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The ole crews talk

Author
Jarome Ambraelle
The Scope
Gallente Federation
#1 - 2011-09-08 06:47:38 UTC  |  Edited by: Jarome Ambraelle
I know its been talked about since the beginning, but I think Dust 514 might bring the first change. First thing we could start with is adding the ship bridge (which is different for every ship) and allow you to go there from your quarters. There you could see NPCs for the first time who you can interact with. Later more areas can open up in the ship and even the ability to walk in stations. At some point shuttles should be allowed to dock at any ship, giving them their first practical use as personal couriers allowing you to see other players face to face. By this point, some things might come up that you can do outside of the space side that will show what differences your race makes. You never know, one day we may walk on the planets.

Alright everyone, I'm filling in a request for pros and cons to the ideas and will address some of the issues presented in the thread, and later perhaps address more as they come up.

Pros:
- Crews add 'life' to EVE. IMO, this seems to be what 'EVE is real' is all about, adding more of a realness to EVE. The very presense of crew would thus add more depth to a CAPs immortal life. We greatly lower the crew counts on our ships, but we never completely lose them as has been stated in books and on evelopedia.
- More possibilities for modifications. You can hire groups of your crew to get different or better bonuses. After all, not all Gallente are armor tankers and thus why not use Minmatar engineers who are best at giving you better shields?
- Battlestations! Watching battles from an outside view of your ship getting old? How about directing your crew first hand during battles from your bridge. What could be more fun and thrilling than that?
- So, we all are pretty well aware that crews are actually in the game, so why is it without player interaction your ship can be destroyed? Are your crew honestly just to die while you go get a soda? Perhaps a 'self-defense' option where if you get attacked in this mode your crew instantly jump into action and will engage targets, even deploy and retrieve drones.
- Interaction. Finding little to do between days of skill training and nothing much else you feel like doing ingame? Perhaps your crew can provide you with some entertainment in the meantime or even provide like 'mini-missions' on ship. Who wouldn't feel rewarded for helping some crew out and even getting some rewards for it?
-In relation to the previous pro, perhaps there could even be regards to crew and on board ways of further modifying your ship that isn't possible any other way. Not only does this make crew interaction more appealing, but also give your ship more of a personal feeling that might make you want to hang on to it. This could still go both ways though, your crew might have been working really hard this month and now, as a result, you get informed that your powergrid and capicitor output has been boosted by 3%, good right? Well, on the same hand your crew could accidently drop something into the engine core and now the ship permanetly moves 7% slower. Regardless of good or bad outcomes, your sure to eventually get a 'surprise' that's very welcome.

Cons:
- Server Lag. Tranquility has been known to get laggy during times of the day and in particular areas, and adding this sort of interaction does run the potential of making this lag worse...possibly considerably.
- Design work. In order to make this feature fully functional, especially to a really good extent, will take a lot of time and even more money.
- Basically, the way the system currently works where we don't see the crew at all isn't broken at all so you can't really say there's a need to fix it. The crew idea isn't here to fix any problems with running the ship single-handedly, just to add a new possible and probably exciting aspect to gameplay.
- Some may find it tedious and dis-satisfying, especially if you have a lot of other in and out of game things going on. Everyones online experience will be different.

Okay, now I want to address some issues that have already been brought up.
(How could we possibly have crews? After all, if we had them, ships could never be used in WH space!)
A: Does every ship in your hanger(s) have to be fully or even partially crew at all times? No. If there's a capsuleer in each ship, do they have to be crewed? Yes. It's actually quite simple really if you think about it. No capsuleer is 'born' in WH space so they have to get there by some other means. This being said, crew can come along with them when they make the journey. Your ship is destroyed while there and you take over a new one that's been built there in WH space? Well no one has said a thing about crews not having clones, as a matter of fact when in a place where supplies and outside contact are so limited, cloning becomes a bare necessity. The ways may seem few and far between, but I'm sure the personal are getting there one way or another.

(Any crew on the ship would be killed instantly when manuvering as the ship can fly at several thousand G's and can basically turn completely around in only a moment.)
A: Acceleration/Inertial Compensators. It's already been stated that capsuleers have not been around that long yet the empires have been exploring space for quite a while. How could regular humans survive on board these ships if they didn't already have such measures in place? We are the minority here people, accommodations have been made for regular humans long before us.

