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ORCA

Author
Hannibal Adoulin
The Scope
Gallente Federation
#1 - 2014-05-08 10:08:20 UTC
I was going to start working on a story of me and a friends journey through New Eden and I wonder how many crew members does an ORCA hold. I have checked everywhere and was unable to find this info. Also if anyone has any links to sites that have this type of information that would be much appreciated. Thank you and from what I have read you all are great I hope to read more of your works.
Ralph King-Griffin
New Eden Tech Support
#2 - 2014-05-08 10:26:37 UTC
i'm assuming you have seen this.
Hannibal Adoulin
The Scope
Gallente Federation
#3 - 2014-05-08 21:52:19 UTC
Yes I have I was wondering where the orca would fit as it wouldn't require as much crew as a combat ship I would think.
Ibrahim Tash-Murkon
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#4 - 2014-05-09 06:56:45 UTC
I'd expect very much on the lower end of what a capital ship requires.

"I give you the destiny of Faith, and you will bring its message to every planet of every star in the heavens: Go forth, conquer in my Name, and reclaim that which I have given." - Book of Reclaiming 22:13

Caroline Grace
Retrostellar Boulevard
#5 - 2014-05-13 02:24:05 UTC
I will hijack this thread to add that CCP should finally create a proper crew system within the EVE client.

I would be satisfied even with baby steps, like just adding the crew numbers into attributions info panel.

Don't get me started on the capsuleer concept, I hate it so much.

And as far as ORCA numbers go, I would say 5000 would be a reasonable number.

I'm Caroline Grace, and this is my favorite musical on the Citadel.

Gerald Mardiska
Caldari Provisions
Caldari State
#6 - 2014-05-13 18:42:46 UTC
Caroline Grace wrote:


Don't get me started on the capsuleer concept, I hate it so much.


if i could hug you i would. FINALLY SOME ONE WHO HATES CAPSULES ADMITS IT. i hate the capsuleer idea to. i think its friggin ********. i also agree that even if statistical, crew numbers would be a welcome thing
Gabriel Dube
Outer Planets Alliance
#7 - 2014-05-14 09:05:12 UTC
Caroline Grace wrote:
I will hijack this thread to add that CCP should finally create a proper crew system within the EVE client.

I would be satisfied even with baby steps, like just adding the crew numbers into attributions info panel.


If there was any valid reason to keep living crew on a capsuleer ship, it would logically defeat the whole purpose of having capsuleers in the first place: not needing crew.

If you still have a justified need for a crew, regardless of a capsuleer's ability to single-handedly have absolute control over an entire spaceship through simple thoughts, then capsuleers are at best, completely irrelevent, or at worst, a major economic liability and a gigantic waste of resources.

In my opinion, the less crew, if none at all, the better. Humans are not exactly well adapted to living in zero-gravity, in vacuum or in constant exposure to deadly cosmic radiation.

If you can almost instantly remotely transfer a spaceship pilot's consciousness at the very moment of death to a clone that is light years away, surely you can just remote-control the darn thing and save yourself a lot of trouble.

There is a reason why, IRL, we stopped actively trying to send astronauts to outer space after the idiotic chest-bumping competition that was the cold war and decided to send automated probes instead. They have less chances of dying, are immensely more mass-efficient (the whole not needing bulky and heavy life support systems part), and are thus much cheaper to replace if destroyed by a stray grain of sand going at relativistic speeds.
Willmahh
#8 - 2014-05-14 15:36:20 UTC
The capsuleer replaces the command crew, not the ships crew.

Think of it like the Enterprise, but replace the entire bridge crew with one person operating all bridge panels (weapons, navigation, sensors, engineering, etc...) - mentally.

This is how you can justify a capsuleer AND a crew; efficiency and effectiveness.

The only thing that is missing is having 'crew' as a value on the ship that can be hired, upgraded, damaged, killed, and replenished.
Gabriel Dube
Outer Planets Alliance
#9 - 2014-05-14 20:16:12 UTC
Willmahh wrote:
The capsuleer replaces the command crew, not the ships crew.

Think of it like the Enterprise, but replace the entire bridge crew with one person operating all bridge panels (weapons, navigation, sensors, engineering, etc...) - mentally.

This is how you can justify a capsuleer AND a crew; efficiency and effectiveness.

The only thing that is missing is having 'crew' as a value on the ship that can be hired, upgraded, damaged, killed, and replenished.


If one person can replace the entire bridge crew, then the rest of the crew could easyly be replaced in the same manner, with the essential functions like emergency hull repairs or cargo distribution and management being automated.

I mean, we pretty much have the technology to build fully remote-controlled sea-faring warships right now (just take a look at the US arsenal ships project). Why wouldn't we be able to do even less automation with far-future technology? I'm all for unions protecting workers and their jobs, but this would really be pushing it.
Willmahh
#10 - 2014-05-15 03:03:37 UTC
Gabriel Dube wrote:
Willmahh wrote:
The capsuleer replaces the command crew, not the ships crew.

