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ADDING CREW to Eve Online - Essential Experience

Author
sabre906
The Scope
Gallente Federation
#21 - 2013-02-12 05:02:22 UTC
Sura Sadiva wrote:
sabre906 wrote:

Rigs weren't "necessary" when they were introduced. Now you won't undock without them.


When introduced rigs were necessary; the ship system was slightly stagnant and in need of some new variable/customization. Same as for overheating.

The crew thing could work in a similar way, but I think in the current state this would only add enthropia and duplicate variables; we are already at the edge, also adding new brand ships is a problem is better to rework the existing ones.

I see more room for the crews idea as personnel needed for new modular POS system or for some new PI module.



How can you call it anywhere close to "stagnant?" It was just after all these t2 ships, carriers, moms, and titans are added. There's also tier 3 BS and BCs. Rigs came at a time that's anything but stagnant.

If anything, spaceships are relatively stagnant now. All that PI, WiS, Dust stuff has nothing to do with internet spaceships.

ShahFluffers wrote:
sabre906 wrote:
Michael Loney wrote:
Only if I can dress them up and make them dance!!


But really, all this will be is another module slot to fill and will be treated as such. Capsuleers are beyond caring about the moral masses and could care less if they live or die.



Rigs weren't "necessary" when they were introduced. Now you won't undock without them.

New things get added in mmos over time. Normal progress. I'd rather see them added to spaceships like this as opposed to PI, WIS, Dust gemmicks that has little to do with the core of Eve.

Rigs are an "edge" thing the same way implants are. Not necessary, but nice to have. You also don't need to grind XP to make use of them.

And as for adding things to the game; adding some complexity is nice... but adding needless complexity is bad. Especially if it requires grinding to "get the best stats."


Rigs are needed, but anything new added to ships just like rigs are unneeded? What's needed are additions onto internet spaceships. What's unneeded are what we've been getting: PI, WiS, Dust, Bounty hunting, and all that psuedo-metagaming.
Katie Frost
Ministry of War
Amarr Empire
#22 - 2013-02-12 05:59:34 UTC
On a base level all you are adding is an additional bonus to some aspect of your ship's performance. There are already:

- Ship bonuses
- Role bonuses
- Implants
- Overheating
- Boosts
- Drugs
- Ship modules
- Rigs

... all affecting/improving/bonus-ing your ship's performance in some way. What is the purpose of adding another ship bonus via crew slots? And when does it end? Because after crews, you will be suggesting... I don't know... 'nanobot slots' that enhance some other arbitrary aspect of your ship?

Experience gain, through activity is completely pointless in EvE. It promotes grinding-style play that can be botted and exploited in a game where every character generally has an alt. Want a perfect crew? Set up you alt and blow him up repeatedly - Weapons Officer is now Level 5 and work 1bn ISK... rinse and repeat, making your original idea of unique high level crews obsolete. It will just be another rig that instead of taking ore/minerals to build, requires someone to keep blowing his alt’s noobship to level up.

Also, learn to Forum Search and think your ideas through before posting them up.
sabre906
The Scope
Gallente Federation
#23 - 2013-02-12 07:50:10 UTC
Katie Frost wrote:
On a base level all you are adding is an additional bonus to some aspect of your ship's performance. There are already:

- Ship bonuses
- Role bonuses
- Implants
- Overheating
- Boosts
- Drugs
- Ship modules
- Rigs

... all affecting/improving/bonus-ing your ship's performance in some way. What is the purpose of adding another ship bonus via crew slots? And when does it end? Because after crews, you will be suggesting... I don't know... 'nanobot slots' that enhance some other arbitrary aspect of your ship?

Experience gain, through activity is completely pointless in EvE. It promotes grinding-style play that can be botted and exploited in a game where every character generally has an alt. Want a perfect crew? Set up you alt and blow him up repeatedly - Weapons Officer is now Level 5 and work 1bn ISK... rinse and repeat, making your original idea of unique high level crews obsolete. It will just be another rig that instead of taking ore/minerals to build, requires someone to keep blowing his alt’s noobship to level up.

Also, learn to Forum Search and think your ideas through before posting them up.


What's the purpose of rigs? What's the purpose of boosters? What's the purpose of overheating? Any rationale you can come up against yet another layer of customization applies to all previous layers of customizations added in the past.

