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EVE Fiction

 
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EVE Lore: Questioning, Ship Crews and their purpose.

First post
Author
Captain Davison
Malachi Keep Detachments
#41 - 2014-09-01 20:58:28 UTC
I prefer to think of crew numbers as slowly going 'Clear Skies' as the timeline progresses. That while those numbers were true at first, that as Capsuleer tech and salvages W-space and other tech is disseminated the crew numbers have gone down massively from the original fluff until a couple of morons with too much cash can get ahold of a spare capsuleer battleship hull and do a reasonable job of flying it. Granted, the wingy-bit might fall off, but it can't be that hard to replace...
Veikitamo Gesakaarin
Doomheim
#42 - 2014-09-02 02:34:27 UTC
I always thought the crew complements given assumed the minimum required for continued operation. If that was the case then you would a need a crew complement that is 2-4 times larger than it has to be due to needing people to man a 24 hour shift cycle on the vessel. This would make sense for Navy vessels that might be given a set patrol route in their territories for days or weeks at a time.

A capsuleer vessel generally might not need to operate continuously because they have the option to do what they need to do for a few hours and then dock that vessel back up, so that potentially cuts down required crew by 1/2 to 1/4. As for what crew is still needed then depending on the hull there's probably people still needed for handling the Fire Control and electronics data, engineering, and damage control. The fire control and electronics teams are probably the most valued because while the capsule replaces the need for a bridge and its crew there's still a need for people to assist with managing data, weapon systems, and ship electronics like its sensor suites to feed to the capsule. They might prove helpful in not overloading a capsuleer with information when they're performing difficult tasks like trying to manage nano-scale repairs over thousands of square metres of armour plate so having an FCS crew might prove beneficial to a capsuleer because then there's people to delegate certain tasks to.

Training in weapon systems or armour and shield skills etc., might reflect the increasing ability of a capsuleer to perform the data analysis and processing for specific aspects of their ships instead of the FCS crew which might mean rookie capsuleers need a higher FCS bridge crew than a more veteran capsuleer, perhaps negating their need entirely depending on ship class and training. Casualties among a capsuleer's FCS crew might be the lowest since they can potentially operate within a hardened section within the very centre of a vessel and have the entire module eject safely along with a pod or have them operate the closest to escape pods.

There might even be a form of heirarchy among a capsuleer's hired crew staff where the more rookie or junior staff work in the more dangerous and hazardous roles like damage control, maintenance, or engineering and you work your way up to an FCS team where life could potentially be far less risky and more valued by your capsuleer overlord.

Kurilaivonen|Concern

Charles Muffins
Deep Core Mining Inc.
Caldari State
#43 - 2014-09-13 20:11:59 UTC
First day on the job: "Go see what's clogging up the Microwarpdrive, and hurry up!"
Hal Morsh
Doomheim
#44 - 2014-09-14 22:56:00 UTC  |  Edited by: Hal Morsh
Rezan wrote:
I'm not sure if the lore supports advanced aging as well, but with hormone/gene therapy, it might be possible to have ABSes (able-bodied seamen) by the age of 10. I'm sure somewhere in New Eden is a spin doctor who can paint such a human farm as a humanitarian effort.



There are infact human farms in eve. I have links to the "LCO human farm", and "Amarrian breeding facility" saved in my notepad of interesting things. Although the latter has a disturbing description to it.

Besides that, thinking about 10 year olds in space militaries just makes me want to stab Japan.

Oh, I perfectly understand, Hal Morsh — a mission like this requires courage, skill, and heroism… qualities you are clearly lacking. Have you forgotten you're one of the bloody immortals!?

Nevil Oscillator
#45 - 2014-09-17 23:49:10 UTC
Ships are modular and automated, why have a crew ?

I like the idea that a crew could be used to plug a hole in your skill set.

There would need to be a disadvantage such as they take up slot.

Or fours slots if you are trying to fly a battle cruiser on your first day.

Pilot, Gunner, Navigator, Engineer

Don't see why not
IceGuerilla
Viziam
Amarr Empire
#46 - 2014-09-19 14:26:19 UTC  |  Edited by: IceGuerilla
Rezan Tepet wrote:
Caldari players have the option for a capsuleer to be a "tube child." That establishes right there that New Eden—or at least parts of it—is actually beyond the necessity of copulation for procreation.

I always thought that was just some sort of IVF, but even if the child were grown ex utero, that still raises the question of who would look after the children after birth.

To be honest, one of the main immersion-breaking things for me about futuristic fiction is the unreasonably large populations in EVE, Warhammer 40k etc. We, at the start of the 21st century with barely suborbital flight, have reached a cultural point where 2 children/parent is the average, and some developed countries have even smaller birth rates. This trend ought to continue into the future, and so it is unreasonable to expect future populations to grow exponentially to trillions of people.