Think of it like the Enterprise, but replace the entire bridge crew with one person operating all bridge panels (weapons, navigation, sensors, engineering, etc...) - mentally.

This is how you can justify a capsuleer AND a crew; efficiency and effectiveness.

The only thing that is missing is having 'crew' as a value on the ship that can be hired, upgraded, damaged, killed, and replenished.


If one person can replace the entire bridge crew, then the rest of the crew could easyly be replaced in the same manner, with the essential functions like emergency hull repairs or cargo distribution and management being automated.

I mean, we pretty much have the technology to build fully remote-controlled sea-faring warships right now (just take a look at the US arsenal ships project). Why wouldn't we be able to do even less automation with far-future technology? I'm all for unions protecting workers and their jobs, but this would really be pushing it.


in eve, human labour is just cheaper than the tech required to automated maintenance and troubleshooting.

In many of the stories, people get paid to crew capsuleer ships. The conversion rate for isk to local planetary currency is enough to set them for life - if they live long enough. many do it for their children and families.

Caroline Grace
Retrostellar Boulevard
#11 - 2014-05-15 03:32:41 UTC  |  Edited by: Caroline Grace
In EVE, even a frigate with a capsuleer system still needs crew (1-3 people). And I'm damn happy it still needs. EVE is incredibly bad at making a bond with your ingame character/ship, which I consider a crucial element for your immersion experience. You fly ships with the same desings anyone else can fly around you and your ship is usually blown up in few days later anyway. Where is the connection you can create with your character like in other games? Nowhere. No connection. You are connected to a texture of your random ship anyone can fly (some ship skins may help a bit in the future, though) and to your name in a chat.

Now, removing crew would kill any immersion of that completely. Flying few kilometers long spaceships just with an egg? No, thank you! That's an absolutely horrible vision and I praise the gods CCP is clever enough to never do this. In fact, I hope they will do the crew system soon. They really need to work on Walking in Stations, Walking in Spaceships and other similiar stuff again and hopefully completely abandon the egg concept P

I'm Caroline Grace, and this is my favorite musical on the Citadel.

Willmahh
#12 - 2014-05-15 13:09:33 UTC
Caroline Grace wrote:
In EVE, even a frigate with a capsuleer system still needs crew (1-3 people). And I'm damn happy it still needs. EVE is incredibly bad at making a bond with your ingame character/ship, which I consider a crucial element for your immersion experience. You fly ships with the same desings anyone else can fly around you and your ship is usually blown up in few days later anyway. Where is the connection you can create with your character like in other games? Nowhere. No connection. You are connected to a texture of your random ship anyone can fly (some ship skins may help a bit in the future, though) and to your name in a chat.

Now, removing crew would kill any immersion of that completely. Flying few kilometers long spaceships just with an egg? No, thank you! That's an absolutely horrible vision and I praise the gods CCP is clever enough to never do this. In fact, I hope they will do the crew system soon. They really need to work on Walking in Stations, Walking in Spaceships and other similiar stuff again and hopefully completely abandon the egg concept P


i don't think they need get rid of the "egg" system... afterall, we're capsuleers- in a capsule - which makes us different from normal ships.

there are numerous "offically accepted" fiction works of eve ( found here: http://www.eveonline.com/creations/fiction/)

many of which speak of crews and even have stories revolving around them. my favorite is this one:

http://www.eveonline.com/creations/fiction/all-these-lives-are-fit-to-ruin/

there is no debate on whether they have them or not. years ago, the ship info window stated the crew number.it is accepted and considered 100% canon that ships have crews
Caroline Grace
Retrostellar Boulevard
#13 - 2014-05-15 14:22:54 UTC
I'm just saying. Getting rid of the capsuleer concept and re-focusing on crew, and, as you said, on stories and resolving problems around hiring and flying with your crew, would greatly add new immersion flavor to the game. Now you can have this only in your head. I would prefer to have it directly within the game. Would as well greatly decrease the number of ignorants thinking there is no crew on any spaceship.

I'm Caroline Grace, and this is my favorite musical on the Citadel.

Willmahh
#14 - 2014-05-15 20:09:23 UTC  |  Edited by: Willmahh
Caroline Grace wrote:
I'm just saying. Getting rid of the capsuleer concept and re-focusing on crew, and, as you said, on stories and resolving problems around hiring and flying with your crew, would greatly add new immersion flavor to the game. Now you can have this only in your head. I would prefer to have it directly within the game. Would as well greatly decrease the number of ignorants thinking there is no crew on any spaceship.


eve is about us - the capsuleers.

the mortal crews that maintain our ships are a commodity - a cheap commodity that is both disposable and easily replaceable.

the capsule is what allows us to be insta-cloned on pod-breach - the capsule is our immortality.



There is crew on almost every ship larger than a shuttle.

Does it say so on screen? no.

Do many of the non-rpers know about this crew? no.

Do you need a number on-screen to use our imaginations? no.

Does it matter what others think? no.

i don't think adding crew mechanics/data would change a single thing in EVE.

