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Crew?

First post
Author
Shalua Rui
Rui Freelance Mining
#61 - 2013-09-10 08:15:31 UTC  |  Edited by: Shalua Rui
I already elaborated my ideas: Looksee here...

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

Kitty Bear
Deep Core Mining Inc.
Caldari State
#62 - 2013-09-10 12:49:34 UTC
Its all nice from an aesthetics point of view

but it does raise some possibilities
crew wages, the new isk sink

if crew could give a bonus to certain ship statistics, then a poorly skilled crew or an under crewed ship should also get a small penalty to those same statistics

I kind of prefer keeping them as just scenery
something that's there, but easily forgotten about
Jerick Ludhowe
Internet Tuff Guys
#63 - 2013-09-10 14:43:07 UTC  |  Edited by: Jerick Ludhowe
Introduce a maximum of 3 "crew slots" per ship. Each "Crew" would provide very small bonuses from .5% to 3% to particular stats of your ship based upon which crew types you insert into the crew slot. "Crew" would have to be leveled up manually, as in you must be actively using your ship to increase their xp, examples would be blowing stuff up or mining stuffz. Crew would be "bound" to a particular ship in the sense that once inserted into another ships crew slot, their xp would be reset.

Some examples of stats effected...
Agility
Tracking
Cap capacity/cap recharge
Prop mod velocity bonus
ect ect ect


At the very high end, I don't think the bonuses should be greater than 3-4%. Also, certain "Crews" would only be able to go into certain "crew slots". For example a tracking increase crew could not be plugged into a slot intended for navigation crews.
Murk Paradox
Ministry of War
Amarr Empire
#64 - 2013-09-10 14:45:15 UTC
I've always just looked my modules as being my crew /shrug

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Doddy
Excidium.
#65 - 2013-09-10 14:58:47 UTC
The crews have always been a great bit of lore, i especially loved the short stories about them in E-on. They should definately implement a crew mechanic. The crew should be a required part of a ship, i.e. you should have one available to assemble a ship. You could have different size of crew for different ship classes, so a frigate crew, a destroyer crew, a cruiser crew etc. Whether you would want racial differentiation idk, seems to over-complicate things. The crews would be produced through PI and be made up of different members, so say 3 officers, 8 engineers and 15 crewmen from different PI structures could be combined to make a destroyer crew or whatever. Whenever a ship took hull damage the crew would be damaged and need repaired (not sure how). Damaged crew could drop as loot.

Then it gets more interesting. Upgraded crew could give specialist bonuses. Best way to produce these would be through LP store, so say 1 frigate crew + lp+isk = 1 republic fleet frigate crew crew. This crew could boost some racial orientated stats, for example for the RF crew projectile weapon damage, missile rof and speed. Pirate crews would also be available ( i want blood raider crews lol).

If that was all implemented successfully you could then look at puting in some sort of experience system where crews that were active for longer become more effective. The problem i forsee here is having a mechanic that wasn't farmable.
Maxpie
MUSE LLP
#66 - 2013-09-10 16:11:49 UTC
I feel bad for the crew members on my long unused ships, sitting literally for years in a station far from where I operate. There are probably dozens of such ships and thousands of idle crew members. Just sitting on the ship, maybe spending time in the station, doing nothing. Not seeing their families, not undocking - for years. Do they even get paid? If so, it's not from my isk. Alas, the loneliness and stagnation.

Perhaps they prefer that. It's safer. I'm sure the crew on my pvp ships would be better off sitting idle halfway across the galaxy from me. I wonder, do their wives pressure them to request a transfer to my pve ships?

No good deed goes unpunished

Speedkermit Damo
Republic University
Minmatar Republic
#67 - 2013-09-10 16:48:16 UTC  |  Edited by: Speedkermit Damo
Herzog Wolfhammer wrote:
Crews should be a part of a mechanic that discourages "brainless ship loss". You know, hurling entire battleships into meat grinders without strategy.

If you lose more ships, you lose more crew. Lose more crew, your new crews are greener and therefore less efficient. Keep a ship alive longer (and actually use it), and the crew gets better - and the ship gets more efficient and even bonuses.

Lose a lot of ships, and hence get a lot of crew killed, you get a bad reputation with the next crews, and eventually only suicidal people would sign up to be on your ship.

Amarr ships should have to consume vitoc to keep running.


Yeah I know, the mechanic is not all about ganking noobs fake leetery, so everybody will complain if something like crews were ever more than backstory.


This is just going to make people even more risk-adverse. Not what we want at all.