(Crews are irrelavent, there is nothing we really need to add them for.)
A: You are entitled to your opinions, I'm entitled to mine. In the end we'll see who CCP finds more appealing, the ya's or the nay's.
Koenny
Masters of Puppets
#2 - 2011-09-11 09:37:02 UTC
Before I start, man you have a lot of threads.

Now to the point. I like the idea on walking on the bridge of my ship, but then again, im a capsuleer.
why would I be walking on my bridge, disconnected from the ship itself.

secondly, the ability to walk inside stations is already a thing they are working on, i think they are going to open up more of the stations insides with the second part of the expansion.

and dock shuttles with ships?
it has been tried before, this is a part you haven't looked into at all in other threads, look at other things in the Features and Ideas Discussion, like the Hive ships idea. Cause docking ships to other ships that are out in space, makes the server go beserk.
Olodn
Infinite Duress
#3 - 2011-09-14 13:14:40 UTC  |  Edited by: Olodn
As far as i know pod ships are essentially one-man robotic ships.
If crew are to be implemented they would probably cause a somekind of bonus, but i dont think it would make much sense.
How exactly could a crew improve a ship that is already 100% automated?
Koenny
Masters of Puppets
#4 - 2011-09-14 16:20:05 UTC
Olodn wrote:
As far as i know pod ships are essentially one-man robotic ships.
If crew are to be implemented they would probably cause a somekind of bonus, but i dont think it would make much sense.
How exactly could a crew improve a ship that is already 100% automated?


you are wrong at that point. our capsuleer ships are indeed controlled from 1 central place, but the ship itself is sustained by the crew. When you read some of the EVE Chronicles, you notice that we indeed have crews onboard our ships, but they just do the maintenance work and keep the ship running, while we, capsuleers, issue the orders.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#5 - 2011-09-14 16:58:54 UTC
You love my PI.

I love your ship crews.

Marry me.

+1

Eve is about Capital ships, WiS, Boobs, PI and Isk!

shadowace00007
Imperial Academy
Amarr Empire
#6 - 2011-09-14 17:11:04 UTC
Koenny wrote:
Olodn wrote:
As far as i know pod ships are essentially one-man robotic ships.
If crew are to be implemented they would probably cause a somekind of bonus, but i dont think it would make much sense.
How exactly could a crew improve a ship that is already 100% automated?


you are wrong at that point. our capsuleer ships are indeed controlled from 1 central place, but the ship itself is sustained by the crew. When you read some of the EVE Chronicles, you notice that we indeed have crews onboard our ships, but they just do the maintenance work and keep the ship running, while we, capsuleers, issue the orders.


I feel bad for the my gunnery crew I am always making them turn my guns to 11. I bet it gets hot in there.

Born Amarrian Raised Minmatar.

Yulinki Atavuli
Sebiestor Tribe
Minmatar Republic
#7 - 2011-09-14 18:28:45 UTC
Ok, for one everyone is right. capsuleers are what i like to think of as the hybrids (http://en.wikipedia.org/wiki/Cylon_Basestar#The_Hybrid) in Battlestar Galactica.

As, in they are in a goo of sorts and are plugged directly into the ship and with a single thought they can turn the warp engines on or fire a volley of missiles.

they, never get to walk around their ship. i would like to do something like your idea. but, it doesn't fit into eve.
Nova Fox
Novafox Shipyards
#8 - 2011-09-15 00:52:46 UTC
Ahem, you as the brain never directly talk with your mouth or even thoughts to the individual blood cells that carry the nanite repair paste from cargo holds to the damaged spots, you never talk to your white blood cells to repel boarders, you never really tell your ears to listen, your eyes to see, or your tounge to taste. Crew are near universally treated in the same regard mostly and its considerably unhealthy to regard them any higher as youll oftenly lose them, their life expectancy is no where near yours.

Now things pod pilots could do

Manage crew types.
Its been shown in the past that the master after god aboard the ship still can bring about managament of the crew though its usually impersonal. Most of the time it seems crews get assigned to ships from a secondary entity, possibly npc agents arranging work requests for those desperate enough to take the gamble. Managing crew needs seems to be handeled by the same entities from thier food water and quality of life. Wouldnt it be neat to have a bit more control over it in turn get slight bonuses to the ship? Maybe even add rpg element to each ship the longer the ship remains alive the more experinced the crew becomes increasing the level of the ship. If destroyed the crew would be too scattered to keep all the experince over to the next ship let alone what would happen if they decided that the small boy isnt thier deal anymore, or they dont like the life aboard a battleship, or they made enough serving you're cause they can comfortably retire thier entire family now. All good explinations that a ship that gets disbanned or destroyed would lose all levels earned.