In an mmo, new content gets added. It's inevitable. It's precisely because people like you shot down all additional spaceship content and hype up stuff like WiS and PI that Eve has been getting more of every sort of garbage posing as new content over recent years. Anything but internet spaceships...
Niveuss Nye
Viziam
Amarr Empire
#24 - 2013-02-12 08:45:30 UTC  |  Edited by: Niveuss Nye
Am I the only one who actually likes this idea? After all, most of the Eve fiction does say we have crew.

Maybe personnel could be a planetary resource.

It would not make things much more complicated than what they actually are. Make them operate simular to rigs.

edit:

Crews, if xp were added would not have levels. They would get skills only through time.
Carniflex
StarHunt
Mordus Angels
#25 - 2013-02-12 09:15:39 UTC
Well EVE ships already have crews. Well most of them above frigate level that is.

If the "crew" would be implemented as additional customization option then I think that they should not "gain" experience in time, as you are already hiring elite of the elite. You are pod pilot and if you are already getting into micromanaging the crew positions its clear that you would not be getting anything below the very best and whats humanly (and cybernetically) possible.

The normal module loss rules should apply, if you like you can implement some new jetcan called "escape pod" for livestock and such for the surviving members of the crew.

If implemented, then, in my opinion crew should offer customization options that are not competing with already existing modules/ rigs. what exactly - I do not have many ideas - perhaps, for example, as specialized missile screw, that lowers the reload / switch ammo type time or a specialized engineering crew granting you (very very slow) hull hp regen ability or would repair the damaged drones in the drone bays (very slow).

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Sol Weinstein
Lunatic Warfare Federation
#26 - 2013-02-15 05:16:31 UTC
Carniflex wrote:
Well EVE ships already have crews. Well most of them above frigate level that is.

If the "crew" would be implemented as additional customization option then I think that they should not "gain" experience in time, as you are already hiring elite of the elite. You are pod pilot and if you are already getting into micromanaging the crew positions its clear that you would not be getting anything below the very best and whats humanly (and cybernetically) possible.

The normal module loss rules should apply, if you like you can implement some new jetcan called "escape pod" for livestock and such for the surviving members of the crew.

If implemented, then, in my opinion crew should offer customization options that are not competing with already existing modules/ rigs. what exactly - I do not have many ideas - perhaps, for example, as specialized missile screw, that lowers the reload / switch ammo type time or a specialized engineering crew granting you (very very slow) hull hp regen ability or would repair the damaged drones in the drone bays (very slow).


Incorrect.

My ships fly with a crew of one. Everything that needs to be done is performed by me and the Jovian Pod Technology.

Crew of One for Life.

Thank you.
Kathern Aurilen
#27 - 2013-02-15 05:35:36 UTC  |  Edited by: Kathern Aurilen
Scotty: Captain, I don't know how much more emergency power we can take before we start to break up.

Lol I can see scotty knocking around the engineering room cursing the every nut and bolt of the ship

No cuts, no butts, no coconuts!

Forum alt, unskilled in the ways of pewpew!

Luc Chastot
#28 - 2013-02-15 05:38:28 UTC
Having officer slots would be interesting; how those could affect gameplay is beyond me, though.

Make it idiot-proof and someone will make a better idiot.

Quintessen
The Scope
Gallente Federation
#29 - 2013-02-15 05:51:52 UTC
Carniflex wrote:
Well EVE ships already have crews. Well most of them above frigate level that is.

If the "crew" would be implemented as additional customization option then I think that they should not "gain" experience in time, as you are already hiring elite of the elite. You are pod pilot and if you are already getting into micromanaging the crew positions its clear that you would not be getting anything below the very best and whats humanly (and cybernetically) possible.

The normal module loss rules should apply, if you like you can implement some new jetcan called "escape pod" for livestock and such for the surviving members of the crew.

If implemented, then, in my opinion crew should offer customization options that are not competing with already existing modules/ rigs. what exactly - I do not have many ideas - perhaps, for example, as specialized missile screw, that lowers the reload / switch ammo type time or a specialized engineering crew granting you (very very slow) hull hp regen ability or would repair the damaged drones in the drone bays (very slow).


One difference is they could offer the same benefits but be sourced completely differently. Maybe crew require payment or they leave. There is room to play with the idea.
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