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The ole crews talk

Author
Alberio
Brave Newbies Inc.
Brave Collective
#21 - 2011-09-23 19:40:23 UTC
Khersei wrote:
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.



Perhaps they're purchased with the cost of the installation? In other words: when you purchase a Command Center (or any other PI building) or a Control Tower (or other POS building), you're paying not only for the physical building, but at least a minimum amount of crew to run the thing. I see it as a package deal: the (virtual) crews automatically come with the cost of the installation, and are already there when set things up.
Jarome Ambraelle
The Scope
Gallente Federation
#22 - 2011-09-24 08:26:46 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.


Inertial Compensators

...enough said
Jarome Ambraelle
The Scope
Gallente Federation
#23 - 2011-09-24 08:49:35 UTC
Yulinki Atavuli wrote:
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.


I would sorta think of it like this:

Coming out of your pod onboard your ship is and option, not a requirement as it seems now on stations. If you leave your pod while on the ship, the ship is still functional and will run like it does any other time, but the crew will work like a computer, automatically targetting ships it considers threats and usings the guns, boosters, drones, etc... that it feels necessary at that time.

Of course, I would imagine from the bridge you could make decisions just like in the pod specific to battle, but it would probably be irrelevant other than for visual purposes or if for some reason you couldn't get back to your pod quick enough. The purpose of the whole crew thing simply is to see who is there working for you and possibly letting you pick out who it is. This could be a way of replacing or giving an option besides the regular ship bonuses. For example if you own a Gallente ship, but prefer Minmatar weapons, you could hire a Minmatar Weapons officer who will replace a 5% bonus to hybrid damage with a 5% bonus to projectile tracking speed. When you start thinking about it, crews could bring a whole new life to EVE.
Erik Finnegan
Polytechnique Gallenteenne
#24 - 2011-09-24 14:43:22 UTC  |  Edited by: Erik Finnegan
Jarome Ambraelle wrote:
For example if you own a Gallente ship, but prefer Minmatar weapons, you could hire a Minmatar Weapons officer who will replace a 5% bonus to hybrid damage with a 5% bonus to projectile tracking speed. When you start thinking about it, crews could bring a whole new life to EVE.
That is the kind of thought which this thread needs. Not whether or not crews can be or are tied into the lore.

Crew need a justification from game design perspective. They need to make the game more challenging, more diverse, more engaging, possibly increase the cooperation opportunities between Capsuleers, open up marketing perspectives ( like trading trained, seasoned crew ).
Katron Trald
Brutor Tribe
Minmatar Republic
#25 - 2011-09-26 01:40:20 UTC
Man, I see no reason why they shouldn't be, save maybe for lagging in some circumstances. Then again, that could be compromised by limiting the amount of activity going on to a smaller area or what not. You got a great idea going here, CPP should look at this.
Khersei
Deimos Delivery Co
Pillars of Liberty
#26 - 2011-09-28 12:48:08 UTC
Alberio wrote:
Khersei wrote:
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.



Perhaps they're purchased with the cost of the installation? In other words: when you purchase a Command Center (or any other PI building) or a Control Tower (or other POS building), you're paying not only for the physical building, but at least a minimum amount of crew to run the thing. I see it as a package deal: the (virtual) crews automatically come with the cost of the installation, and are already there when set things up.



Its not the concptual explaination of where the crew are - its the Space issue. Most personnel units in the game take up 2m3 per person. a battleship crew of 1000 would take up the same space as a command centre - 2000m3.

So im saying that if i build ships in w space its unlikely the crews are making their own way to the ship.
Given thay arent making their own way to the ship - and that the POs and other units can be assembled from quite small units there cant be a lot of (if any) crew associated with pos assembly or ship manufacture - capsuleer ships must not absolutely need crews for short term operation - or they would be part of the manufacture of a ship.

Erik Finnegan
Polytechnique Gallenteenne
#27 - 2011-09-28 15:33:03 UTC
Guys, this thread will mostly be useless if you keep discussing the lore or trying to deduct lore from game design. Fact is : "crew" is not cleanly solved at the moment. Neither in lore nor game design.

