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Ship Crews - Another Take

Author
Ilandrin Yona
Doomheim
#1 - 2012-02-11 01:08:45 UTC
The following ideas on ship crews came to me when I was contemplating being able to change slaves into free people. And for our Amarrian pilots, the ability to change free people into slaves.

Hope this can be followed. I wrote it as I came up with it.

Enable persons to be changed into crew. This will create crew at level 0. Max level can be whatever the devs want, but I think 5 is a good max as it would be similar to our skills.

The longer crew serve on your ship the more experience they get. More experience increases their level, which increases the bonuses they give you. Crew would accumulate experience only while they are "installed" on a ship that is actively being flown. So you can't leave crew sitting in your hanger, or cargo-hold, and expect them to improve.

More experienced crew demand a higher salary. Salaries would be paid regularly, daily, weekly, or monthly. If they don't get paid they stop providing their bonuses.

Slaves can be used as crew and do not get paid, but their bonuses will be less.

Each ship will have a "crew quarters" into which to place crew.

Crew can drop as "loot" in a ship wreck. There would be "Crew Killed" and "Survivors" statistics on kill mails.

I can see it getting even more detailed. Instead of generic crew there could be different types, who fit into different "slots" in the crew quarters.

They could use the same categories as the T3 subsystems: Defensive, Electronic, Engineering, Offensive, and Propulsion. Each type of crew giving specific bonuses related to their category.

Each ship would have a minimum crew requirement and a maximum crew capacity. Number of crew would have some effect on bonuses, I would think. A ship without the minimum number of crew cannot be flown.

Like other persons, crew can be bought and sold over the market.

It could be even more interesting if they added some unique, named officers who give some really special bonuses. But because they are unique only one of each exists in the whole game.

For example, we could have an officer named Captain Jack who gives a 100% bonus to ship agility. Whoever has Captain Jack could sell or give him away, but there will only ever be one Captain Jack. If he dies he's gone forever. But maybe the devs would occasionally seed a new unique officer somewhere in the game.

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My Eve Biography:

Ilandrin Yona

Nova Fox
Novafox Shipyards
#2 - 2012-02-11 01:34:35 UTC
Crew Have HP, THis reprepesnt the number of them, Crew are damaged based on ship class. Repair to crew require more people.

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

Gasgat Alur
The Scope
Gallente Federation
#3 - 2012-02-12 18:47:27 UTC
Good idea

If you're reading this then that means my time travel worked

Ilandrin Yona
Doomheim
#4 - 2012-02-12 19:23:14 UTC
Gasgat Alur wrote:
Good idea


Thanks.

Nova Fox wrote:
Crew Have HP, THis reprepesnt the number of them, Crew are damaged based on ship class. Repair to crew require more people.


I was imagining crew being "installed" as stacked items, so I think that's like what you're saying. The crew "HP" would be equal to the number of people in the stack.

Thinking about this more, there could be different crew bonuses for each subsystem category and you could mix them up on the same ship. Probably easier to show an example:

So on one ship you may have 5 defensive crew at level 1 that provide a bonus to shield capacity, and also 5 defensive crew at level 2 that provide a bonus to shield recharge rate.

So total bonuses would be:
shield capacity bonus = 5 * (individual crew bonus) * (level 1)
shield recharge rate bonus = 5 * (individual crew bonus) * (level 2)

With this scheme an individual crew member would represent a pretty small bonus, and maybe this would necessitate having different crew for ship class size. In other words, a frigate crew member could not be used on a battleship and vice versa. Kind of makes sense in a role-play perspective in that someone knowledgeable in working on a frigate would not necessarily have the skills to work on a battleship, or cruiser.

