These forums have been archived and are now read-only.

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

Ships & Modules

 
  • Topic is locked indefinitely.
 

Crews.....

Author
Raukhur
NorthMount
#1 - 2011-12-13 08:17:48 UTC
Assume you could hire a crew in faction specific stations, such as caldari navy or gallente federation. The crews are specific to certain ship types, i.e. frigates, cruisers etc and die when you loose your ship. The crews have specific skills, such as hybrid damage, speed boosts, web/scram range, remote repair amount, reduced heat produced etc. You need to have them in your cargo (or a crew slot). Then you go pew pew. Every time you are on a killmail (for remote repairing this will require the change to have remote repairing being part of killmails as mentioned by devs in some post earlier) the crew gains a tiny fraction bonus up to a max limit (could depend on amount of damage dealt, time keeping a enemy webbed/ecm:ed, time having your propulsion overheated etc). The gained bonus is then added to the ships bonus next time you fight.

The crews can be "sold" by contract (not like slaves, more like soccer players...) so you can earn ISK by training crews in PVP. The crews current skills can be checked in the "get info" pane (more scamming possibilities? Big smile )

Abuse?: you might think that a pair of players could abuse this by shooting each other to train crews.
Solution: The gain in value of trained crews needs to be less than the cost of loosing an insured ship so there is no economic incentive for shooting anything else than a true enemy. Maybe the market will handle this balance (need some economist to think about this).

Benefits: You make ISK doing PVP, more if you are good, i.e. if you don't get blown up and loose your crew.

Thoughts?
Castor Crendraven
Space Pigeons Inc.
#2 - 2011-12-13 09:11:39 UTC  |  Edited by: Castor Crendraven
The exploit you mentioned could exist depending how much demand there are for crews which will be very dependent on how useful crews are for PvP. If the benefits are lower than the cost, then people won't do it. If the benefits exceed the costs, then people will do it. I don't actually see a problem with players training crews. It's not an endeavor free of cost. My guess is that there will be a small profit margin, but if it gets to be very profitable, then more people will enter the market (or just train their own crews) and bring the price down.

Now where it gets weird is that it the whole crew notion is already very gray in terms of lore. If you're allowed to train crews by pitting them against each other (or just have one side get slaughtered), it starts looking more like a gladiatorial bloodbath.

I think crews should just be somekind of module you attach to your ship that gets better over time. To hire a crew, the player should pay via contracts. So you could hire a crew for 3 months for whatever the price is and at the end of the 3 months, the crew will automatically leave and join the market. You can always extend the contract by paying the crew ahead of time. To make it fair for the player, this contract time will freeze if the player's account is also frozen. Obviously battleship crews will cost more than frigate crews and etc. There should also be a level cap. So something like a month old crew should be the maximum. They could improve faster during combat to promote PvP. Subsequently, there will probably be a new set of skills such as training rate or lowered wages.

Also, the Amarr crews should totally be slaves; it's thematic.
Alara IonStorm
#3 - 2011-12-13 09:24:34 UTC
Castor Crendraven wrote:

Also, the Amarr crews should totally be slaves; it's thematic.

Amarr does not crew all of it's ships with slaves. In fact I would wager that there is no Slave on an Amarrian Ship working outside of simple grunt work. You really don't want them running the guns or engines when they have it out with the Minmatar Fleet. That and Slaves are illegal in the Federation and Republic so say goodbye to your ship ever getting access.

I would say if Crews are gonna be sold to Capsuleers who are known for there ridiculously expensive ships and fat wallets you will get the elite of the elite who graduated out of the highest rated Amarrian Academies before they even start to rack up experience.

If you don't think we would pay top dollar read the Chronicles, our ships are considered Suicide Missions. Crews have currently very short contracts and make more ISK then the crew of a normal ship does in there lifetime just by signing on the dotted line...

Often it goes to there families.
Castor Crendraven
Space Pigeons Inc.
#4 - 2011-12-13 09:38:24 UTC
Got a point there with the slaves issue. That said though, even if crews are assumed to be highly trained elites from top institutes, experience should still be a factor. There are only so many crack crews available so not everyone will have the luxury of a fully veteran crew. Contract terms could vary. I could imagine very short contracts such as a day or even an hour for the purpose of PvP battles. Since no one actually collects the revenue of the crews, it could serve as an isk sink while still being supplied by players.
SoapyTits
Imperial Academy
Amarr Empire
#5 - 2011-12-13 11:15:36 UTC
It makes sence that you should have some crew on the ship. Have you tried NavyField Online? The crew gets more experienced everytime it shoots, repairs and so on. Also in PVE it should be useful. But they should only act as a TINY bonus.
Shivus Tao
Brutor Tribe
Minmatar Republic
#6 - 2011-12-13 12:08:36 UTC
Amarrians would not use slaves to crew ships. Serving aboard an engine of retribution for the God Empress would be a great honor that only true amarrians would be allowed. Slaves would be reserved for planetary construction and menial tasks on stations.

Crews serve purpose in the fluff, but would have no real effect on the efficiency of a capsule piloted ship. Even if they did, it would be in the fraction of a percent range. The lives of normal people in eve are insignificant, on a given day we throw away millions of lives for amusement.
kyrv
State Protectorate
Caldari State
#7 - 2011-12-13 14:57:48 UTC  |  Edited by: kyrv
How cool would an Element of ''MOO'' you could hire spy masters to steal your foes crew or likewise damage your crews skills or even have AI on your crew so they accept better offers, what a talking point..
Skippermonkey
Deep Core Mining Inc.
Caldari State
#8 - 2011-12-13 15:57:37 UTC
crews, if released, would just be a cleverly named new 'rig' slot. apart from with this one, you can remove without destroying it.