Rezan Tepet wrote:
Perhaps there are no escape pods. Perhaps it is all hands lost.

In the EVE books, there are escape pods, even for NPC ships, and the Sisters of EVE routinely pick them up, etc.

As a joke, I previously wrote a short piece encouraging people to save the crewmembers inevitably trapped onboard titan wrecks, before they succumbed to the atmosphere of the gas giants they had fallen into.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#47 - 2014-09-21 13:52:18 UTC
In RPG terms I provide the best life support gear to my crew. In return they make their way back to my ships once rescued so that I retain better crews and engender loyalty. As a capsuleer I don't throw lives away simply because I can play with my own. It would be nice if this were reflected some way in game with bonuses but not sure how this would be modelled.
Nevil Oscillator
#48 - 2014-09-21 14:43:05 UTC
There are a lot of logistics in the game as it is which is something I personally like about it but isn't to everyone's taste.
You can add things like crew and fuel but given you can have a ship docked and refitted to fly in less than a minute, do you really want to worry about bonuses for giving your crew the optimum number of carbohydrates for wormhole space ?
13kr1d1
Hedion University
Amarr Empire
#49 - 2014-10-23 11:20:36 UTC
A mod on these forums nicely explained that they prefer old threads be used rather than new ones for identical conversations, so here goes:

Amarrian ships can be crewed entirely by slaves for one simple reason; if they work, they survive. If not, they die. I'd imagine Amarrian ships have no escape pods for the crew that are all slaves. Between the likely ability of the captain (thats you) to decompress the ship or self destruct it and kill them all for disobeying, and the lore that indeed goes into detail about background stories where capsule run ships have been sabotaged and destroyed by it's workers, it's reasonable to assume that it does happen in the Eve Universe. That is, reasonable that Amarr slaves DO revolt (see; Minmatars).

Now your ship as an individual playing a VIDEO GAME assumes all things working as intended. It'd be irritating if you randomly exploded every so often due to crew revolt. Imagine that for every PLAYER pod pilot, there's 20 other "pilots" out there in the universe who sometimes do have their ships corrupted and screwed over.

You're welcome.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

Nevil Oscillator
#50 - 2014-10-23 12:16:00 UTC
13kr1d1 wrote:


Now your ship as an individual playing a VIDEO GAME assumes all things working as intended. It'd be irritating if you randomly exploded every so often due to crew revolt. Imagine that for every PLAYER pod pilot, there's 20 other "pilots" out there in the universe who sometimes do have their ships corrupted and screwed over.

You're welcome.


Amarr could have the possibility of slave revolt, other factions could have saboteurs infiltrating their ranks but it is all a bit out of the scope of this game. I don't know what the lore says but that complication is avoided by saying capsuleer ships are totally automated.
Arline Kley
PIE Inc.
Khimi Harar
#51 - 2014-10-23 14:05:27 UTC
I always see crew has an integral part of the ship - for example travelling to Jita/Amarr - the capsuleer wouldn't be taking too much notice of what is actually going on outside and would hand over a lot of control towards the human crew, letting them scan for potential threats and generally operating the ship. If a threat appears, the capsuleer is alerted and takes over immediately.

Also, of ships that we are piloting *something* will always break somewhere. The capsuleer wouldn't exactly want to disengage from the ship's systems to figure out why Ensign Falcon's shower pipes have sprung a leak (to which Ensign Guard gets the blame), so the ships crew would be performing those sort of jobs on a continuing basis.

"For it was said they had become like those peculiar demons, which dwell in matter but in whom no light may be found." - Father Grigori, Ravens 3:57

Nevil Oscillator
#52 - 2014-10-23 15:32:35 UTC
Arline Kley wrote:
I always see crew has an integral part of the ship - for example travelling to Jita/Amarr - the capsuleer wouldn't be taking too much notice of what is actually going on outside and would hand over a lot of control towards the human crew,



I'm fairly sure all my ships work on nothing more than a keyboard a mouse and a monitor.
CCP Falcon
#53 - 2014-10-24 00:20:01 UTC
Nevil Oscillator wrote:
Arline Kley wrote:
I always see crew has an integral part of the ship - for example travelling to Jita/Amarr - the capsuleer wouldn't be taking too much notice of what is actually going on outside and would hand over a lot of control towards the human crew,



I'm fairly sure all my ships work on nothing more than a keyboard a mouse and a monitor.


This is the EVE Fiction forum, for those interested on lore, roleplaying and backstory.

Can the repeated trolling, otherwise you'll be taking a long vacation from the forums.

CCP Falcon || EVE Universe Community Manager || @CCP_Falcon

Happy Birthday To FAWLTY7! <3

Nevil Oscillator
#54 - 2014-10-24 01:04:13 UTC
CCP Falcon wrote:


This is the EVE Fiction forum, for those interested on lore, roleplaying and backstory.