As for the Dust Mercenaries, it seems there is a high level of animosity of hatred of pod pilots by the dusters. Im going to go out on an educated guess and say that we 'pod' pilots enslaved these dusters to an enternal punishment of living, we wont let them die because thier ground fighting skills are to important to let die, to fight our wars our squabbles our meaningless conflicts to thier eyes and for what, be denied death? Cloning tech is only available to the extra rich, mega corp owners who actually can value an isk instead of local planetary currency, it only takes 11k isk to retire a non podder for generations, the most basic clones are costing up to the millions per contract one wonders what the intitial contract costs are? oh what unearthly debts we levied upon these dusters.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#9 - 2011-09-15 04:36:48 UTC
Yulinki Atavuli wrote:
Ok, for one everyone is right. capsuleers are what i like to think of as the hybrids (http://en.wikipedia.org/wiki/Cylon_Basestar#The_Hybrid) in Battlestar Galactica.

As, in they are in a goo of sorts and are plugged directly into the ship and with a single thought they can turn the warp engines on or fire a volley of missiles.

they, never get to walk around their ship. i would like to do something like your idea. but, it doesn't fit into eve.


And despite having hybrids, Cylon baseships have crews who can also do stuff.

There is no reason why a capsuleer needs to be in place to command the ship and have a supplementary crew to maintain the ship or provide the atmosphere from a social interaction perspective.

That goes without saying, if you can get out of a pod outside of the ship, then maybe you can get out of your pod inside of your ship. This implies the ship goes offline, and allows the player to move around inside. If the ship in question isn't docked up or safe, then a gang could kill it before the capsuleer even knew he was under attack.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Olodn
Infinite Duress
#10 - 2011-09-15 09:15:45 UTC
I think it's ut to CCP to enlighten us about ship crews actually being present in current ships.

Anybody seen any such info?
Sir Substance
Sebiestor Tribe
Minmatar Republic
#11 - 2011-09-15 11:13:31 UTC
Koenny wrote:
Olodn wrote:
As far as i know pod ships are essentially one-man robotic ships.
If crew are to be implemented they would probably cause a somekind of bonus, but i dont think it would make much sense.
How exactly could a crew improve a ship that is already 100% automated?


you are wrong at that point. our capsuleer ships are indeed controlled from 1 central place, but the ship itself is sustained by the crew. When you read some of the EVE Chronicles, you notice that we indeed have crews onboard our ships, but they just do the maintenance work and keep the ship running, while we, capsuleers, issue the orders.


I also notice that when I tell a 300 meter ship to turn on its axis, it does so at a speed which would squish anything organic that was not close to the exact center of rotation.

The lore and the game are inconsistent. Deal with it. From there, give me a persuasive gameplay related argument for ship crews.

The beatings will continue until posting improves. -Magnus Cortex

Official Eve Online changelist: Togglable PvP. - Jordanna Bauer

Nova Fox
Novafox Shipyards
#12 - 2011-09-15 20:57:50 UTC
Sir Substance wrote:
Koenny wrote:
Olodn wrote:
As far as i know pod ships are essentially one-man robotic ships.
If crew are to be implemented they would probably cause a somekind of bonus, but i dont think it would make much sense.
How exactly could a crew improve a ship that is already 100% automated?


you are wrong at that point. our capsuleer ships are indeed controlled from 1 central place, but the ship itself is sustained by the crew. When you read some of the EVE Chronicles, you notice that we indeed have crews onboard our ships, but they just do the maintenance work and keep the ship running, while we, capsuleers, issue the orders.


I also notice that when I tell a 300 meter ship to turn on its axis, it does so at a speed which would squish anything organic that was not close to the exact center of rotation.

The lore and the game are inconsistent. Deal with it. From there, give me a persuasive gameplay related argument for ship crews.



