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Ship Crew RP

Author
kukki Zhu
Strategic Exploration and Development Corp
Silent Company
#1 - 2013-04-03 07:22:17 UTC
Greetings.

This has been suggested before and apparently many disliked an idea of ships having actual crews.
However, I failed to find any suggestions similar to mine. Such ideas as crew using module slots/ having bonuses- are not well thought through. That would require a lot of changes to be made and majority would certainly dislike it.
Ships already have crews. They couldn't be properly maintained otherwise. Unfortunately, those crews are... imaginary :|


  • What I suggest is adding an ability to hire crew.
  • Adding an additional bay - crew quarters, designed specifically to house crew members.
  • Engineers, cooks, janitors(fedos instead? ^-^), cargo bay workers, security specialists, medics... drones.
  • I personally would love if there would be mandatory requirements for certain numbers of crucial crew members, depending on the ships role and size. And an ability to hire optional crew members.


Of course, as making crew give actual bonuses to the ship is out of the question- making certain crew mandatory might be unwise as well, I suppose many players would dislike it.

Another idea in addition to this is adding a sort of a chance, of what percent of the crew might manage to evacuate ships in pods upon destruction. Make those pods visible, paper thin and destructible. Make survivors go for the closest station/ elswhere.
Make it possible to upgrade crew pods upon learning certain skills- so they would be tad bit tougher to breach, faster, etc.

tl;dr
possibility to hire various human crew members, for no bonuses whatsoever


Learning skills just so one could keep more crew after a loss of a ship?
And that only so one could save a bit of ISK hiring new crew?
And all that for no actual bonuses to the gameplay?
Why suggest this?

For the sake of realism. For role playing reasons.
Come on, there must be more capsuleers who care about keeping their ship interior clean, rather than getting valuable kills, or getting rich.
No? Well, I tried.
Ayla Crenshaw
Ministry of War
Amarr Empire
#2 - 2013-04-03 07:37:04 UTC
People are already collecting corpses of podded capsuleers - I think they'd appreciate a chance to fill up their hangars with POWs of blasted roleplayers' ships.

It might cause some minor problems... maybe spiking up TiDi with each destroyed ship because each popped Drake ***** out half a dozen crew pods, which will start to accumulate when you have few hundred ship battle going.
Manes Avatarr
Superfast
#3 - 2013-04-03 08:04:30 UTC
kukki Zhu wrote:
(...)
For the sake of realism. For role playing reasons.
Come on, there must be more capsuleers who care about keeping their ship interior clean, rather than getting valuable kills, or getting rich.
No? Well, I tried.


Totally agree on that. I know most players are her for kills, isks and chat... But for me and i belive many ppl (who not neccesary reads and write on forums..) are here for RolePlay experience, to feel like a commander of the ship/little fleet, have their crew hired, see them affecting ship's behaviour and maybe took advices from them, ideas etc.

Simple implementation of it we had in Frontier, so why not in XXI game? I know.. its not neccesary and critical but its plain juice for i belive many subscribers.

I always wonder what happens with ppl on my ship when its explodes. Why only mine capsule? I want to see dozens small capsules (seen as drone sized vessels) ejecting from my battleship.
I want my large ships populated, i won't any lights and windows on it if i am alone in there.

So... completely agree with kukki. CCP, give us some roleplaying realism. I want to hire my crew in stations, walking through corridors, meeting them in bars and on planet's surface too.

FS
MA

FRONTIER ADVENTURERS Corp. | To explore, build & fight! | recruitment topic

kukki Zhu
Strategic Exploration and Development Corp
Silent Company
#4 - 2013-04-03 10:22:12 UTC
Ayla Crenshaw wrote:
People are already collecting corpses of podded capsuleers - I think they'd appreciate a chance to fill up their hangars with POWs of blasted roleplayers' ships.

I've never heard of that. I didn't even yet knew about corpses in pod wrecks ^ __^

Ayla Crenshaw wrote:
It might cause some minor problems... maybe spiking up TiDi with each destroyed ship because each popped Drake ***** out half a dozen crew pods, which will start to accumulate when you have few hundred ship battle going.


Well, that is a con of this suggestion. However, if pod designs were simple and had no traces or any other effects, it might not impact performance very much, but I am not an expert. Here is a nice sheet I found, about possible percentage of ships crew surviving after destruction.

I counted that if the numbers were to be as in the sheet- up to over 100.000 people might survive a Titan wreck. However, that certainly does not mean 100.000 pods. It would be much more efficient to fit a flying city with 400 pods of which each could carry up to 250 individuals.
That still sounds like a lot, thus the solution might be to make survival chance much lower (ಠu ಠ)
Making it, for instance, up to 100-200 pods in a titan and, say- up to 1 pod in a frigate (containing different amounts of survived crew).

