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Player Features and Ideas Discussion

 
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Crew Members aboard my ship!

First post
Author
Rigel Nyhm
Xoth Inc
The Monarchy
#1 - 2014-09-18 06:11:16 UTC
Are we a single pilot operating these massive ships?
I often visualize being the captain of an entire flying kingdom of people working with in the hull of my ship.
than it hit me, would adding specialty crew members that contribute bonuses to our ships add a new depth to the game?
Imagine a market that included an in game NPC help wanted or NPC hireling section.
Micro bonuses added by accumulating some quantity of NPC hirelings to assist in operating the ship
Providing daily salary for the NPC hireling aboard your ships and on leave at stations
Limits of how many NPC hireling can be employed to a ship based on ship size
managing morale issues (loose a ship, word travels fast)
providing food and water for them
they can be acquired though (rescue) missions or as rare loot and released (not sold) to the stations to add to the hireling pool at that station
or add some as a black market slave trade only available in Null and LS stations, and taxed in HS if scanned and found
contracts to sub-contract hireling to other pilots for a daily, weekly, or monthly wage.

I am Interested to get others feed back.

Would this add depth to the game?
Would it complicate things?
What would it do to the market and economics of the game?


Explore for fun :)







Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#2 - 2014-09-18 06:15:27 UTC
Anything other than the idea of me controlling my ship solo while floating naked in a pod full of goo would break my immersion.

Rigel Nyhm
Xoth Inc
The Monarchy
#3 - 2014-09-18 06:50:28 UTC
I know this has been proposed before... but i really like the idea. I like all the others ideas I have been reading about it to :)
Celthric Kanerian
Viziam
Amarr Empire
#4 - 2014-09-18 07:06:40 UTC
You do know that being a captain onboard the bridge while having a larger amount of crew would make you significantly slower because of the delay.
Rigel Nyhm
Xoth Inc
The Monarchy
#5 - 2014-09-18 07:21:13 UTC
I was thinking it added a great explanation to the already in game delays Smile
Omnathious Deninard
University of Caille
Gallente Federation
#6 - 2014-09-18 07:25:38 UTC  |  Edited by: Omnathious Deninard
Your ship already has a crew, look up the Eve wiki crew guidelines .

If you don't follow the rules, neither will I.

Alvatore DiMarco
Capricious Endeavours Ltd
#7 - 2014-09-18 09:04:46 UTC
Confirming that capsuleer ships do fly with a reduced contingent of crew members compared to non-capsuleer ships, which is further reduced on Gallente ships due to the extensive use of drones instead of people.

Also confirming that the EVElopedia has an article detailing roughly how many crew are typically aboard each class of ship.

All that being said, however, there is no good reason why we should add more power creep and more expense and more general required nonsense to ship fitting by allowing these crew members, these ... mortals ... to become actual fitting items.

If I want a bonus beyond my ship fittings, I'll use implants or boosters before relying on some mudsucker or some mangy station rat.
Samillian
Angry Mustellid
#8 - 2014-09-18 10:40:06 UTC
Teams in industry are bad enough, bidding for crews would be even more annoying.

On the whole where crews are concerned I recommend explosively venting the atmosphere from your hull and setting the internal defences to "exterminate" this will eliminate the problem as efficiently as it does any other random biological infestation.

Do it near a sun and you can be sure that the resultant residue is neatly incinerated upon ejection as well.

NBSI shall be the whole of the Law

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#9 - 2014-09-18 11:15:35 UTC
I don't mind the idea of crew members and it is definitely mentioned in lore. An idea I previously suggested sometime ago:

Only crew chiefs would need to specifically be mentioned (Think Scotty, Sulu, Spock, etc etc). It is they that get the most from the other crew and the equipment itself.

Training crew would be done through the existing invention system using the two most relevant skills for the crew member (metallurgy and nanotype thingies for armour systems specialist for instance), the datacores would be a crew member and some kind of training decryptor. The low %chance is for the crew member to come out the other end as a chief. It would also be possiblt to have different crew ranks, so 1st would be a crew specialist for x% boost, feed the specialist through again and get a system expert, feed them through again and get a chief or something similar. If the invention fails the crew member is 'washed out' of the academy. You could use the sub-system slots to put the crew chiefs into on non T3 ships. T3 ships should be unable to use crew chiefs due to the weird nature of T3 systems.
Fer'isam K'ahn
SAS Veterinarians
#10 - 2014-09-18 12:13:36 UTC
Rigel Nyhm wrote:
Are we a single pilot operating these massive ships?

Yes

Not not a Repost

Not StarTrek online

Not Humanz in space

Not functional

Not effective

Not much of anything, a logical nightmare.
shimiku
Zircron Industries
#11 - 2014-09-18 13:40:46 UTC
dont we have drugs for this bonus/booster thing ?
Donnachadh
United Allegiance of Undesirables
#12 - 2014-09-18 14:27:52 UTC  |  Edited by: Donnachadh
To some this may boost the enjoyment in the game, to others it would just be a massive PIA. A modification to the idea that might make it more agreeable to the masses on both sides of the equation You have to choose crew or drugs/implants/boosters/modules but you cannot have both and the decision affects all of your ships. For those that want the "added" game play of actually managing an NPC crew they can have it. For the rest we get to go on with business as usual. I see no problems with this as long as there is balance between them. Just a few examples to illustrate the idea of balance.

Looking at scanning instead of implants that boost signal strength, or reduce deviation, they could hire and pay for crew members that do the same thing. Since there are levels to the implants in this case +3, +6 and +10 they would have the option of hiring a +3, +6 or +10 crew member.

Instead of a module that increase tracking they could hire a crew member.

As long as these "crew members" offered the same levels of boost and occupied the same implant slot/ booster slot/ or low/mid/high slot in the fit window those who choose the "crew" option would have no benefits that affect the ships performance so balance is maintained.

When a player goes to the market do buy "fittings" for a ship those who opt for crew simply see a listing of crew members instead of the current list of modules.

Rigs would be rigs and common between those that have crew and those that do not.

More work for CCP but hell that is what we pay them for.
Overall I see this as nothing but the proverbial win win situation. It adds content and interest to the game for those that want it without affect those of us that just don't care about such things.
ISD LackOfFaith
ISD Community Communications Liaisons
ISD Alliance
#13 - 2014-09-18 15:31:19 UTC
Quote:
17. Redundant and re-posted threads will be locked.

As a courtesy to other forum users, please search to see if there is a thread already open on the topic you wish to discuss. If so, please place your comments there instead. Multiple threads on the same subject clutter up the forums needlessly, causing good feedback and ideas to be lost. Please keep discussions regarding a topic to a single thread.


Ship crews are the second topic mentioned in the Commonly Proposed Ideas stickied to the top of F&I. Searching for the word "crew" in F&I comes up with a swathe of various ideas on how it should be implemented. Please use one of those existing threads.

Thread locked.

ISD LackOfFaith

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

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