However I could see how crews become a conflict driver. With crews only being recruitable from temperate planets. and the best crews crews only recruitable from a limted pool of planets. All of a sudden, we have a new resource to fight over.

Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen.

Shalua Rui
Rui Freelance Mining
#68 - 2013-09-10 17:15:39 UTC  |  Edited by: Shalua Rui
Speedkermit Damo wrote:
However I could see how crews become a conflict driver. With crews only being recruitable from temperate planets. and the best crews crews only recruitable from a limted pool of planets. All of a sudden, we have a new resource to fight over.


Exactly my point...

I don't think it would make people more risk averse... crew, like any other resource, will still be replanishable... it's nothing "unique" or irreplaceable about it. Also: Training your crew shouldn't take all too long... as soon as you got the corresponding skill at V, training the crew for any given ship to Elite rank should not take longer then, say, 1-2 weeks, and happens more or less automatically. The intresting part, however is: No crew can be max rank in all fields of duty, so your have to choose.

But, as i said, the idea is still really rough cut...

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#69 - 2013-09-10 17:19:58 UTC
Quote:
The crews have always been a great bit of lore, i especially loved the short stories about them in E-on.


There was always lore that both did and did not support crews. I don't have any handy but it was cited in the old debate on the old forums; I read it years ago.

internet spaceships

are serious business sir.

and don't forget it

Plastic Psycho
Necro-Economics
#70 - 2013-09-10 17:31:08 UTC
Angeal MacNova wrote:
CCP Falcon wrote:
Tippia wrote:


These are a good starting guideline.

And yes, despite having a capsuleer at the helm, all ships barring a couple of frigate classes that can be handled solo need a crew on board.



Then you may need to take a good look at a couple things.

For starters the pod is stated as being 1,000 m3 yet when you go to your captain's quarters and take a good look at the pod, it's clear that it's nothing more than a flying cockpit.

The game states that it is just 4m long and its height and width are less than that. I'd estimate 3m and 2m respectively. You'd be looking at something that was closer to just 24 m3.

Now if 1,000 m3 gets you 32,000 kg, 24 m3 would get you closer to just 768 kg.

Now take a look at frigates. I'm most familiar with Amarr so I'll look at the Punisher. At 68m in length, it's comparable in length to a 747 at 70m. Even the cargo space is comparable in size. If you consider that the engines are much larger and internal on the Punisher, they would take up most of the passenger space on a 747. Add in other things like shield generator, life support, etc. etc. You'll be looking at a cockpit that is also comparable in size. That would put the crew to be anywhere from 1 to 3 for just NPCs.

When it comes to a capsuleer, the cockpit would have to be heavily modified to allow for the docking of the capsule and to allow for the capsule to connect with the ship. So in place of 1 to 3 NPCs, you would have just one capsuleer.

A cruiser/battle cruiser would have a living/work space comparable to two floor, 1800 to 2200 sqrft, home.

It wouldn't be until you get up to the battleship size that you would begin to see decks, halls, and quarters comparable to that of the star ships in Star Trek.


Heh. You've never been on a submarine, have you? Or for that matter, taken a look at the inside of a real life working spaceship? You can fit a lot of people in surprisingly little space, and have meaningful work for them all to do.
Plastic Psycho
Necro-Economics
#71 - 2013-09-10 17:34:02 UTC
Trevor Dalech wrote:
So... Would carrying exotic dancers on board improve crew morale? Or would they just distract them and lower their performance?

Only when you load the Spiced Wine along with.
Baaldor
Pandemic Horde Inc.
Pandemic Horde
#72 - 2013-09-10 17:37:06 UTC
Imagine the number of corpses you can harvest.......
Gordin Brott
Huvilma Sentinels
GunFam
#73 - 2013-09-10 17:56:29 UTC
I always assumed that one of the reasons Capsuleer ships are much superior to npc vessels was that they didn't need to dedicate quite as much internal space to pesky things like crew quarters, leaving more room to mount ludicrously oversized guns and shield generators. While a conventionally crewed battleship might severel thousand crew, a comparable Capsuleer vessel might be able to get along with maybe a couple of hundred, depending on how experienced the pilot is and how much direct control he can take of the systems. Eventually, they would only be needed for routine maintenance and damage control.