I do believe removing the foundation of the capsuleer concept - the capsule - would...

Play as if you have crew, cry for their loss, scream at them when they make mistakes, cheer with them when they do well - its imaginary and we are always right in our own fiction. it doesn't matter one bit what the others imagine.
Unsuccessful At Everything
The Troll Bridge
#15 - 2014-05-15 20:33:54 UTC  |  Edited by: Unsuccessful At Everything
Ralph King-Griffin wrote:
i'm assuming you have seen this.



If you assume that the orca is a bit bigger than a standard battleship, and a tad smaller than a standard carrier, and assume that ORE uses a lot of the same technology as Gallente, and therefore would have a larger percentage of automation like the Gallente ships, You can probably approximate the number of crew from that chart at around 325ish when piloted with a capuleer, 650ish when not.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Droidyk
Maniacal Miners INC
The Legends In The Game
#16 - 2014-05-17 17:43:42 UTC  |  Edited by: Droidyk
The crew of the ship very much depends on who is piloting it. Classic capsuleer in a capsule doesn't require many people in general, on smaller ships even none. Plus if you now consider there are capsuleers that doesn't require capsule anymore nowadays they can choose themselves what kind of crew they want. They can be simply connected to the ship through the implant on a bridge, also means the ship usually should have escape pods, bigger ships usually does have them.

Capsuleers also often pick the biggest or most powerful ships among the types, say there is an industrial class, there are most of the time much smaller industrial ships than the capsuleers fly, as we transport larger magnitude of cargo, than normal pilots usually do. Capsuleers also doesn't have many variety in their ships even if we can fly a lots of different ships, they are all modified ships to the capsule usage, and again most of these ships are mostly biggest in their class... There are potentially thousands of different ship designers and manufacturers in New Eden, most of them aren't building ships for capsuleers. Also the most diversity in ship designs is under the frigate class ships. Frigates if not that large are still somewhat bigger. The most used class of ships in New Eden would go under the frigate class. There are transport ships, industrials, and all kinds of diversity under the frigate sized ships too, if you take the industrial ships we fly normally (Badger, Wreathe and such), they are very much big scale transports.
Also Capsuleers don't even reach 0,1 of the entire population of New Eden.
Gabriel Dube
Outer Planets Alliance
#17 - 2014-05-18 07:01:21 UTC
Caroline Grace wrote:
I'm just saying. Getting rid of the capsuleer concept and re-focusing on crew, and, as you said, on stories and resolving problems around hiring and flying with your crew, would greatly add new immersion flavor to the game. Now you can have this only in your head. I would prefer to have it directly within the game. Would as well greatly decrease the number of ignorants thinking there is no crew on any spaceship.


I actually somewhat agree with you on this! Having both crew and pod on the same ship makes no sense. And I like my lore to make sense. So, either pod and no crew, or no pods at all.

On a spaceship, a lot of the maintenance needs are related with the presence of a crew in the first place. Remove the crew and you remove some of the more important needs for maintenance. Unless you have a crew, and thus valuable air reserves to preserve, a hole that goes through the entire hull without hitting critical systems or fuel tanks doesn't need to be patched in less than a minute. It may not even need to be repaired at all in the short-term.

As for the "manual labor costs less than automation" argument, it doesn't make any more sense in the context. On earth, outsourcing the manufacturing to cheap labor in poorer countries works because the planet provides the most important living requirements basically for free. You don't pay for breathing non-toxic air or for having the planet's atmosphere and magnetic field protect you. In space, breathable air, drinkable water and protection from cosmic radiation all come at a cost. And that's just the bare minimum to have a living crew, not to have one with good enough morale to work at peak efficiency.

The life support systems, food, water, air and radiation protection needed to keep a human crew alive on a spaceship will always be extremely more expensive than replacing all that equipment with an equal weight's worth of automated systems that cut the middle man and directly does the human crew's job more efficiently, constantly and while needing ridiculously less maintenance than the life support systems needed for a small crew. Not to mention that any life-support system designed for long-term operation in space is extremely complex and still rather sensitive. Failure rates will be much more common, and risky, on life support systems than on ship-maintenance automated systems. So you'll need the complex, heavy, bulky and fragile life-support to be redundant, doubling the disadvantage.

Either pods do work as they should and make crews entirely obsolete on capsuleer ships, or pod technology doesn't work and there is no clear advantage compared to the state of current technology in modern-day real-world wealthy countries.

So yeah, if we are to have crew anyway, I'd rather see a complete ret-con of the entire technology that is the whole premise of the game than having both a pod and a hugely wasteful crew on board. The pod-less crew only makes sense if it is necessary, and it is only necessary if there is no pod.

Then again, generally, the only valid reason to even bother having a human-piloted spaceships in the first place is that nobody wants to hear the life and times of an automated shipboard computer without anthropomorphing it to the point of making it basically human anyway. Humans are self-conscious animals, we care the most about what we can relate to. Unfortunately for fiction writers and scientists alike, there isn't much that we can relate to in space.