And after the crew get in pods and out into space, they would warp off to the closest station/ capsuleers home station/ elsewhere the moment they had a chance. In such case, in even bigger battles, it would be very rare to see crew pods of several ships at once - system performance shouldn't be affected noticeably.

Another small idea related to this got into my mind - hull breach, few technician corpses sadly floating out of the ship into void :3
Nijaza
Native Freshfood
Minmatar Republic
#5 - 2013-04-03 11:13:08 UTC
I like the idea from the OP, sometimes i think EVE has a little too much balancing and not enough stuff related to RP/ Random S@#$. One idea i came up with was this:

When you dock, you are given a choice. To 1) keep your crew in your ship, which results in exactly the way it is now or 2) to let your crew get some R & R, which in turn gives you some miniscule bonus ( crew gets to eat, sleep, get laid, etc results in happier crew !!). Maybe .5% bonus to rate of fire, or a reload bonus?. Downside is your stuck in station for some predetermined amount of time ( 5min?) Some of you might say why bother and i would respond to that with why not. I propose this idea with little knowledge of the status quo of docking games. Just an idea...
Lloyd Roses
Artificial Memories
#6 - 2013-04-03 11:27:45 UTC  |  Edited by: Lloyd Roses
An implemention of crew members seems interesting lore-wise.

Just today, 0:00 to now, around 35 drakes went pop. Assuming each has ~30 crewmembers, that would most likely make up maybe 1000-2000 missing drake-crewmembers a day.

Not a specialist, but there are other, more frequently used hulls aswell, probably leaving the (are-thy-dead)-toll at tens of thousands a day.

So the universe is either quite populated or crewmembers have been spcifically cloned to serve on this ship!


First necessity should be a decent explanation of who is serving on ship and why, and who the **** would voluntarily serve onboard a cyno-kestrel.

If someone can post linksthat explain stuff, appreciated. I fail at googling for it.

http://i.imgur.com/w3YKTWt.jpg
Ned Plantagenet
Science and Trade Institute
Caldari State
#7 - 2013-04-03 12:57:47 UTC
IMO I rather not pay my crew and keep it as is. But it is an idea except it could end up like a eve online edition of the SIMS and I don't want to listen to them whine in a fight. But if they do I'll just eject them out with no "life boat"
Ayla Crenshaw
Ministry of War
Amarr Empire
#8 - 2013-04-03 13:21:31 UTC
Lloyd Roses wrote:
An implemention of crew members seems interesting lore-wise.

Just today, 0:00 to now, around 35 drakes went pop. Assuming each has ~30 crewmembers, that would most likely make up maybe 1000-2000 missing drake-crewmembers a day.

Not a specialist, but there are other, more frequently used hulls aswell, probably leaving the (are-thy-dead)-toll at tens of thousands a day.

So the universe is either quite populated or crewmembers have been spcifically cloned to serve on this ship!


First necessity should be a decent explanation of who is serving on ship and why, and who the **** would voluntarily serve onboard a cyno-kestrel.

If someone can post linksthat explain stuff, appreciated. I fail at googling for it.

http://i.imgur.com/w3YKTWt.jpg


Some blogger (Seismic Stan?) actually did some very rough math on it. Judging from the amount of planets, technology level and other factors we're nowhere near running out of mortal meatsacks to maintain the engines of our warmachines while we shoot ammo worth hundreds of times more than annual earnings of average household every few seconds.
Manes Avatarr
Superfast
#9 - 2013-04-03 13:40:44 UTC


Brilliant, eye candy, roleplaying-climate-instant. Game mechanic hardcores will say ITS POINTLESS. I say - WE NEED IT.
I like Eve as it is but it lacks such fresh, nice little things which made so many single games very climatic and "honeyfull" - you know whattamean?

Some may say - what about lag caused by these mini capsules leaving ship being destroyed? No.. these capsules maybe even just GPU partciles-made and have minor impact on great ship cumulation and then some mechanism could completely off such effects when this could implict serious hit on game speed.

And i really like idea of officers on deck who could give informations as shown on the example link.

FRONTIER ADVENTURERS Corp. | To explore, build & fight! | recruitment topic

Lloyd Roses
Artificial Memories
#10 - 2013-04-03 13:49:13 UTC
Manes Avatarr wrote:


Brilliant, eye candy, roleplaying-climate-instant. Game mechanic hardcores will say ITS POINTLESS. I say - WE NEED IT.
I like Eve as it is but it lacks such fresh, nice little things which made so many single games very climatic and "honeyfull" - you know whattamean?

Some may say - what about lag caused by these mini capsules leaving ship being destroyed? No.. these capsules maybe even just GPU partciles-made and have minor impact on great ship cumulation and then some mechanism could completely off such effects when this could implict serious hit on game speed.

