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Crew Development and Specialization

Author
Django Schultz
Brutor Tribe
Minmatar Republic
#1 - 2014-02-26 12:48:15 UTC
I recently found out about how many crew members each type of ship has: https://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines

I was wondering if there was ever any thought to specializing your crew to give a small bonus to engines/shields/guns ect ect; that would reset when your ship/crew is destroyed?

Victor Andall
#2 - 2014-02-26 12:50:09 UTC  |  Edited by: Victor Andall
Or you could play FTL instead.

(this was discussed before, and it belongs in F&I)

I just undocked for the first time and someone challenged me to a duel. Wat do?

19.08.2014 - Dinsdale gets slammed by CCP Falcon. Never forget.

Karen Avioras
The Raging Raccoons
#3 - 2014-02-26 12:51:22 UTC
How original
Aralyn Cormallen
Deep Core Mining Inc.
Caldari State
#4 - 2014-02-26 13:11:15 UTC  |  Edited by: Aralyn Cormallen
I would rather see ships getting crew "slots", that you could put existing commodity people in - Janitors for extra cargo space cos less crap is just lying around, Mercenaries for extra gun tracking because they have better aim, Tourists cause a loss of tracking for the same reason, but earn you some extra isk because "wow, this is an awesome tour, they let us shoot the guns!", Exotic Dancers for.. err, lets gloss over that one. Maybe a Fedo causes a random mod to vanish, but hey, some how you now have two Fedos when you finish the trip. And if you are dumb and put livestock in a crew slot, your ship lurches around in random directions, because really, your letting a cow drive??
ZeeWolf Novus
Saor Alba
#5 - 2014-02-26 13:15:15 UTC
Aralyn Cormallen wrote:
Exotic Dancers for..


'Hardening'.... armour/shield of course....
mr ed thehouseofed
Pator Tech School
Minmatar Republic
#6 - 2014-02-26 13:18:33 UTC
my god i've killed a lot of people ShockedShocked

i want a eve pinball machine...  confirming  CCP Cognac is best cognac

Aralyn Cormallen
Deep Core Mining Inc.
Caldari State
#7 - 2014-02-26 13:23:42 UTC
ZeeWolf Novus wrote:
Aralyn Cormallen wrote:
Exotic Dancers for..


'Hardening'.... armour/shield of course....


But the downside being that every time you try to dock or jump a gate, you have a 50% chance of a error and having to try again because [Sexist joke about women and parallel parking removed]
Feng Chow
Federal Navy Academy
Gallente Federation
#8 - 2014-02-26 13:28:27 UTC
CCP should add the screams of hundreds every time a ship blows up.
Black Locust
Imperial Shipment
Amarr Empire
#9 - 2014-02-26 16:28:34 UTC
Aralyn Cormallen wrote:
I .... Tourists cause a loss of tracking for the same reason, but earn you some extra isk because "wow, this is an awesome tour, they let us shoot the guns!" ....



That made me lol
Batelle
Federal Navy Academy
#10 - 2014-02-26 16:32:06 UTC
Django Schultz wrote:
I recently found out about how many crew members each type of ship has: https://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines

I was wondering if there was ever any thought to specializing your crew to give a small bonus to engines/shields/guns ect ect; that would reset when your ship/crew is destroyed?



Yes thought has been given to it. But most of that thought comes from ideas in this forum. I'm pretty sure most players are unreceptive to the idea, and I believe CCP has never commented on the topic.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Remissus Rinah
Viziam
Amarr Empire
#11 - 2014-02-26 16:33:55 UTC
Feng Chow wrote:
CCP should add the screams of hundreds every time a ship blows up.


I support this feature.

~ Remissus

Vance Armistice
Republic Military School
Minmatar Republic
#12 - 2014-02-26 17:27:33 UTC
Aralyn Cormallen wrote:
I would rather see ships getting crew "slots", that you could put existing commodity people in - Janitors for extra cargo space cos less crap is just lying around, Mercenaries for extra gun tracking because they have better aim, Tourists cause a loss of tracking for the same reason, but earn you some extra isk because "wow, this is an awesome tour, they let us shoot the guns!", Exotic Dancers for.. err, lets gloss over that one. Maybe a Fedo causes a random mod to vanish, but hey, some how you now have two Fedos when you finish the trip. And if you are dumb and put livestock in a crew slot, your ship lurches around in random directions, because really, your letting a cow drive??