COME AT ME BRO

I'LL JUST BE DOCKED IN THIS STATION

Jeremy Ironforge
The Scope
Gallente Federation
#9 - 2011-12-13 16:25:53 UTC
Sounds cool but I can Imagine they'd be more viable in PVE when **** doesn't land on top of you suddenlyLol
Alara IonStorm
#10 - 2011-12-13 16:29:26 UTC  |  Edited by: Alara IonStorm
Skippermonkey wrote:
crews, if released, would just be a cleverly named new 'rig' slot. apart from with this one, you can remove without destroying it.

Honestly this is the reason I would not want to see Crews.

You know that like faction ammo and rigs they will become "required". Rigs pretty much amounted to a tank buff in 90% of all PvP just like ammo became a dmg buff. All it does is drag the cost and SP of PvP up higher and higher with each change like this.

T1 Cruiser Hull 7 Mil, Rigs 9 Mil, T2 Fit 10 Mil, Ammo and Drones 2.5 Mil, Crew... Say 10 Mil.

For a T1 Cruiser... Your already around 20-25mil, no need to make it 30-40.

That and like Rigs, Ammo and most of the fit, Crews will cost the same as with Battlecruisers further driving down the inferior T1 Cruiser and about 6 of the HAC's / Non Cynibals out in favor of more Drakes and Canes.

Honestly I think I have had my fill of costs I "need" to pay before to go shoot people.
Opertone
State War Academy
Caldari State
#11 - 2011-12-13 17:20:53 UTC
needless bonus. Will make people PvP averse, perfectionists will hit and run, cheat and try to get maximum skilled crew.

This post sums up why the 'best' work with DCM inc.

WARP DRIVE makes eve boring

really - add warping align time 300% on gun aggression and eve becomes great again

Jade Imp
Possibly Partisans
Ministry of Inappropriate Footwork
#12 - 2011-12-13 22:35:28 UTC
So we talking World of Tanks here then? Get my Maelstrom's crew to 100% and start training them on firefighting? Lol
FlinchingNinja Kishunuba
Crunchy Crunchy
#13 - 2011-12-14 00:27:48 UTC
+1.... IF we can breed the crews ¬_¬

Cupid capsulers.... ;)
Jacob Holland
Weyland-Vulcan Industries
#14 - 2011-12-14 01:11:01 UTC
A couple of no skill alts in rookie ships and the right player corp (or low/null) and a ship with a couple of smartbombs on it...
Killmail, podmail, rinse and repeat... totally elite crew in hours.

No, IMHO the crews abilities are inconsequential compared to the benefits yielded by commanding the ship from a capsule and therefore should not be differentiated. Crews should remain a matter of lore rather than mechanics.
Cedo Nulli
Royal Amarr Institute
Amarr Empire
#15 - 2011-12-14 04:43:25 UTC
Hey ... this would solve the winmatar issue by turning the crews into the herb loving rastafaris that 90% of them looks like. Those crews would only give negative modifiers to the ship by slowing down all operations ^^

But seriously ... the whole point of a POD pilot is that hes in control of the ship all by himself ... he is the ship essentially ! NPCs are those guys with the crews onboard and cant function as effectively as you can. Only the named badass-NPCs have podlike superior abilities.

Oh and the "training issue" ... Breaking news: Military crews train by shooting at stuff even outside mortal combat.
Citizen Smif
Pator Tech School
Minmatar Republic
#16 - 2011-12-14 13:06:10 UTC  |  Edited by: Citizen Smif
Why not just have crews that have "traits" (small bonuses or reductions) that appear either randomly or as a result of your actions. E.g. You could have a crew for 6 months that has all perfect traits (1% bonus to firing rate, rep rate etc) which is very rare and therefore valuable.. Only to keep it for another month to have it decrease in value for having a flaw (e.g. -1.5% to max velocity.) This way crews will constantly be replaced (fuelling the economy) - perfect crews will be worth a lot (by having a new trait only occuring every month or so).. Would be a nice RP addition and an interesting addition to the economy.

Personally I think traits should be built up randomly every month, no player choice in the matter. That way eventually crews will need to be replaced when the flaws outway the benefits. It also gives the player the option to completely opt out of crews (unless they want to pay hundreds of millions of ISK for a small bonus that could dissapear any time soon.)

But I think a lot of players wouldn't like the idea.. I'm fairly neutral, I would like it if it was implemented well but I also don't feel the need to have it added to current gameplay mechanics.

Edit: Also doesn't the lore state that capsuleers control ships single-handedly? I've also read in another thread that capsuleers reduce the amount of crew members rather than remove them all together. So I'm not sure.. I don't really read lore but from what I gather it's a little vague and unknown.
Hado Eullon
University of Caille
Gallente Federation
#17 - 2011-12-14 13:27:15 UTC
No, capsuleer's don't pilot most ships single-handed, or alone. Frigates and shuttles are piloted alone, but anything bigger does still have a crew, albeit, a skeleton crew, according to the lore. Cruisers and up have mere fractions of the kind of crew the non-pod-piloted variations have.