Inertia Dampeners, derp. Which is a technology existing in eve as it is, additional I damps increases the rate a ship can accelerate and turn, if one should fail entirely on your boat youll have pudding. Long as its operational though everything is fine and dandy. I think the gravity pull drives eve uses possibly functions as the I dampener as well but im not certain more research must be done in order to ascertain such.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Olodn
Infinite Duress
#13 - 2011-09-16 10:20:32 UTC  |  Edited by: Olodn
Nova Fox wrote:
Sir Substance wrote:
Koenny wrote:
Olodn wrote:
As far as i know pod ships are essentially one-man robotic ships.
If crew are to be implemented they would probably cause a somekind of bonus, but i dont think it would make much sense.
How exactly could a crew improve a ship that is already 100% automated?


you are wrong at that point. our capsuleer ships are indeed controlled from 1 central place, but the ship itself is sustained by the crew. When you read some of the EVE Chronicles, you notice that we indeed have crews onboard our ships, but they just do the maintenance work and keep the ship running, while we, capsuleers, issue the orders.


I also notice that when I tell a 300 meter ship to turn on its axis, it does so at a speed which would squish anything organic that was not close to the exact center of rotation.

The lore and the game are inconsistent. Deal with it. From there, give me a persuasive gameplay related argument for ship crews.



Inertia Dampeners, derp. Which is a technology existing in eve as it is, additional I damps increases the rate a ship can accelerate and turn, if one should fail entirely on your boat youll have pudding. Long as its operational though everything is fine and dandy. I think the gravity pull drives eve uses possibly functions as the I dampener as well but im not certain more research must be done in order to ascertain such.


I have only seen inertia stabilizers, something that appears to be a term uniqe to EVE since i havent seen it anywhere elses.
inertia dampeners i a much abused term in sci-fi. It means: http://en.wikipedia.org/wiki/Inertia_damper
You are probably thinking about: http://en.wikipedia.org/wiki/Inertia_negation

I wonder if CCP guys who implemented inertia stabilizers even know what inertia means, or if what you call inertia dampeners would allow for crew to survive the harsh manuvers of a starship.

This essentially raises a lot of questions only the guys at CCP could answer.
Erik Finnegan
Polytechnique Gallenteenne
#14 - 2011-09-16 11:59:34 UTC  |  Edited by: Erik Finnegan
Sir Substance wrote:
Give me a persuasive gameplay related argument for ship crews.

Yes, Sir : think of them as a pet in other MMOs. A tamagotchi of sorts. I bet it will cater to a lot of players to have a few little computer people to boss around and not having to deal with corp mates and RL CEOs.

There you have a game design, a game play, and game marketing reason.

The crew should subtly influence the ship's attributes, the crew should learn while used depending on use, and you may have several crew to choose from, represented by the officers. Crew might meuter if you don't treat them well, you should be able to "sell" trained crew on the market. Seeing that the crew will likely not get old, I do not expect grand exploitation problems.

Problematic is crew's mechanic in the broader end-game context, because players have enough to do with their ship commands, FCs, and watching the overall fleet. A crew feature must not be prominent to a point of disrupting game play for players who want to focus on interaction with ( aka shooting down of ) other players. That interaction will and should always have precedence over crew interaction.

Which leads me to the conclusion that -- while a lot of players prefer to enjoy EVE's PvE -- development resources will be better spent on Incarna establishments ( p-2-p interaction ) and the DUST link aka PI 3.0.
Ciar Meara
PIE Inc.
Khimi Harar
#15 - 2011-09-16 13:23:16 UTC  |  Edited by: Ciar Meara
If you make posts at least do some research.

All ships have crews. Recently this canon has been discussed and incorperated by CCP thusly:

http://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines

This is how the crews live (on some ships), remember Capsuleers are all individuals so they might not do it all like this:

http://www.eveonline.com/background/potw/default.asp?cid=05-10-09

This is how dust 514 sees it for the mercs (perhaps shipcrews also)

http://www.dust514.com/en/chronicles/?article=2367

- [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow]

Nova Fox
Novafox Shipyards
#16 - 2011-09-16 15:59:46 UTC
Inertia Nullifiers seems rather impossible as you cannot break the law in half as logic would love to do so. You'll wind up with an object incapable of moving due to outside force or one that wont stop moving. Also the power requirements for such system of a warships mass would outstrip most known conventional science fiction means of powering a star ship, including blackholes and suns.

