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Crew Management

Author
Stalence
Caldari Colonial Defense Ministry
Templis CALSF
#21 - 2013-09-23 16:54:33 UTC
-1

Novel idea but I would NOT like to see it implemented.

We already have a myriad of skills to improve certain ship functions and performance. Last thing I want is a Tamagatchi crew I have to baby sit else they revolt and my ship stops flying.

Member of #tweetfleet @stalence // Templis CALSF // YouTube Channel

Arya Regnar
Darwins Right Hand
#22 - 2013-09-23 17:03:43 UTC
Stalence wrote:
-1

Novel idea but I would NOT like to see it implemented.

We already have a myriad of skills to improve certain ship functions and performance. Last thing I want is a Tamagatchi crew I have to baby sit else they revolt and my ship stops flying.


Hey.

Hey guys.

Guys.

Imagine this.

Eve ship management dwarf fortress style where you have to babysit your crew and make them special quarters and generally please them to make them happy so they don't throw tantrums and go raving mad and destroy your ship from inside.

Also you have to designate them to pull levels that move ship around.

Quote:
No I am not being serious.

EvE-Mail me if you need anything.

X Gallentius
Black Eagle1
#23 - 2013-09-23 18:16:56 UTC
Only if we can see hundreds or thousands of dead crew corpses when a ship explodes. Otherwise -1.

Peter Cephas
The Restless Masquerade
#24 - 2013-09-24 03:21:38 UTC
X Gallentius wrote:
Only if we can see hundreds or thousands of dead crew corpses when a ship explodes. Otherwise -1.



THIS!

When you blow someone up and fly close to the wreck, bodies get bumped off your ship in general directions.
If you have sounds on, screams should be heard aswell (even tho i know it wont be heard if it was for real)

This would do wonders for the feeling of the game, and the God of Bloodlust will be pleased
Gigan Amilupar
Viziam
Amarr Empire
#25 - 2013-09-24 04:50:32 UTC
No thanks, I don't really want to play the Sims while playing eve. -1.
Maldiro Selkurk
Radiation Sickness
#26 - 2013-09-24 16:26:41 UTC
This is just the skill system with really complicated window decoration, thus it lacks novelty and also adds unnecessary programming time and server strain for no gain in game play.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Ciaphas Cyne
Moira.
#27 - 2013-09-25 04:45:02 UTC
Arya Regnar wrote:
ShahFluffers wrote:
Shalua Rui wrote:
Biggest addition gameplay wise? A slight factor of randomness/uncertainty without breaking game balance.... and, of course, a greater sense of a living, breathing universe and a stronger feel of immersion.

This kills the idea for me. There is a reason people hate ECM... and part of that has to do with its nature (see: works based on probability (see: it's random)).

Same goes for me. I definitely don't want crews in eve in this kind of way.


both of you should play single player strat games if you're so averse to a little random chance in life. things dont always work, and they shouldnt always work in a game where immersion is desired.

you say you want players to take risks and then in the same breath say you wont play a game with a little probability factored in. just seems hypocritical to me.

as for your other comments,


what do ammo types add gameplay wise?
what do rigs add gameplay wise?
what do mods add gameplay wise?
what do implants add gameplay wise?
what do skills add gameplay wise?

they add the chance for variation and customization. the same kind of opportunities that a crew could add. why not throw on another layer of choices for you to make. they dont have to make ships "better" they can simply make ships different and thats always a cool thing.

"buff only the stuff I fly and nerf everything else"

  • you
Samillian
Angry Mustellid
#28 - 2013-09-25 07:57:58 UTC
The fact I have to rely on a squishy clone as the seat of my consciousness is bad enough but now you want to litter my nice clean ship with random organics.

Makes me cringe.

NBSI shall be the whole of the Law

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