You build ships in WH space ? Well, if crews were introduced, I imagine one of the additional building components for ship production would then be : crew. Or at least, these shiny hulls will be stuck in the hangar arrays until you provide crew enough to fly them, or can only be moved in repackaged state.

Whether or not component volumes will have to be adjusted remains to be seen.


In the end : "crew" must have a game design reason for being in game. PvE is not enough for CCP ! And it surely would be rather disruptive to the goal of 0.0 development and not cater to the 0.0 crowd either. I don't want to use this as an argument against crew, I want to add this to the discussion as an indication for required improvement of the suggestion until any reasonable amount of people will be behind this.

The best game design reasons for CCP have thusfar been :

  • the thing must motivate players for more interaction
  • more intense interaction
  • or make nicer explosions ( or more of them ).

If you can come up with a 20 second story "why" crew do that, then it's an easy sale.
Nova Fox
Novafox Shipyards
#28 - 2011-09-28 15:56:39 UTC  |  Edited by: Nova Fox
Game Play Reasons to Have Crew Bullet Edition

Create a new resource commodity to be marketed trained and traded for.
5 minute story on how you create crew, sell crew, and equip crew and then resell or convert other crews.

Introduce more RPG elements into ships by giving ships the oppertunities to level up as they gain experinces.
7 Minute story on how the leveling up experince works, how the game would handle the process. What benifits a leveled ship gets.

Make it hurtful to lose said crew as the ship blows up and suffers a 'delevel' if your fleet recovers their life pods, otherwise they're good as gone.
5 Minute story Explain how crew losses and recovery is handeled, tools to assist in crew recovery.

3 minutes for additional questions and possible resource needs (ie UI artist x2, programmers x ECT QAx2)

Lore reasons

Noneed to reinterate, but lore wise they're just basically the blood of the body and continue to make it work, sometimes they have a voice sometimes they dont.

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

Jonas Kyramir
Caldari Provisions
Caldari State
#29 - 2011-09-29 16:55:25 UTC  |  Edited by: Jonas Kyramir
I see this as more akin to Rigs, an additional "module" we can add to our ships. You can control the whole ship by yourself or you could hire (I use hire deliberately) certain crewmembers that can be responsible for different departments.

Maybe on a Frigate you only have one "Crew Slot" and could pop in there a Gunnery Chief for extra DPS or to change the DPS bonus of the ship. This would go up much the same as Rigs - in that a BS might have 4 Crew Slots. Initially having vanilla crew slots and perhaps having specific crew slots for specific departments with a more effective bonus if you put the right crewmember in the right department slot.

As far as training - I agree with all the above thoughts on your crew getting more experienced the more they are in combat. However if you get blown up - your crew are done. Harsh - but then that's EVE :-)

Also I have been thinking that you would pay your crew on a weekly/monthly basis and this would scale up as the skill of the crewmember increases (either from the "Crew Recruitment" section of the Market or as they increase in skill through experience).

Gameplay wise this would add the following:

- A new section of the market to recruit your crewmembers, also a place to put your unwanted crew
- Crew XP would be lost if your ship is exploded. Much the same as Rigs - this would create demand for crew on the market
- PI on terran worlds could have a new item for "Academy" or "Flight School" that would create new green crew
- Surprise factor in PVP - you are flying a Drake but have +% to EM because you have a specific Gunnery Chief that can change the flavor of your DPS
- No-one must have Crew - but if you do it can adjust your ships potential bonuses or add a bonus to one aspect while reducing another (as per Rigs)
- Pilots must balance having an experienced crewmember in a Crew Slot vs the cost of paying the guy. If you cannot pay then he/she leaves the crew and your bonus is lost

I see the development of this being not unsimilar to when Rigs were introduced. A new section on the market - change to the fitting UI - updates to the back end ship data - new PI Nodes for academies/schools - a way to charge the pilot for crewmembers on a cyclical basis.

Anyway that's my 2c
Nova Fox
Novafox Shipyards
#30 - 2011-09-29 17:08:20 UTC
Jonas Kyramir wrote:
I see this as more akin to Rigs, an additional "module" we can add to our ships. You can control the whole ship by yourself or you could hire (I use hire deliberately) certain crewmembers that can be responsible for different departments.