The laws of interia is a one bit law, not two, three or more bits as we'd liked it to be. A nullifeir tries to break this switch in half usually at useless results. A dampener makes the switch operate ALOT slower or ALOT faster to our comforting needs. The dampener also makes great use of conservation law as well as the interia is eventually distributed and used entirely. Where as a nullifer is left wondering where its going to dump all of this 'motion' enacted on it by an outside force. Its a miracle it wouldnt tear a hole in the current dimension.

Intertia dampeners are most notoriously known in Star Trek, Star Wars, and Honorverse, and envied for in BSG and B5 where as your nullifer I have yet to hear any one use yet.

Also you need to remember eve uses gravity pull drives to navigate, which is why we have max speeds, and rate of acceleration. Those little thrusters are mostly for heat purging not navigation.

====

As for mercs, it does seem as a form of enslavement to life. Pertty horrible sentence to life all enternity to fight die and live over and over again, be'd worse than ground hog day movie. Or playing MW2 for the rest of your life cept the bullets and grenades still hurt.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Yulinki Atavuli
Sebiestor Tribe
Minmatar Republic
#17 - 2011-09-16 19:40:58 UTC
Asuka Solo wrote:
Yulinki Atavuli wrote:
Ok, for one everyone is right. capsuleers are what i like to think of as the hybrids (http://en.wikipedia.org/wiki/Cylon_Basestar#The_Hybrid) in Battlestar Galactica.

As, in they are in a goo of sorts and are plugged directly into the ship and with a single thought they can turn the warp engines on or fire a volley of missiles.

they, never get to walk around their ship. i would like to do something like your idea. but, it doesn't fit into eve.


And despite having hybrids, Cylon baseships have crews who can also do stuff.

There is no reason why a capsuleer needs to be in place to command the ship and have a supplementary crew to maintain the ship or provide the atmosphere from a social interaction perspective.

That goes without saying, if you can get out of a pod outside of the ship, then maybe you can get out of your pod inside of your ship. This implies the ship goes offline, and allows the player to move around inside. If the ship in question isn't docked up or safe, then a gang could kill it before the capsuleer even knew he was under attack.



I never thought about it like that. You are right though. We just wouldn't be able to move your ship or repel an attack until you get back in your pod. we just really need some kind of visualization to help with this. Like how is your pod attached to the ship? is it suspended on cables? or is it just like an egg in the middle of a room? all of these things are necessary to know if your idea will work.
ShahFluffers
Ice Fire Warriors
#18 - 2011-09-16 20:26:42 UTC
Yulinki Atavuli wrote:

I never thought about it like that. You are right though. We just wouldn't be able to move your ship or repel an attack until you get back in your pod. we just really need some kind of visualization to help with this. Like how is your pod attached to the ship? is it suspended on cables? or is it just like an egg in the middle of a room? all of these things are necessary to know if your idea will work.


The lore is purposefully vague about the "details" of our ships. All that is known and confirmed by CCP is that...

- no ship in EVE is "fully automated"
- all ships have crews of some sort
- we command the ship's systems directly while in the pod
- life in the EVE universe is cheap, thus crews are expendable from a purely economic standpoint.


Beyond this is pure "guesstimation" and fan-fiction. Some players have even gone out of their way to create entire blueprints for certain ships...

The Hurricane Schematic

Not sure how "correct" it is, but it's a good starting point if you wish to write your own stuff.
Erik Finnegan
Polytechnique Gallenteenne
#19 - 2011-09-19 17:05:43 UTC  |  Edited by: Erik Finnegan
I had suggested crews during my CSM candidacy. CCP was not convinced of their game play reason back then.

during fan fest 2011, the crew topic was again mentioned ( min 28 ). This has already been discussed on the old forum. And not only in the lore session, I think the crew topic was also mentioned somewhere in game design presentations of CCP or a more recent dev blog. But I can't seem to find it.
Khersei
Deimos Delivery Co
Pillars of Liberty
#20 - 2011-09-23 18:29:28 UTC
I hate to rehash this as i know its been decided that our ships have crew - but it seems impossible to me that they do.
At least to the extent that the canonical figures indicate.

mainly because of wh space.

If you establish a Pos in wh space and mine minerals locally to build ships there are no limits to the number of ships you can produce.

Where are the crews coming from?
The pos ? I doubt it as the space required for shipping a pos is very small.
Local planets ? Unlikely as these were uninhabited on our arrival apart from sleepers.
Immigration into Wh space ? get real!

The same goes for PI installations.

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