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Ship Crew "modules" idea

Author
Bright Noa
The Scope
Gallente Federation
#1 - 2015-02-26 02:31:49 UTC
I had recently suggested this basic idea to someone on Youtube and thought.. why not present it to CCP and see what they can do with it?

Ships will come with Crew Slots, with more slots depending on the size of the ship, ranging from 1 to, say, 6-8 maybe.

Crew Slots are color coded to Engineering, Sciences, Tactical, and Universal

Universal can equip any of the crew types.

Ships more intended for direct combat will have more tactical slots, like the Talos and Rokh. Ships intended to rely on other tricks like remote armor repping or improving their own tank, like the Dominix. Survey ships, ECM ships, ect, like the Probe, would have more Sciences slots.

Now, the interesting thing about crew is that not only do they have a nice passive impact on the ship (Maintenance Crew could provide passive hull or armor regeneration for instance), but they can't be manufactured, like, say Rigs.

Who is willing to sign up to be part of your crew is based on..

A. Where you are. You want a Large Blaster Reload Streamliner? You better go in to Gallente space, buddy.

B. Your standing with a faction. Have you been saving miners from dirty pirates? You're unlikely to find Angel Cartel crew willing to hop aboard while in their part of town.

C. How often you lose your ship. This seems to me like it would be a serious game changer in EVE Online. No one wants to sail if they expect to die. How often you lose ships will have a drastic decrease in quality of available crew, and number of available crew. You may find if you lose too many ships that you can't find the crew type you want anywhere.

I don't really know how you'd like to do it. Maybe ship losses with in a given period of time. Maybe ship types lost. Maybe over all length of time ships have been had to how long it took them to be destroyed. I'm sure one of you devs could figure it out.

D. Loyalty Points. Partially related to standing, I suppose, but you can purchase professionals for a tour of duty from faction navies.

Now, the better you do in all of these, the better the quality of crew. Better quality crew will stay longer and have higher quality effects.

Now, I noted crew staying for a particular time. The idea here is that once their contract is up and their tour over, they leave off to new exploits, home, or where ever. Once the contract is up, when you dock they vanish from their crew slot. For ships which can't, they'll simply vanish as if they left via shuttle. Fluff-wise, word from them can get around. The more action they've seen, via combat, data hacking, mining, or whatever else, the more stories they'll have to tell of their time on your ship. So surviving crew will have an impact as well as how often you lose ships. I'd suggest making a module which gives your ship Escape Pods to increase likelihood of crew survival, with a report of crew lost in the kill mail. Both with a fluff number of how many dead, and with a showing of which crew "modules" were destroyed. Greater exploits in an area of the game (such as repeatedly hacking difficult sites, or mining rare ore for a few hours a day) will improve your chances of seeing better quality crew, but specifically, only those who specialize in that area. So in other words, if you don't use lasers for three months, and only have mediocre standing with Sansha.. don't expect to see many pirates who specialize in quick crystal switching routines of high quality offering to work on your ship.

Rescued crew modules from ship wreckage who are shown mercy can improve your reputation as well once dropped off in a station item hanger (where they proceed to vanish as they return to their lives). Or spaced to alter faction standings and security status. It might be fun to even be able to bring pirate crews in to authorities for bounties of faction standings / security increases... at the loss of pirate faction standing / crew availability in those piratey low/null regions.

Crew should have unusual effects compared to normal modules, such as reducing reload time and offering passive hull regen, or even something like a Flight Deck Crew which provide a passive regen to hull/armor on drones in bay. More mundane abilities such as improved tracking on turrets should also be available.

I think this unique, PvE oriented method of obtaining Crew will heavily alter some aspects of EVE game play, making, for instance, freighters less easy to gank, and suicide ganking a tactic which seriously hurts you in more serious pvp when you can't get a hold of good crew. The idea of a throw away ship becomes a thing of the past. The fact that a ship full of very high quality crew, if well selected, will likely be considered the ship to win in a fight, and a fleet of such would be even more so, I think would make wars much more realistic affairs. Ones where even if it's ok if you die, you worry about your crew.. even if it's for selfish reasons. It'd make this game play more realistically, I feel.

Well, that covers it pretty in depth I think. It should definitely offer extra rewards for faction warfare, and make people really think about the political and social effects that their capsuleer has on the mortal men and women they share the galaxy with.
Lugh Crow-Slave
#2 - 2015-02-26 02:35:26 UTC
So i am now forced to do PVE have to go running all around space and am even more unlikely to take on a risky engagement tell me again why this is a good idea?
Bright Noa
The Scope
Gallente Federation
#3 - 2015-02-26 02:46:25 UTC
Lugh Crow-Slave wrote:
So i am now forced to do PVE have to go running all around space and am even more unlikely to take on a risky engagement tell me again why this is a good idea?


Might make them make PvE less boring, for one. Although it's a thousand times better than when I started, where it felt like I was basically grinding the same 7 or 10 missions over and over again.

It'd make the game more strategic.

It'd make small, fast pirate ships more of a thing, which in general is how pirates are in real life. You should see a handful of crew-less or low quality crew interceptors taking on bigger ships. Not full fledged fleets. At least for less professional, small scale pirates.