Maybe on a Frigate you only have one "Crew Slot" and could pop in there a Gunnery Chief for extra DPS or to change the DPS bonus of the ship. This would go up much the same as Rigs - in that a BS might have 4 Crew Slots. Initially having vanilla crew slots and perhaps having specific crew slots for specific departments with a more effective bonus if you put the right crewmember in the right department slot.

As far as training - I agree with all the above thoughts on your crew getting more experienced the more they are in combat. However if you get blown up - your crew are done. Harsh - but then that's EVE :-)

Also I have been thinking that you would pay your crew on a weekly/monthly basis and this would scale up as the skill of the crewmember increases (either from the "Crew Recruitment" section of the Market or as they increase in skill through experience).

Gameplay wise this would add the following:

- A new section of the market to recruit your crewmembers, also a place to put your unwanted crew
- Crew XP would be lost if your ship is exploded. Much the same as Rigs - this would create demand for crew on the market
- PI on terran worlds could have a new item for "Academy" or "Flight School" that would create new green crew
- Surprise factor in PVP - you are flying a Drake but have +% to EM because you have a specific Gunnery Chief that can change the flavor of your DPS
- No-one must have Crew - but if you do it can adjust your ships potential bonuses or add a bonus to one aspect while reducing another (as per Rigs)
- Pilots must balance having an experienced crewmember in a Crew Slot vs the cost of paying the guy. If you cannot pay then he/she leaves the crew and your bonus is lost

I see the development of this being not unsimilar to when Rigs were introduced. A new section on the market - change to the fitting UI - updates to the back end ship data - new PI Nodes for academies/schools - a way to charge the pilot for crewmembers on a cyclical basis.

Anyway that's my 2c



Isk to a non-capsuleer is alot of money, for 12k you can retire comfortably an entire family. I think we need to do away with crew requiring monthy pay as we already assume your agents already pay for thier needs in the missions/comissioning of the ship and just make them expensive, that way it would pay for the entire crew for thier entire possibly short lives. At least they would have bought the farm for thier folks back home. However ccp recently put out survival rates of crews which improves with the size of the ships. So I think they need to have a recoverability factor.

EXP earned i think needs to only be calcuated once a day or session timers to avoid massive server headaches of updating items in real time for something that isnt going to be a real effect until the crew 'levels'.

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

Jonas Kyramir
Caldari Provisions
Caldari State
#31 - 2011-09-29 17:23:28 UTC
Nova Fox wrote:
Jonas Kyramir wrote:
*Jonas' Ramble Removed*



Isk to a non-capsuleer is alot of money, for 12k you can retire comfortably an entire family. I think we need to do away with crew requiring monthy pay as we already assume your agents already pay for thier needs in the missions/comissioning of the ship and just make them expensive, that way it would pay for the entire crew for thier entire possibly short lives. At least they would have bought the farm for thier folks back home. However ccp recently put out survival rates of crews which improves with the size of the ships. So I think they need to have a recoverability factor.

EXP earned i think needs to only be calcuated once a day or session timers to avoid massive server headaches of updating items in real time for something that isnt going to be a real effect until the crew 'levels'.


Yes I agree with EXP being session timed - perhaps at the next docking event?
As for paying the crew - I see your point - but I was trying to put in an opportunity cost of having experienced crew on board. Perhaps there is another mechanic we can leverage?
Recoverability is also interesting - perhaps escape pods for the crew that could be recovered like a wreck
That brings up the idea of specific ships designed to rescue crew - like the Noctis for salvage....how much utility you would get from such a ship is debatable. But maybe a module designed to recover escape pods that fits on the noctis or other ship

Either way - this is definitely a FiS type mechanic I think CCP should look into.
Nova Fox
Novafox Shipyards
#32 - 2011-09-29 17:44:07 UTC
Jonas Kyramir wrote:


Yes I agree with EXP being session timed - perhaps at the next docking event?
As for paying the crew - I see your point - but I was trying to put in an opportunity cost of having experienced crew on board. Perhaps there is another mechanic we can leverage?
Recoverability is also interesting - perhaps escape pods for the crew that could be recovered like a wreck
That brings up the idea of specific ships designed to rescue crew - like the Noctis for salvage....how much utility you would get from such a ship is debatable. But maybe a module designed to recover escape pods that fits on the noctis or other ship

Either way - this is definitely a FiS type mechanic I think CCP should look into.


