These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Proposal] Replace subsystem slots on tech I - II ships with staff officers

Author
Jouron
Hadon Shipping
#1 - 2011-11-10 18:15:31 UTC

Feature Idea Staff Officers

In place of subsystems on tech 1 and tech 2 ships offer slots on ships for Staff Officers positions.
Staff Officers boost one attribute of your ship by 1 -5 % depending on there rank.

Frigates + Destroyers
1 Staff Officer Position

Cruisers + Battle cruisers
3 Staff Officers Positions

Battle Ships + Up
5 Staff Officers Positions

Actual Staff Officers positions and the aspects they affect
Coms: CPU + EWAR
Astrometrics: Sensors + Probes
Engineering: Shield, Cap + Grid
Gunnery: All weapon systems not just guns
Armory: Hull, armor etc

Only one of each Staff Officer for each position on the ship.

You higher them from factions then they stay with you. As long as they’re assigned to your active ship they learn their position. Each starts off with a base improvement to one stat of the ship of 1%. After one month of training they will have trained up to their next rank. When removed from there Staff position they do not loose their progress nor do they loose their current rank over time.

Since Staff Officers come from different racial factions and will boost certain aspects of ships in order to have different Staff Officers of different factions you will need the corporation skill inter racial relations to get ones from multiple factions and assign them to a ship.

An example of different factions effecting certain aspect of staff officers look to this:

Amarr Engineering Chief -> Cap recharge -1-5%
Minimitar Engineering Chief -> Shield Boost Amount +1-5%
Gallente Armory Chief -> Armor Repair amount +1-5%
Caldari Engineering Chief -> Shield resistance +1- 5%

You get the picture something for every aspect of a ships stats.
Can be traded via the contract system.
If your ship gets destroyed your personel go down with the ship.
Like research agents Staff Officers will give you daily missions that will in increase their training multiplier.

New station service and Star base object.

A new station service will now be added to all the “school” stations. Flight school. Just like blue print ME PE research, instead of letting a Staff Officer stay idle after you remove them from there ship send them to school. They will continue training in what ever field there in. People will be able to build education centers and anchor them at there pos and send there Staff Officers there, as I can assume if this feature was implemented those schools would fill up pretty fast.

Some one mentioned it might be neat to walk out on the bridge of your ship with your avatar. This would actually give you a reason to do it. Yes I will admit that’s sort of bio ware ish to let you actually talk to your Staff Officers, but if that’s how you talk to them to get your missions that’s great. As long as you can’t form relationships with them I don’t think its TOO bio ware ish.

I also think if you want to do this you should only be able to do this if your ship is docked.

Ive posted alot of zainy Ideas today I promise this is the last one.
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2011-11-10 18:53:35 UTC
...What's wrong with implants? They already do all of this, from 1-6%.
Jouron
Hadon Shipping
#3 - 2011-11-10 19:30:30 UTC
Theres nothing wrong with implants they work great.

This idea came from the fact that when your fitting screen loads it briefly shows the subsystem slots greyed out for your ship if its not a t3

I feel as though this idea combines that with several other already existing mechanics in game to further ship customization and upgrades.

Currently if you use an implant it doesn't get better over time. These would. Also a mini profession would be training these staff officers and selling them via contract, which would be similar to researching me on bpo's and selling them.

You cant do that with implants. Again theres nothing wrong with that, but I feel this mechanic does distinguish the two.
Insane Randomness
Stellar Pilgrimage
#4 - 2011-11-10 21:56:24 UTC
Stating now that the op is troll or just a plain Idiot.

Silly troll, T2 ships don't have subsystem slots.
Jouron
Hadon Shipping
#5 - 2011-11-11 14:25:31 UTC
Tech 1 ships and tech 2 ships do not have subsystem slots.

I was merely stating the fact that briefly they appear in the fitting window before they are grayed out.
There certainly not usable.

In fact if a change like this was implemented tech 1 and tech 2 ships technically still wouldn't have subsystem slots
they would have theses staff officer positions.

At no point do I claim that tech 1 and tech 2 ship have subsystems that are indeed usable.

If you think I have then you are either misconstruing something I have said, or taken it out of context.

Tech 1 ships and tech 2 ships do not have subsystem slots.

This is not a troll its a feature suggestion.
Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2011-11-11 16:57:30 UTC
So why can't a T3 have them as well? Not justa 'there's no space on the fitting screen' type reason, a real one.
Jouron
Hadon Shipping
#7 - 2011-11-11 17:12:05 UTC
Well.

I figured all the ships before t3's were developed before capsuleer technology.
All t3's were built afterwards, which meant they were developed with capsuleers in mind.
Capsuleers dont need a staff to operate their ship so a T3 wouldn't need a staff.

I feel t3's might be op with them.
My reason for not having them are completely lore based
Goodgodyourface
Republic Military School
Minmatar Republic
#8 - 2011-11-11 17:17:02 UTC  |  Edited by: Goodgodyourface
I actually kind of like this idea. This would finally give a CCP-official answer on the whole question of "is the Capsuleer alone in his mile-long ship?" in the affirmative (I don't care either way, for the record, just want the question settled), would add in a neat little mechanic for little technical cost (just unlock the sub slots on fitting window for T1/T2 ships, and recolor/rename those generic military guys market items).

Approved.

Quick edit, though, I think saying that they improve over time is too much for CCP to be bothered with ATM. Now, let's say you wrecked a Deadspace ship and found their crew in the wreckage... you can impress them to your command (lore-wise; gameplay-wise you just put them into your fit). Said crew is more trained than a generic crew you can hire (buy off the market). The faction staff you mentioned can bought with LP at Navy stores -- Caldari Crew has shield, EWar, Missile bonuses applied/made better, Amarr has cap, armor, and laser bonuses, Gallente has drones, hybrids, and ???, and Minmatar has Projectiles, navigation, and ??? bonuses. Can't think of anything else for those two, but you get the idea. And like the Deadspace crew, they are more highly trained than the generic mercenary staff.

Jouron wrote:
Well.

I figured all the ships before t3's were developed before capsuleer technology.
All t3's were built afterwards, which meant they were developed with capsuleers in mind.
Capsuleers dont need a staff to operate their ship so a T3 wouldn't need a staff.

I feel t3's might be op with them.
My reason for not having them are completely lore based


Indeed, I like this. All the other ships repeatedly say in info boxes, backstories, etc. that they served during this war or that -- they are, or at least were, fully-crewed and staffed ships. Since T3s were developed with Sleeper Tech (which, canonically, only was discovered after Capsuleers had surpassed normal crews for spaceship command (read: the game EvE Online)), it makes sense that they are 100% dedicated to capsuleer use, interfacing with capsuleers in a way no other crew could (remember the subsystem skill loss if your ship dies).
Goodgodyourface
Republic Military School
Minmatar Republic
#9 - 2011-11-11 22:22:01 UTC
Bumping this thread, I really think it has potential. Time to get the input of a different crowd/timezone.