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Warfare & Tactics

 
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Crews?

First post
Author
Yang Aurilen
State War Academy
Caldari State
#21 - 2014-08-11 04:02:02 UTC
SmokinJs Arthie wrote:
Derptrons are not OSHA compliant.


We're capsuleers anyways so we can shoot the next OSHA inspector that flies besides us demanding a crew inspection. Pirate Also good luck to them trying to dodge any gatecamps.Lol

Post with your NPC alt main and not your main main alt!

Desivo Delta Visseroff
The Scope
Gallente Federation
#22 - 2014-08-13 18:26:11 UTC
I remember back in the day when I played some free STO. All the ships had a crew compliment that was supposed to do [some benefit to your ship] by keeping them conscious and alive. I never got it. All I know is that most of my crew was dead/dying in every encounter.

So, crews may be nice for RP purposes, but imagine how much more loss averse players would be if our ships carried crewing that skilled and stacked small boosts over time!

I was hunting for sick loot, but all I could get my hands on were 50 corpses[:|]..............[:=d]

Val'Dore
PlanetCorp InterStellar
#23 - 2014-08-13 18:48:19 UTC
I carry my crew in cargo, they even have their own box.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Shaklu
State War Academy
Caldari State
#24 - 2014-08-14 19:32:22 UTC
You could add a more traditional leveling scheme to your crews.. every kill will gain them a bit of exp, increasing their effectiveness, but when your ship goes down: they are lost.

Actually that would be somewhat funny because it would be the exact opposite of the common "captain goes down with the ship" thing. You could self-destruct your ship in the middle of 1.0 out of combat, and the only one who doesn't die is your captain.

Perhaps use of escape pods could be added so the crew members could be scooped by enemies? I dunno, you could go a bunch of ways with this idea.
Javina Shana
Hedion University
Amarr Empire
#25 - 2014-08-14 22:50:02 UTC
If crews are used in the same fashion as the work crews currently do in Industry, it would add another layer of complexity to how ship will work. That can be an interesting direction.

However... what if crews could be used to pilot another ship you own? It could make for an interesting concept... however I can guess that this will quickly be seen as overpowered.

Question is, how to limit the number of crews a single player can employ? A static number? Or by how high your charisma is? Or by how good you are at Leadership skills in general (not counting Corporation Management as that would quickly allow a singular player to get thousands of crews on his side. And if he is wealthy enough, he could literally take over the galaxy with few to oppose him).

Crews could have diffrent training rates, such as some crew are only good as piloting Frigates, while others can possibly command a Command Ship, but the cost diffrences between the two would be most notable due to the time it takes a capsuleer to learn Command Ships from scratch (100+ Days and that's without having Medium turrets and such trained).

This could be an interesting direction, however as I pointed out, it can be quickly seen as overpowered, especially when used by those really rich.

On one hand what if two sides of pirates decides to aquire 100+ frigates with crews and then roam low-sec.... it would make FW look like a firecracker party compared to what could possibly happen. On another hand, a relatively new pilot could find some protection by hiring crews so he has additional muscle, even if it is just one or two additional frigates.
Benar Ellecon
Card games on MOTORCYCLES
#26 - 2014-08-19 14:31:05 UTC
Samuel Triptee wrote:
And here I thought sticking implants in my head, buying skill books, and spending ISK on clones would be enough.

Have we forgotten who and what we are? We are capsuleers!

We're able to control the ships without assistance from fallible humans.

Now if you would like to have crews of entertainers, traders, and other non-essential personnel, then by all means bring it on.

But as soon as something, or someone else takes a step onto my command deck I will biomass myself.


Well unless you only fly frigates, you may as well start biomassing now. Because all the ships have crews.

On a side note, each ship you buy should come with a starting crew with no bonuses.

Over time, if your ship lives on for a time they gain experience, or you can pay a price and upgrade the crew (or maybe pay to train?).

Also I like the idea of the different racial crews adding different bonuses.

+1

Fly with your hair on FIRE!

Rabe Raptor
The Conference Elite
The Conference
#27 - 2014-08-20 08:32:49 UTC
I usually fly with exotic dancers if that counts.

How I roll bro.

Together we can make Highsec a better place! www.lawofhighsec.com

Read it, share it, learn it, quote it, memorize it,  live it, breathe it!

vicuneo
The Scope
Gallente Federation
#28 - 2014-08-21 07:03:40 UTC

So each "crew" member would have their own skill training queue? Interesting.

Thus taking the concept of a "pure" character with a highly tuned specialisation to another level.

That is, until the crew is killed / sacked, because they are not immortal egg dwellers like the rest of us.
Ssabat Thraxx
DUST Expeditionary Team
Good Sax
#29 - 2014-08-22 17:51:47 UTC
Samuel Triptee wrote:


But as soon as something, or someone else takes a step onto my command deck I will biomass myself.