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My Eve Biography:

Ilandrin Yona

Angus Mckaan
Viziam
Amarr Empire
#5 - 2012-03-29 15:45:56 UTC
I've just seen this in another post, They said there can be slots to place crew members like this

Engineering crew: This crew is in charge of the energy consuption as well as electronic warfare. This crew is also specialized in the shield maintenance
Gunner crew: This crew is specialized in tracking, damage eficiency, rate of fire by using they knowledge in the right type of turret
Ballistics crew: Missile specialized crew, they load missile bays, and give special maintenance to missiles inproving rate of fire and damage
Navigation crew: Crew in charge of the trusters engines ans navigation computers, they enhance maneuvrability, speed and warp drives
Informatics crew: this crew is in charge of targeting and sensors, making a good use of ship's electronic resources
Hull Maintenance crew: This crew keeps an eye on the armor and hull, they manipulate repairers for maximun eficiency
Drone control Crew: Crew specialized in the maintenance of drones each member is specialized in one type of drone or can maximize the tracking, damage or navigation

Well i guess you will not have all the benefits from them as you can level the crew up in an area depending on the necesity of the captain, for example

Joe, Gunner crew member lvl 8: (Minmatar?)
Rate of fire I
tracking speed III
Damage optimization II
Firing Range II

I don't ******* now about slave preferences, I'm Amarr
SynZen
SYN OF ONE
#6 - 2012-03-30 15:56:20 UTC
I am just going to repost my previous reply. Hope it helps.


SynZen wrote:
It seems that CCP is confused on this subject:

Quote:
“******* capsuleers,” mutters a man too young to look that old. “Think they’re so special.” He raises his glass and then drops it back down, cursing me under his breath when I don’t reciprocate. I’m in no mood to talk. I’m more interested in listening to the conversation that I and most of the bar are being subjected to.

“And your crew?”

“You know,” he says, lowering his voice to a conspiratorial whisper. “I’d completely forgotten about them.”

Laughter.

“So you jettisoned your pod and left them to die?”

“And what kind of man would I be if I did that! Of course not! I went down with my ship like any proper captain should.”

At that the table erupts in laughter.


http://www.dust514.com/en/chronicles/article/2119/stranded-part-2

I thought about this when i read it in this chronicle but as much i liked it i had to reject it as it goes against one of the core pillars of EVE, immortality. What's the point of having a pod pilot when who knows how many people die with each ship. The point of the pod ships is that there is no human loss.

cornholio508
Ministry of War
Amarr Empire
#7 - 2012-03-30 17:27:02 UTC
cornholio508 wrote:
NOT supported . -1

GO play star treck online . The whole crew structure of that game is is probably what you are looking for . Unfortunately if this was introduced into eve it would break the game for many that have played for years . The game mechanics of it is horrible . It doesnt matter how big your ship is or what guns you have . Its your crew that makes your ship bad ass .

In eve its your skills that make you bad ass . Not an imaginary crew

Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2012-03-30 22:01:46 UTC
oh, hey, it's THIS idea again.

We need ways to ENCOURAGE PVP, not to discourage it.
Ira Infernus
Knights-of-Cydonia
#9 - 2012-03-30 23:03:39 UTC
This is a terrible idea.

If you have crew working on a ship who gain "SP" the longer they serve on there, then, if its based in time like our toons learn, whats the point in it compared to normal skills?.
If it is based on "time in the ship" or for example, a gun crew gains more experience the more you shoot things, then that removes the appeal of eve to alot of people; the fact you train out of game and dont have to be an absolute nosebleed as you find in WoW... Screw grinding SP.

Crew is a nice idea from an RP point of veiw, so you could perhaps just add crew slots to a ship if you wanted, like rig slots. Maybe only have two slots; but they shouldnt add a great amount of advantage (otherwise whats the point in capsuleers learning skills if their crews do everything). It should be things like a 2% bonus to ammo reload time (so at l5, you only reload 10% faster), or like a 2% increase in AB/MWD cycle time... nothing that greatly affects ship performance, but might add a little more to a specifically designed ship.
Rogatien Soldier
C A R D I N A L
#10 - 2012-03-30 23:21:11 UTC
I think the idea of crews adds a pleasant additional layer of complexity. I like additional complexity and options. Would agree though that specialized crew or whatever should add only slight (like, 1/10 what a module would... so if a meta IV module gives a 25% bonus to something, a similarly scaled crew would give a 2.5% bonus to something)