As for crew fatalities, Eve spaceships almost definitely have escape pods. While not everybody would get out, death would not be a foregone conclusion. With suicide-gank Catalysts, I imagine a Capsuleer would easily be able to gather a piratically-inclined skeleton crew who know exactly what they're getting themselves into. I imagine them being ready to bail out just before Concord drops the hammer, leaving the internet spaceship equivalent of a brick on the accelerator.
Sabriz Adoudel
Move along there is nothing here
#74 - 2013-09-10 23:09:36 UTC
Malcolm Shinhwa wrote:
This whole thread has me seriously creeped out thinking about all of the catalysts I have undocked to suicide gank. Hundreds of catalysts. I have unilaterally decided that my ships are crewed by volunteers from some non-specific religion that believes the only way to reach enlightenment is to burst into flames and then perish in the vacuum of space. Of course I know its all rubbish, but the antimatter isn't going to load itself.



You know what is much worse?

The genocide I committed back in the days when I was a mission carebear.

Serpentis BLockade level 4 - dozens of battleships, tens of thousands of lives.



Not to mention that yeah, even if there are crew on board your gankalyst, they will get away because they will have warning.

I support the New Order and CODE. alliance. www.minerbumping.com

Ravasta Helugo
Republic University
Minmatar Republic
#75 - 2013-09-11 01:41:40 UTC
Cipher Jones wrote:
Quote:
The crews have always been a great bit of lore, i especially loved the short stories about them in E-on.


There was always lore that both did and did not support crews. I don't have any handy but it was cited in the old debate on the old forums; I read it years ago.

That debate was concluded back around '07 or '08, conclusively. Crew exist. They even have their own Wiki on this website.

Not only that, but many of the ship facelifts have subtly supported the idea of crew. Five years ago, most ships had what looked, more or less, like a "cockpit" on them, glass sides and all, and suggesting a single pilot even on battleship hulls.

This design element has been almost completely done away with in favor of a more traditional "bridge" on reskins.
Ravasta Helugo
Republic University
Minmatar Republic
#76 - 2013-09-11 01:44:07 UTC
If CCP was going to introduce a conventional "grind" for exp in this game, crews would be the way to go about it. Minimal actual effect on competitiveness, large effect on immersion, and all the flavors that make pets addictive in any other MMO.

And they would die when your ship blew up. Imagine the butthurt...
MeestaPenni
Mercantile and Stuff
#77 - 2013-09-11 02:59:26 UTC
The crews are no more than cheap, knock off clones with really dumb brains.

I am not Prencleeve Grothsmore.

Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#78 - 2013-09-11 05:01:49 UTC
Ravasta Helugo wrote:
Cipher Jones wrote:
Quote:
The crews have always been a great bit of lore, i especially loved the short stories about them in E-on.


There was always lore that both did and did not support crews. I don't have any handy but it was cited in the old debate on the old forums; I read it years ago.

That debate was concluded back around '07 or '08, conclusively. Crew exist. They even have their own Wiki on this website.

Not only that, but many of the ship facelifts have subtly supported the idea of crew. Five years ago, most ships had what looked, more or less, like a "cockpit" on them, glass sides and all, and suggesting a single pilot even on battleship hulls.

This design element has been almost completely done away with in favor of a more traditional "bridge" on reskins.


I started new years Eve of '09 and so what I read was no earlier than '09. There was nothing conclusive about it other than a Dev saying there was crew, which was over a year later. If there wasn't Crew they shouldn't have published stories without crew I guess. Its kind of like all the plot holes in the "Star Wars Universe". One book says one thing a movie says another.

Anyway, that's why I started the thread. Dev's said there was crew, so there is, I guess. A little more effort than some old blueprints and a Wiki page would be really nice. I mean when a game with 1/2 the players has it and we don't and they're free to play and we're pay to play, it's kinda disheartening.

internet spaceships

are serious business sir.

and don't forget it

Herzog Wolfhammer
Sigma Special Tactics Group
#79 - 2013-09-11 06:30:31 UTC
Sabriz Adoudel wrote:
Malcolm Shinhwa wrote:
This whole thread has me seriously creeped out thinking about all of the catalysts I have undocked to suicide gank. Hundreds of catalysts. I have unilaterally decided that my ships are crewed by volunteers from some non-specific religion that believes the only way to reach enlightenment is to burst into flames and then perish in the vacuum of space. Of course I know its all rubbish, but the antimatter isn't going to load itself.



You know what is much worse?

The genocide I committed back in the days when I was a mission carebear.

Serpentis BLockade level 4 - dozens of battleships, tens of thousands of lives.



Not to mention that yeah, even if there are crew on board your gankalyst, they will get away because they will have warning.





Note epic corp name....

Bring back DEEEEP Space!

Merovee
Gorthaur Legion
Imperium Mordor
#80 - 2013-09-11 09:22:42 UTC
Crew = wages

Like insurance you buy a contract to crew your ship.

Empire, the next new world order.