Either way I think crews need to be able to de-level when the ship dies underneath them which is very possible to do becuase you are 'spawning a container' to have the items in so its going to have to process that on the server. Like a lvl 6 crew that was on a ship that blew up would devel down to 5 if they survive becuase not everyone got off that ship and some of them did die along the way but not all the experince of the survivors are gone just big chunks of it that has to get replaced and repaired.

Speaking about 'repairing' crew we can add that as a factor to recovered crew items in order

Another way to keep them more expensive is that they 'get' attuned to ships, so ie Gunnery Crew - Scorpion LVL 3 would be effective in Scorpions only. But if you assign them to another ship they lose all of those levels and go clean slate.

And Im quite adamant about specific hulls, not base hulls for a series of ships im sure covert ops frigates operate much more differently from its technology 1 cousins.

Also skills I think would be required. They should fall under leadership catagory.

Crew Managment - Allows one additional crew to be assigned onboard maxing out at 5. 1(frigate) 2(destroyer) 3(cruiser/battlecruiser) 4 (battleships) 5 (captiols).

Crew Leadership - Increases the amount of exp earned by the crew. 5%.

Crew Efficency - Increase the effects crew provides by 1%.

I think level cap would be 10. level providing a percent in bonus to whatever specalty the crew provides but it will only be 1 stat per slot.

NPC kills are a flat rate awarded by mission turn in.
PVP kills are based on ship kill-mail value and contribution. IE more exp for solo kills more exp for expensive kills.

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

Jonas Kyramir
Caldari Provisions
Caldari State
#33 - 2011-09-29 18:22:10 UTC  |  Edited by: Jonas Kyramir
Nova Fox wrote:


Either way I think crews need to be able to de-level when the ship dies underneath them which is very possible to do becuase you are 'spawning a container' to have the items in so its going to have to process that on the server. Like a lvl 6 crew that was on a ship that blew up would devel down to 5 if they survive becuase not everyone got off that ship and some of them did die along the way but not all the experince of the survivors are gone just big chunks of it that has to get replaced and repaired.

Speaking about 'repairing' crew we can add that as a factor to recovered crew items in order

Another way to keep them more expensive is that they 'get' attuned to ships, so ie Gunnery Crew - Scorpion LVL 3 would be effective in Scorpions only. But if you assign them to another ship they lose all of those levels and go clean slate.

And Im quite adamant about specific hulls, not base hulls for a series of ships im sure covert ops frigates operate much more differently from its technology 1 cousins.

Also skills I think would be required. They should fall under leadership catagory.

Crew Managment - Allows one additional crew to be assigned onboard maxing out at 5. 1(frigate) 2(destroyer) 3(cruiser/battlecruiser) 4 (battleships) 5 (captiols).

Crew Leadership - Increases the amount of exp earned by the crew. 5%.

Crew Efficency - Increase the effects crew provides by 1%.

I think level cap would be 10. level providing a percent in bonus to whatever specalty the crew provides but it will only be 1 stat per slot.

NPC kills are a flat rate awarded by mission turn in.
PVP kills are based on ship kill-mail value and contribution. IE more exp for solo kills more exp for expensive kills.


I like the idea of specific crews for specific ships and your skills seem reasonable - tho the Crew Efficiency I think should be related to the Level of the crew rather than the Captains Skills.
Also having specific Crew Stations for Crew Types:

Scorpion has 4 Crew Stations:
1 X Gunnery
1 X Engineering
2 X Tactical

You could fit the following (example) level 10 crews:

Scorpion EM Gunnery Chief - adds 10% EM Damage but reduces resists to EM by 10%
Scorpion Ballistic Shield Specialist - adds 10% Kinetic Shield Resist at the expense of 5% in each of the other Resists
Scorpion Gravimetric Tactical Expert - adds 10% to Gravi Jam Chance - reduces other types chance by 5%
Scorpion Magnemetric Tactical Expert - adds 10% to Mag Jam Chance - reduces other types chance by 5%

In this example you would have a compounded 5% bonus to Gravi and Mag Jam Chances but all others would be 10% reduced effectiveness
EM Damage would be +10% but your resists would be +10% Kin -15% EM -10% Therm -10% Exp

