20:57:13 UTC
Commander Ted wrote:
COMMONLY PROPOSED IDEAS

Ship crews are number two on that list.



Sadly, we've seen most of the other top items implemented already except crews and POS overhaul. Where the **** are our crews CCP?