Can the repeated trolling, otherwise you'll be taking a long vacation from the forums.



Interesting that you see it that way.
Owen Levanth
Sagittarius Unlimited Exploration
#55 - 2014-10-24 13:14:58 UTC
Nevil Oscillator wrote:
Arline Kley wrote:
I always see crew has an integral part of the ship - for example travelling to Jita/Amarr - the capsuleer wouldn't be taking too much notice of what is actually going on outside and would hand over a lot of control towards the human crew,



I'm fairly sure all my ships work on nothing more than a keyboard a mouse and a monitor.


I'm fairly sure those three things you mentioned aren't part of a capsule, so no you're ships don't work with them.

You're mixing real life and video games up again, Nevil.
Nevil Oscillator
#56 - 2014-10-24 15:45:41 UTC
Owen Levanth wrote:


I'm fairly sure those three things you mentioned aren't part of a capsule, so no you're ships don't work with them.

You're mixing real life and video games up again, Nevil.


Actually I'm not, virtual controls for vehicles, aircraft, spacecraft is real.
So the programmers work for CCP instead of NASA it's still user interface software, it just connects to a virtual environment instead of a real one.
Ralph King-Griffin
New Eden Tech Support
#57 - 2014-10-24 19:04:54 UTC  |  Edited by: Ralph King-Griffin
Nevil, Don't push falcon.
And on toptopic
i always think of myself as on of Ian M.Banks's "Minds"
for a couple of reasons, the largest being the format of player communications I.e. the chat channels resembling the ship to ship comms, even the forums feeds into to a degree,adjust replace ai with capsulier and you are good to go.

Edit : apologise for grammar, my phone is slowly going skynet on me and trying to correct it makes things worseUgh
Nevil Oscillator
#58 - 2014-10-24 19:39:33 UTC
Ralph King-Griffin wrote:
Nevil, Don't push falcon.
And on toptopic
i always think of myself as on of Ian M.Banks's "Minds"
for a couple of reasons, the largest being the format of player communications I.e. the chat channels resembling the ship to ship comms, even the forums feeds into to a degree,adjust replace ai with capsulier and you are good to go.

Edit : apologise for grammar, my phone is slowly going skynet on me and trying to correct it makes things worseUgh



Lol, Dear thread viewer please remember the relevance of Ralph's comment and forget all about my side tracking about whether or not you need a crew which was obviously trolling as this thread is not about that.
Nevil Oscillator
#59 - 2014-10-26 10:58:14 UTC
Quick pause to see if I can still post:

I understand that people possibly like to think of these ships as like terrestrial ships with a whole ensemble of personnel, like Star Trek. The game is adapted for fast play, no one is going to want to sit in a sub light speed ship for 8 years waiting to arrive at the next system. To make this game possible it seems certain areas of technology have super zoomed forward where as other areas not so very much. It is possible that you can dock, repair your ship, buy a new ship, get out of the old one and into the new one and launch again in less than a minute. Also many other things that are not typical of a terrestrial modern day ship. There certainly seems to be the technology available for a ship to be entirely automated, so why must I imagine there are crew ? the ships are manufactured by players, how much tritanium does it take for these crew ? I don't see any listed in the necessary items. Maybe they are volunteers desperate to get into space on a combat ship where the pilot is known to have suicidal tendencies. Actually come to think of it I do know someone that would still go, so maybe I'm wrong.. lol
Jandice Ymladris
Aurora Arcology
#60 - 2014-10-26 23:40:55 UTC
Nevil Oscillator wrote:
I did not read OP


Considering this link PF Crew Guidelines in Eve, crews are a necessity on all but the 'smallest' ships (who are still the size of a big airliner)

Obviously, this crew isn't made out of trit, they just get employed after the ship's finished. Just imagine that part of the tax you pay on bounties, trade etc etc goes to your crew as payment.

Capsuleers (us) don't care for crew in general, due to various traits in our life, we're wealthy beyond imagination (we own several full fledged starships as personal property), We are immortal( kill us! we just come back!) and common folk hate us capsuleers because we tread the loss of a ship along with crew so lightly (oh darn lost a ship, better buy a new one)

On the volunteer thing, you are partially right, while the chance to die is high aboard a capsuleer ship, the pay is great as well. This attracts a large variety of people who want to test their luck. Just imagine you got the Firefly or Millenium falcon crew aboard and you are the all knowing-all powerful AI aboard who commands & controls the ship with his mind, through his pod/capsuleer interface.

Remember, this is the fiction section, not the gameplay section, so you'll find things that have barely any representation ingame, crews are among this, albeit there's several ingame items that refer to ship crews.

Providing a new home for refugees in the Aurora Arcology