And i really like idea of officers on deck who could give informations as shown on the example link.



I propose crew-pods in the style of gas cloud textures, fps-killing, generally annoying and if necessary ugly and distracting as it needs to be...

No really, a bunch of blue light-trails on detonation and a notification is all I need to confirm wether or not scotti survived.
Domanique Altares
Rifterlings
#11 - 2013-04-03 14:02:12 UTC
I understand that some of my larger ships actually still have token crew members.

But I am an immortal demigod that welps ships into losing combat scenarios for education and lulz. Why would I care about these ants that inhabit the bowels of my latest toy hull?
Kalel Nimrott
Caldari Provisions
#12 - 2013-04-03 14:25:31 UTC
I need a room for my prostitutes and exotic dancers!

Bob Artis, you will be missed.

O7

kukki Zhu
Strategic Exploration and Development Corp
Silent Company
#13 - 2013-04-03 14:32:34 UTC
A compromise can certainly be found.

@Nijaza- clearly, majority of players don't want anything even remotely related to this.
However there are clearly some players who do.

Lloyd Roses- screenshot- brilliant.
As well as suggestion of pods being mere light trails warping away.

That leads to an idea of compromise:

Ability to either:

Hire crew, fit them in a habitable crew bay.
Set them to notify you about some of the changes and activities happening to your ship, or them all.
See a percentage of your crew surviving a wreck and warping out of the space.

Or:

Disable it all.

To people who don't want such changes- it would be just few more megabytes of hard disk drive space taken.
To people who do want such changes- it would be a miracle T⌣T
Danika Princip
GoonWaffe
Goonswarm Federation
#14 - 2013-04-03 16:38:01 UTC
If this does absolutely nothing, then is it really worth spending dev time on? I mean, yes we have crew (source: http://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines ), so if you really want to, can't you use that chart to tell you how many militants/tourists/janitors/exotic dancers to keep in your hold for all your roleplaying needs?
kukki Zhu
Strategic Exploration and Development Corp
Silent Company
#15 - 2013-04-04 06:57:14 UTC
I don't see why you should be so upset about this suggestion. It does absolutely nothing only mechanics-wise.
The reason for which developers could add this to their list of future plans are plain lore and realism.

It would make many players happy and it wouldn't even hurt a single one! : )
(of course, if it would work as I described in last post:
ability to enable certain features, or none at all)
Nexas Alduin
Sebiestor Tribe
Minmatar Republic
#16 - 2013-04-04 07:29:13 UTC
I agree with the blob that is Eve that this will generally be seen as unnecessary and, as put forth by others, an unnecessary waste of time on behalf of an already seemingly overtaxed development crew. That being said, I see nothing wrong with it, so why not try to flesh it out into an idea that seems entertaining enough to flesh out and make a reality?

1) Make sure this is entirely non-mandatory.
To drive this point home there should be little/no advantages to having a crew. If there is, it should work in a very "mini-game" like fashion that can affect certain aspects of the game, but not aspects that matter in the heat of battle, the thrill of the hunt, or the occasional rock-munching.

2) Make sure it drives home the very essence of it's intended audience.
This is to appeal to the roleplayers. When their ship blows up they should see an ambient scattering of lifeboats (nothing too graphically intensive, but just assume their crew made it safely to some nearby planet for sake of gameplay) and their wreckage may contain a few prisoners (those somehow still alive but unable to escape in their lifeboats), some corpses (the dead), or nothing (everyone is too wrecked to recover). This could just appear on all ships, a default "crewman" being in those that don't really care about the RP experience while those that do may have different crew compositions.

3) Since it doesn't hurt the economy don't make it hurt the player.
Make this a simple add-on. No ISK necessary to hire these crew members, just pure entertainment to see what kind of crew the ship had when you blew them up (or stumbled upon their remains). Do they roleplay as some sort of planetary venture capitalist with Biologists and Surveyors aboard? Are they a chartered vessel that carries important ambassadors and VIPs? Or are they human traffickers (or party animals) with a large number of exotic dancers (and/or slaves, whatever makes more sense for you in-RP).

Implementing this could be a tad tedious, since it doesn't really serve a function. It could be added to the in-game menu, allowing you to freely change your crew composition at any time (again, it's purely for fun anyways so why does it matter when you can change it?). For the more purist roleplayers it could be an added function of some sort to the station menu, although with POS-dwellers being increasingly common it could lead to some problems handling them at a POS that doesn't have the same functionality as a proper station.
kukki Zhu
Strategic Exploration and Development Corp
Silent Company
#17 - 2013-04-04 09:04:05 UTC
Most of the things you mentioned - I fully agree with.
However, considering that this will mainly interest roleplayers only- I imagine crew being recruitable only in stations and of course for a price. A funny price though. Something like 10.000 ISK/ week

Capsuleers are empire builders, industrial magnates, corporation ceos, commanders. Such sums of money are small to them.
But have you seen how much frozen food or water costs? Or rent in stations? Such salaries would be great for mere workers! ^ -^

You mentioned mining and that gave me an idea. Miners reading this topic - have you heard that CCP are already planning (if not working on) mining changes? How would you react if you would Need crew to mine?