This would allow a savvy pilot to tailor his ship even more to a specific role in fleet
Nova Fox
Novafox Shipyards
#34 - 2011-09-29 18:42:38 UTC
Jonas Kyramir wrote:


I like the idea of specific crews for specific ships and your skills seem reasonable - tho the Crew Efficiency I think should be related to the Level of the crew rather than the Captains Skills.
Also having specific Crew Stations for Crew Types:

Scorpion has 4 Crew Stations:
1 X Gunnery
1 X Engineering
2 X Tactical

You could fit the following (example) level 10 crews:

Scorpion EM Gunnery Chief - adds 10% EM Damage but reduces resists to EM by 10%
Scorpion Ballistic Shield Specialist - adds 10% Kinetic Shield Resist at the expense of 5% in each of the other Resists
Scorpion Gravimetric Tactical Expert - adds 10% to Gravi Jam Chance - reduces other types chance by 5%
Scorpion Magnemetric Tactical Expert - adds 10% to Mag Jam Chance - reduces other types chance by 5%

In this example you would have a compounded 5% bonus to Gravi and Mag Jam Chances but all others would be 10% reduced effectiveness
EM Damage would be +10% but your resists would be +10% Kin -15% EM -10% Therm -10% Exp

This would allow a savvy pilot to tailor his ship even more to a specific role in fleet


Yeah what effects and what bonuses they provide should be mulled over a bit more and to what effect skills could effect it.
I do not mind rig like bonuses though adding crew can cause drawbacks.

For example crew efficency could be reduction in the drawback instead of more bonus.

As for specific 'slots' for type of crew I recommend the layer system instead.

High Mid and Low slot crew assignements. Attack ships will typically have a high slot crew station while support ships would have thier utility crew slot. Tank ships on thier tank layer.

You may choose to assign crew that dont belong there in that slot but suffere penalties in exp gains and crew effect if you do becuase you're forcing the crew to work with equipment remotely.

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

Erik Finnegan
Polytechnique Gallenteenne
#35 - 2011-09-30 16:38:22 UTC  |  Edited by: Erik Finnegan
Nova Fox wrote:
...good thought....

Jonas Kyramir wrote:
...good thought....

The rig analogy and earlier attempts

The "rig analogy" came to my mind already when we made crew an official feature request during CSM3. But that was not convincing to CCP -- at least not the way we presented it, see chapter 6.57 -- who were still missing more game play. They also told us that added complexity for fitting ships was considered derogative, and would have to be compensated by added game play to justify. Finally, crew was considered by CCP as a sort of NPC and that they wanted crew to never outweigh the importance of the Capsuleer's own skills; which is obviously something that's depending on the actual numbers influenced by crew.

Balancing headaches

You should also keep in mind the balancing headache introduced by crew, whose effect go ontop of all the already existing modifiers. Balancing is already neglected by CCP. They would have to ensure that with crew you would not be able to overpower certain combinations.

Do you remember that wormhole anomaly exploit via integer overflow ? A wormhole company was able to push some of their ships' attributes into the negatives, using an anomaly effect and dampeners together. The variable in the game though did not support negatives and thus from zero they jumped right into super-high values in their sharpshooting abilities.

Going forward

I think the rig analogy is very clever and can be iterated upon with profit, as demonstrated by Nova and Jonas. As a side note, I can imagine completely replacing the static rigs by the much more flexible crew concept. But generally, for the moment, we can consider that rig aspect a "done deal" for this feature. What I am still lacking is more game play.

  • Salvaging crew from a battle field sounds like a sweet semi-profession.
  • Ejecting early to save your crew, together with your clone, would add a similar mechanism to all ships as it exists for T3 taking a skill toll upon destruction.
  • If it was for me, I would add crew simply for their RP potential. Maybe that can be expanded on.
  • Incarna, which did not exist back then, allows for a bodily representation of your crew's first officer. The "pet" idea I can see catering to the Incarna users.
  • Since crew can be improved by the owner and resold, they have a trade potential far beyond rigs
  • Maybe PI has potential. It can lead to scarcity in crew acquisition. And think politics : originating from a specific planet might even influence your crew long after their recruitment - planetary events might lead your crew to mutiny / resign because they want to go home.