I think you could mimic high/mid/low slots for crew types as well

For the low "slot", which would really just be a container of certain capacity (number of crew), I kind of like the idea of a general "crew" contingent of deck hands or whatever. A certain number of these crew would be killed only when the ship is taking hull damage in a randomized but scaled way; a hit at 25% hull would kill fewer more crew than a hit at 99% hull. Loss of crew would result in sluggish ship operation of some type. Replacement of this type of crew could be simply integrated into the "repair" function of stations. If you don't feel like playing with crew, you won't "lose" anything in this way except for noticing an impact when 80% of your hull has been destroyed... which I think, ahem, makes sense

If you WANT to pay attention to your crew though, you could upgrade your standard crew in some way. Beyond the possibility of "Improved" and "Expert" series crew that cost more, there are other possibilities that could be really cool... Make it more difficult to find Expert crew in highsec... have "pirate" crews that you can hire that will be excellent but inspire concord sanctions on your ship if you enter certain spaces... be granted Amarrian zealots when given a certain mission which would improve your energy weapon damage... hire Khanid mercenaries who improve missile function... enslave people you rescue from all those outposts you destroy when missioning and sell them on the market to be used for a purpose... make elite crews racially specific... add separate personnel bays to ships and personnel transports to the game which would create interesting trade opportunities (movement of slaves, conscripts, volunteers, and ahem... service workers...) etc.

If you didn't go beyond that, it could be a really fun mechanic in itself. But you could also think through endless possibilities of specialized crew. I kind of like a pyramid scheme... so following the previous analogy, you have one 'high' slot for a ship's XO or whatever. He could provide very slight boosts to multiple stats, mitigate the negative impacts of boosters because he is able to compensate for you, etc.

There could be different types that you could find in stations or just hire with different bonuses, levels, and costs, or if you wanted to go off the deep end or you could add a skill where we gain the ability to manage a "cadre" of captains, and then have each captain be a sort of sub-character that we manage just like planets or research projects or whatever. We would manage captain skills that compliment our own and all that. Make these relatively cheap and of limited benefit so it doesn't become a requirement or many players will balk at the additional requirement (a-la pos refuelling). Allow the possibility they are be captured, ransomed, converted, or whatever if your ship is destroyed.. Say, up to 6 captains at level V of whatever skill. You could give them their own type of skill point and "captain" skills or some ****, but a maximum pool of maybe 1 week of and you could install all the training you wanted at once, and save the training plan in case you lose the guy

And then in the middle you could have five staff officer slots or something where you could decide where you want to focus your crew. So if you are flying an interceptor you might want two engineering (like, engine room engineering) and two electronics officers, and one weapons officer. A drone boat might want three drone technicians and two defense management types

Saying that something like this discourages PVP is like saying faction modules discourage PVP because they're too expensive and obviously no one would use them or want to lose them. People will find an equilibrium and risk what they can afford to lose, as always. Added complexity is good if it's good and there are many options. Added clickology for the sake of clickology is bad and should be avoided. Basically, there's a good way to add ship crews as a meaningful mechanic that doesn't have to ruin the game.

Whatever. I like the ideas of crews. Probably won't happen. /shru

I dunno though... CCP wants to turn over all aspects of the game to the players and let us run stations and stuff, so making all those "commodity" passengers useful for something in the game mechanics would be a step in that direction.
Rogatien Soldier
C A R D I N A L
#11 - 2012-03-30 23:31:36 UTC
And on the "XO" idea above, you could allow people to buy and sell the XO's contract... so if you're big into PVP and constantly get them killed you could pick up an XO that's been trained by a missioner who never loses the one ship he uses but still has three other XOs trained up.