You and me both.

\m/ O.o \m/

"You're a freak ..." - Solecist Project

Vizvig
Savage Blizzard
#30 - 2014-08-23 07:05:56 UTC
It is will be nice to have subcap with stats of a capital, provided by the crew. (or not?)
And a crew will be acting like another t2/fac/DED module, thus adding cost to the hull.

(Anyway, i'm indifferent.)
Princess Bride
SharkNado
#31 - 2014-08-23 11:55:40 UTC
No.

http://eveprincessbride.wordpress.com/

Rahelis
Doomheim
#32 - 2014-08-23 19:32:13 UTC  |  Edited by: Rahelis
If you gyus watched the bids and sales on indu crews - paying multi bill bids for npc crews (titan construction) - you may percieve how powerful crews would be.

As long a a crew could die - have no clone - a crew could bring a new level of simulation to combat on EVE.
Javina Shana
Hedion University
Amarr Empire
#33 - 2014-08-23 22:42:55 UTC
Rahelis wrote:
If you gyus watched the bids and sales on indu crews - paying multi bill bids for npc crews (titan construction) - you may percieve how powerful crews would be.

As long a a crew could die - have no clone - a crew could bring a new level of simulation to combat on EVE.


Ontop of that, the loss of a crew can be much more painful, especially if you have invested in the crew for a long time.

Question is... what should the limits be? And how would crews act? Would they have one or several traits that makes crew useful in differing ways?

Also are crews hired temporarily or have to pay a fee after a certain time to keep them or should there be a one-time fee to hire the crew permamently?
Rahelis
Doomheim
#34 - 2014-08-24 06:41:58 UTC
Indu crews have multiple 5% bonuses - that is that what a module can give.

Indu crews need to be hired - you need to find them and then rent them for 30 days . . .
Vizvig
Savage Blizzard
#35 - 2014-08-24 07:52:55 UTC
Year 2016, EVE:

Module Gist X-Type Large Bathroom: +17% to crew abilities. And countless slots in fitting window for similar junk.
Pith A-type Food: Prevent death of crew by starvation for 6 days.

LolLolLol

Oh yeah, do not forget the incarna.
Nevil Oscillator
#36 - 2014-09-17 12:35:29 UTC  |  Edited by: Nevil Oscillator
Item - Prototype Gunnery Crew
Fitting - Low Power Slot
CPU - 2
Power - 6
Meta Level - 4

Description
Raises all effective 1X Gunnery skills to a minimum of 3


BPO
Material Requirements
1 Janitor, 1 Exotic Dancer, 1 Militia
120000 Tritanium


Item - Upgraded Amarr Battleship Crew

BPO
Material Requirements
400 Slaves
10 Megacyte
Wraymond Arji
Caldari Provisions
Caldari State
#37 - 2014-09-22 15:24:08 UTC
I simply don't want this to be world of tanks. Crews are a bad idea IMO. it's never good to assimilate skill structure directly from another widely-known MMO.
Nevil Oscillator
#38 - 2014-09-22 15:35:20 UTC
Wraymond Arji wrote:
I simply don't want this to be world of tanks. Crews are a bad idea IMO. it's never good to assimilate skill structure directly from another widely-known MMO.



Crew mortality makes them obsolete but capsuleers don't start the game with superpowers at everything so maybe not so obsolete.
Wraymond Arji
Caldari Provisions
Caldari State
#39 - 2014-09-22 17:56:28 UTC
Nevil Oscillator wrote:
Wraymond Arji wrote:
I simply don't want this to be world of tanks. Crews are a bad idea IMO. it's never good to assimilate skill structure directly from another widely-known MMO.



Crew mortality makes them obsolete but capsuleers don't start the game with superpowers at everything so maybe not so obsolete.


The only way I will concede my opinion is if crew skills and advancement are based on usage of said crew; and nothing like the train over time regardless of usage map that normal SP follows. It could provide a little bit of balance if integrated properly to be balanced, it could be a way for newer more active players to build up a good crew to have a small advantage over some older high SP players in short engagements. Maybe make it where crew skills can add up to bonus the things that regular skills do, but cap at the bonuses you would get from that same level 5 skill. So, once you have level 5 in a skill a crew is obsolete in that specific bonus. This should be only acruable by PVP action IMO, or else you have a bunch of people that just farm missions to level a crew, then go jump into PVP leaving the people who PVP a lot yet are still new in a remaining disadvantage.
Nevil Oscillator
#40 - 2014-09-22 18:13:07 UTC
Wraymond Arji wrote:
Maybe make it where crew skills can add up to bonus the things that regular skills do, but cap at the bonuses you would get from that same level 5 skill.


Applying limitations would be quite tricky because of the skill ladder that requires a previous skill to be trained first. There are other ways to restrict their usage, such as CPU and power grid requirement, price and rarity.
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