More of that ?
Jack Carrigan
Order of the Shadow
#36 - 2011-09-30 17:39:42 UTC
As for how to allocate crew onto a ship, each ship class (Frig, Cruiser, etc.) would have a specific maximum number for crew members. And we could actually take something from the Primae and make it useful. Instead of a bay specifically for planetary assets, a bay for crew members (and those would be the only items you could actually put in said bay). This would leave your cargohold open for ammunition, ore, loot or salvage, while still allowing your ship to carry a full complement of crew members (or even a reduced amount, a "skeleton crew").

This is just my take on the idea.

I am the One who exists in Shadow. I am the Devil your parents warned you about.

||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||

Nova Fox
Novafox Shipyards
#37 - 2011-10-01 03:59:52 UTC  |  Edited by: Nova Fox
Jack would have brought up an interesting point. We could make it so that crew are 'fueled rigs' if this game actually allow for grevious amount of hull damage, but alas it doesnt so I dont expect a large number of folks dying in noticible replacement chunks as the ship starts to go down requiring fresher bodies to take hold of whats getting vented out into space.

Maybe we can make a resource that is similar to what rigs use. Ships would be limited by the 'quaters' resource on the fitting and how much percentage of the quaters the crew takes up is how much they contribute of thier bonus. For example a crew that provides 10% capacitor would only provide 5% if they are over slotted beyond max recommended in a frigate's case 1 crew is recommended, fitting two cuts thier bonus in half fitting 4 would cut each one a qauter possibly stacking as the chain of responsibility breaks down as fewer people are working on the same issues. However in a destoyers' case you can fit two crews so unless they fit three or more they wont see penalties on bonuses given.

This also brings up the point you need to make S M and L and XL size crews for the various ship sizes. Also the resources required to make each would of course escalate from small to xl.

As for balance theyll at least be easier than a ship as you can tweak one you can tweak all. But tweaking takes the longest and then making sure the bonuses you are going to select are proper bonuses not something you're going to regret and have to remove entirely later on.

I do say please make PI an important part in making crew, but unlike regular PI resources their rate of gain should be much slower than other pi resources or making them much more difficult to create using current resources.

I do like the idea of ejecting to save your crew but i dont think many larger than frigate or cruiser would purposly utilize it. I mean there is no way you're going to get a crew expensive enough to consider the ejection unless you magically make tech 2 crew which seems... silly?

BTW when sold on market they lose all of the current levels exp this is so markets wont throw a hissy fit. "repackaging' to make them itemized ie. you have a stack of '15' crews and you break down a crew to stand in with those to make 16 as well.

Contracts however can preserve exp however Im not sure how'll theyll handel in plastic boxes who knows.

Search and Rescue ships and modules would be interesting, combine enough survivors and you can reconstruct a crew but a ship with that sole purpose alone doesnt sound useful. Maybe the medium tractor beam idea i had a while ago to quickly tractor in disabled drones and inject ammo/cap batteries into other ships from a distance. Or who knows make the salvager a scripted (lense, anotehr script could be just for scrap metals) module or make a Thukker Tribe ship thats specializes in salvaging using a specialized salvager just like ORE allowing crew recovery, reconstituting lost items and ships once one got enough peices picked back up.

Having a captains quaters pet is a bit iffy. Capsullers have historically have had no interaction between tickers and non tickers. Maybe an AI medium that serves as the crew representative and yours to the crew.

One more thing Id like to mention as an option. Racial crew.

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

Alxea
Unstable Pirate Sharks Of The Damed Sea
#38 - 2011-10-01 10:49:53 UTC  |  Edited by: Alxea
(Lets try this again and this time save what you type.) Oops It is said that we are demi gods, to the crew, and to anybody we are viewed and worshiped as gods in eve. Your crew will do your every bidding and obay every command even if its death. Your crew will die for you.

I would like to see what my crew is like, be able to walk around them, see them worship my feet. I think it would be interesting to see what the crew thinks and how they react over your gaze. Tho I think my crew would be made up of sansha and blood raiders in my legion who are all bad pirates. heh I would really like to see how my crew reacts to victories and whatever actions I fallow.