I agree that crew having bonuses to is out of the question, but I think mining could be an exception. It could make mining much more interesting. Even mining alone would already feel like a mining operation, and just with one vessel : )
Share your thoughts.
Little Dragon Khamez
Guardians of the Underworld
#18 - 2013-04-04 09:29:33 UTC  |  Edited by: Little Dragon Khamez
kukki Zhu wrote:
Greetings.

This has been suggested before and apparently many disliked an idea of ships having actual crews.
However, I failed to find any suggestions similar to mine. Such ideas as crew using module slots/ having bonuses- are not well thought through. That would require a lot of changes to be made and majority would certainly dislike it.
Ships already have crews. They couldn't be properly maintained otherwise. Unfortunately, those crews are... imaginary :|


  • What I suggest is adding an ability to hire crew.
  • Adding an additional bay - crew quarters, designed specifically to house crew members.
  • Engineers, cooks, janitors(fedos instead? ^-^), cargo bay workers, security specialists, medics... drones.
  • I personally would love if there would be mandatory requirements for certain numbers of crucial crew members, depending on the ships role and size. And an ability to hire optional crew members.


Of course, as making crew give actual bonuses to the ship is out of the question- making certain crew mandatory might be unwise as well, I suppose many players would dislike it.

Another idea in addition to this is adding a sort of a chance, of what percent of the crew might manage to evacuate ships in pods upon destruction. Make those pods visible, paper thin and destructible. Make survivors go for the closest station/ elswhere.
Make it possible to upgrade crew pods upon learning certain skills- so they would be tad bit tougher to breach, faster, etc.

tl;dr
possibility to hire various human crew members, for no bonuses whatsoever


Learning skills just so one could keep more crew after a loss of a ship?
And that only so one could save a bit of ISK hiring new crew?
And all that for no actual bonuses to the gameplay?
Why suggest this?

For the sake of realism. For role playing reasons.
Come on, there must be more capsuleers who care about keeping their ship interior clean, rather than getting valuable kills, or getting rich.
No? Well, I tried.



If you are not a capsuleer then you are little people. That's the divide and as such these little people are beneath your social class why on earth would you want to interact with them let alone take advice from them when your vantage point is so much superior. You are the ship. They are like the bacteria found within you and as such are of no concern and little consequence as long as they work properly...

Dumbing down of Eve Online will result in it's destruction...

Manes Avatarr
Superfast
#19 - 2013-04-04 09:42:46 UTC
Little Dragon Khamez wrote:

If you are not a capsuleer then you are little people. That's the divide and as such these little people are beneath your social class why on earth would you want to interact with them let alone take advice from them when your vantage point is so much superior. You are the ship. They are like the bacteria found within you of no concern and little consequence as long as they work properly...


It is propably matter of approach.. I like your "you are the ship". Yes, its fantastic description and in fact "we are the ship" but ship cannot function without crew operating its vital modules. Understanding this fact leads to conclusion that without this

"bacteria"

there isnt any ship at all. Advices from the officers? Why not? They are not to command but inform you, help you.
I dont see any contradictions in "feeling the ship directly" and having sense of commanding something bigger with humans onboard.

I just don't like idea of huge battleships with windows.. and without crew. And if there actually are ppl making this thing moving - i want to see them, in some way and interact with them.

This is mainly eye and mind-pleasing idea and i totally support it.
GAME MECHANICS ARE NOT THE WHOLE STORY. I want more. Don't worry about DEVs. They love to work on new things :)

FRONTIER ADVENTURERS Corp. | To explore, build & fight! | recruitment topic

kukki Zhu
Strategic Exploration and Development Corp
Silent Company
#20 - 2013-04-04 12:35:04 UTC
Little Dragon Khamez wrote:
If you are not a capsuleer then you are little people. That's the divide and as such these little people are beneath your social class why on earth would you want to interact with them let alone take advice from them when your vantage point is so much superior. You are the ship. They are like the bacteria found within you and as such are of no concern and little consequence as long as they work properly...


Thus if this possibility to interact with the crew in certain ways is implemented -
You will be able to toss and order them around, express your hatred towards dem poor souls.
And I would leave you at it, and in return, you could leave me at getting to know dem mammoth janitors ^ ___^
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