Why not have livestock as ammo choices? Wrecking hits cause sensor blindness until Fedo licks the outside of the hull clean...OMG I see so many possibilities...
Nariya Kentaya
Ministry of War
Amarr Empire
#13 - 2014-02-26 20:01:25 UTC
Django Schultz wrote:
I recently found out about how many crew members each type of ship has: https://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines

I was wondering if there was ever any thought to specializing your crew to give a small bonus to engines/shields/guns ect ect; that would reset when your ship/crew is destroyed?


because there would be no point in specializing the crew. witht he same lore, a majority of those crewmembers are doing simple maintenence/performance work, none of it actually combat related.

kinda like on an actual navy ship where almost a third of the crew kinda sits on their butts hoping not too die and/or putting out fires when the shells start falling.
Eru GoEller
State War Academy
Caldari State
#14 - 2014-02-26 20:27:42 UTC
Remissus Rinah wrote:
Feng Chow wrote:
CCP should add the screams of hundreds every time a ship blows up.


I support this feature.

This would fit in nicely: http://www.youtube.com/watch?feature=player_detailpage&v=383snFoIGow#t=19
MHayes
Deep Core Mining Inc.
Caldari State
#15 - 2014-02-26 20:35:18 UTC
Having another lot of slots like modules and rigs for crew would be a good idea. It might be hard to balance but would be a nice feature and also fit better with the lore.
Unsuccessful At Everything
The Troll Bridge
#16 - 2014-02-26 21:26:18 UTC
I guess 2300 other threads with the same suggestion weren't enough, so now we have 2301.


Search > New Topic.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Nariya Kentaya
Ministry of War
Amarr Empire
#17 - 2014-02-27 00:30:25 UTC  |  Edited by: Nariya Kentaya
MHayes wrote:
Having another lot of slots like modules and rigs for crew would be a good idea. It might be hard to balance but would be a nice feature and also fit better with the lore.

why does everyone think "oh, we actually have CREW, it must be like the enterprise where there are tons of amazing specialists that can pull proverbial rabbits out of their hats"

beyond considering how trivial crews are for ship performance IN LORE, ill give you a real life example, do you know how many "specialists" are on an actual navy ship that are in any position to effect the outcome of a battle? a handful. and in EVE all of them are the capsuleer.

if crews had any effect then why would we have skills that lowered the pg/cpu use of modules, or cap regen speed? its because the capsuleer IS the specialist, everyone else is just a disposable peon contracted to keep the ship oiled up and clean.

*edit*: and besides that, it takes CCP enough time and tries to balance things as they are, do you REALLY want to add MORE variables to the mix?
Herzog Wolfhammer
Sigma Special Tactics Group
#18 - 2014-02-27 00:33:37 UTC
Vance Armistice wrote:
Aralyn Cormallen wrote:
I would rather see ships getting crew "slots", that you could put existing commodity people in - Janitors for extra cargo space cos less crap is just lying around, Mercenaries for extra gun tracking because they have better aim, Tourists cause a loss of tracking for the same reason, but earn you some extra isk because "wow, this is an awesome tour, they let us shoot the guns!", Exotic Dancers for.. err, lets gloss over that one. Maybe a Fedo causes a random mod to vanish, but hey, some how you now have two Fedos when you finish the trip. And if you are dumb and put livestock in a crew slot, your ship lurches around in random directions, because really, your letting a cow drive??



Why not have livestock as ammo choices? Wrecking hits cause sensor blindness until Fedo licks the outside of the hull clean...OMG I see so many possibilities...



Good idea for sieges

Bring back DEEEEP Space!

Nariya Kentaya
Ministry of War
Amarr Empire
#19 - 2014-02-27 04:28:19 UTC  |  Edited by: Nariya Kentaya
Herzog Wolfhammer wrote:
Vance Armistice wrote:
Aralyn Cormallen wrote:
I would rather see ships getting crew "slots", that you could put existing commodity people in - Janitors for extra cargo space cos less crap is just lying around, Mercenaries for extra gun tracking because they have better aim, Tourists cause a loss of tracking for the same reason, but earn you some extra isk because "wow, this is an awesome tour, they let us shoot the guns!", Exotic Dancers for.. err, lets gloss over that one. Maybe a Fedo causes a random mod to vanish, but hey, some how you now have two Fedos when you finish the trip. And if you are dumb and put livestock in a crew slot, your ship lurches around in random directions, because really, your letting a cow drive??



Why not have livestock as ammo choices? Wrecking hits cause sensor blindness until Fedo licks the outside of the hull clean...OMG I see so many possibilities...



Good idea for sieges

i swear if thats a monty python reference im setting one of my dvds of the holy grail on fire.

*edit*: goddamnit, is monty python just required viewing for EVE these days? i remember a time where even on the internet i could mention something monty python and no one would get it.
Unsuccessful At Everything
The Troll Bridge
#20 - 2014-02-27 06:54:30 UTC
Herzog Wolfhammer wrote:


And CCP gave us livestock and lube for Christmas!


COW LAUNCHER FIGHT ON THE JITA 4-4 UNDOCK!!!!!!

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

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