I think it would be kind of fun to be able to walk around the crew and talk with them around a choice menu of things you can ask them kind of like off mass effect.
Katron Trald
Brutor Tribe
Minmatar Republic
#39 - 2011-10-01 12:36:46 UTC
Erik Finnegan wrote:
Guys, this thread will mostly be useless if you keep discussing the lore or trying to deduct lore from game design. Fact is : "crew" is not cleanly solved at the moment. Neither in lore nor game design.

You build ships in WH space ? Well, if crews were introduced, I imagine one of the additional building components for ship production would then be : crew. Or at least, these shiny hulls will be stuck in the hangar arrays until you provide crew enough to fly them, or can only be moved in repackaged state.

Whether or not component volumes will have to be adjusted remains to be seen.


In the end : "crew" must have a game design reason for being in game. PvE is not enough for CCP ! And it surely would be rather disruptive to the goal of 0.0 development and not cater to the 0.0 crowd either. I don't want to use this as an argument against crew, I want to add this to the discussion as an indication for required improvement of the suggestion until any reasonable amount of people will be behind this.

The best game design reasons for CCP have thusfar been :

  • the thing must motivate players for more interaction
  • more intense interaction
  • or make nicer explosions ( or more of them ).

If you can come up with a 20 second story "why" crew do that, then it's an easy sale.


Oh, that's easy. Crews would be much more than PvE from the start simply because it would be a serious way of bringing EVE closer to Dust 514. Also, it will be more motivating for players because half the people still playing have been waiting to see each other in game face to face for a long time, plus the cool factor will go up with being able to interact with people and NPCs in a whole new way. Of course, there's still the idea about crews having upgrade slots, but there's more to it than all that. It's both practical and fun.
Nova Fox
Novafox Shipyards
#40 - 2011-10-02 03:52:24 UTC
Alxea wrote:
(Lets try this again and this time save what you type.) Oops It is said that we are demi gods, to the crew, and to anybody we are viewed and worshiped as gods in eve. Your crew will do your every bidding and obay every command even if its death. Your crew will die for you.

I would like to see what my crew is like, be able to walk around them, see them worship my feet. I think it would be interesting to see what the crew thinks and how they react over your gaze. Tho I think my crew would be made up of sansha and blood raiders in my legion who are all bad pirates. heh I would really like to see how my crew reacts to victories and whatever actions I fallow.

I think it would be kind of fun to be able to walk around the crew and talk with them around a choice menu of things you can ask them kind of like off mass effect.


Us? Worshipped gods?
I think somone needs to do more background reading. There are no cases of any capsuller being worsphied. I mean seriously there are quite few of us. And if given the chance our own crew would probably kill us if they knew we cannot miracously come back to life to hunt them for all enternity never dying never ceasing.

Simply put we are one of the most hated entities in the divine universe.

Even Sanha himself is supposivly not a capsuller (I mean we did managed to kill him) hates our guts to no end to delcaring war on us entirely and hes empowering regular people with the means to destroy us.

The four empires fear us at the same time they need us, they made Concord to control our behavior, and the jove knows how to cut our immortality and where not afraid to divulge this to Concord officers. What how do you think biomassing occurs?

If the crew ever found out that there was a way to kill you without a chance in hell your clone would wake up somewhere to eventually exact revent, Im sure they will take the oppertunity to do so.

Also you as a captain dont try to interact with the crew at all. Its also proven that any intimate relationship with the crew beyond the normal professional "I am your captain and you are my crew" as always resulted in poorer combat performance of the pod captian, the ship is nothing more than the extension of your body, your emotions while captianing has adverse effects on ship performance. Also they have a tendacy to die when your ship finally does go.

Its automatically assumed ships are provided with crews at the station they're comissioned at. You cannot reall unpackage a ship in space so when the ship is assembled you are also getting the crew together as well from the station. Agents and station services pay for crew as you're capsuller business alone in taxes and trade pays more than enough for crews and thier life insurance policies. We also belive crews can be cycled out as often as every time you dock somewhere. Stations stargate even starbases have thousands to millions of people living aboard so nearby people isnt that hard to see consdiner new edens populations are probably in the quadrillions.

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