It'd immerse players in to the lore of the game, and the faction fluff. Requiring players to have to realistically work with the galaxy they live in.

Basically it makes the game as a whole more realistic and immersive. Something competing sci-fi MMO's will have a hard time countering that level of. Sci-fi fans tend to be more hard core in their fandom and love of immersion, I feel, and this would definitely improve the positive feelings of new players and permit higher player retention.

This would result in more money for CCP.

It also reinforces the "Don't do stupid stuff, stupid." ethos that is the core of EVE. I think punishing people for being reckless and rewarding them for playing smart and working hard is a good thing.
Lugh Crow-Slave
#4 - 2015-02-26 03:08:54 UTC
also even some cruisers don't have any crew and when you get to battle ships you have maybe a few hundred iirc



crew on a pod pilots ship are there for general maintenance if you give them control over any sort of ship system it would be like having someone else move your arms for you
Anhenka
The New Federation
Sigma Grindset
#5 - 2015-02-26 03:11:10 UTC  |  Edited by: Anhenka
Punishing people for frequent PvP other than the drain upon their wallet is bad.

As such, rapid decreases in the quality of effectively required crew and resulting loss of ship abilities as a result of repeated death is also bad, understand?

It's really not a tough situation.

P.S: You can take your required PvE on my main combat characters, and (insert anatomical improbable action here).
Bright Noa
The Scope
Gallente Federation
#6 - 2015-02-26 03:19:18 UTC
Lugh Crow-Slave wrote:
also even some cruisers don't have any crew and when you get to battle ships you have maybe a few hundred iirc



crew on a pod pilots ship are there for general maintenance if you give them control over any sort of ship system it would be like having someone else move your arms for you


As I recall, CCP has made it clear that ships have crew. With Capsuleers, it's a much more limited crew. I remember when there was discussion if ships even had crew at all.. but it's pretty clear they do according to everyone apparently. It also would not be required to fly a ship to have crew slots filled. It'd just help.

In this case, a crew slot doesn't represent a given number of crewmen. It functions like any other enhancing module, and equipped crew type would provide a percentage bonus in some fashion.

They would not be taking over aspects of the ship, but rather improving on them. In much the same fashion that having a Driver in your crew in War Thunder doesn't remove the fact that you have to do the actual driving of your tank. Although my suggested idea does not even make room for something like, say, a helmsmen. These are crew who help with the general running of the ship. Thus faster reload times as one of my suggestions.

In this way, a Warp Drive Mechanic Crew could represent the equivalent of Chewbacca on the Millennium Falcon, or it could represent the army of Junkions swiftly working to repair a damaged gigantic Autobot Ship. Although perhaps a diminish returns effect (since EVE is so fond of them) could help to represent over crowding. One said Warp Drive Mechanic crew could provide +2 stability, a second would provide 1, but you'd need another two of them to give another 1 bonus.
Lugh Crow-Slave
#7 - 2015-02-26 03:25:52 UTC
Bright Noa wrote:


As I recall, CCP has made it clear that ships have crew. With Capsuleers, it's a much more limited crew. I remember when there was discussion if ships even had crew at all.. but it's pretty clear they do according to everyone apparently. It also would not be required to fly a ship to have crew slots filled. It'd just help.

In this case, a crew slot doesn't represent a given number of crewmen. It functions like any other enhancing module, and equipped crew type would provide a percentage bonus in some fashion.

They would not be taking over aspects of the ship, but rather improving on them. In much the same fashion that having a Driver in your crew in War Thunder doesn't remove the fact that you have to do the actual driving of your tank. Although my suggested idea does not even make room for something like, say, a helmsmen. These are crew who help with the general running of the ship. Thus faster reload times as one of my suggestions.

In this way, a Warp Drive Mechanic Crew could represent the equivalent of Chewbacca on the Millennium Falcon, or it could represent the army of Junkions swiftly working to repair a damaged gigantic Autobot Ship. Although perhaps a diminish returns effect (since EVE is so fond of them) could help to represent over crowding. One said Warp Drive Mechanic crew could provide +2 stability, a second would provide 1, but you'd need another two of them to give another 1 bonus.


Yes some of the bigger ships have crew but they have no control over ship functions

as a pod pilot when you enter a ship it is hooked up to your brain and the ship becomes your body and control it as such this is what makes capsule ships so much stronger than regular crewed ships

having some numb skull operate your warp drive would be like some one pupating your legs
Bright Noa
The Scope
Gallente Federation
#8 - 2015-02-26 03:26:04 UTC
Anhenka wrote:
Punishing people for frequent PvP other than the drain upon their wallet is bad.

As such, rapid decreases in the quality of effectively required crew and resulting loss of ship abilities as a result of repeated death is also bad, understand?

It's really not a tough situation.

P.S: You can take your required PvE on my main combat characters, and (insert anatomical improbably action here).


The answer would be not to throw away your ships in repeatedly failed ventures. Real navies worry about losing ships and lives. It would enforce smarter play in PvP and make you worry as much in PvE of a ship loss as it does in PvP.

I suppose that with Factional Warfare, it wouldn't be forced PvE either. Playing smart in the war would reward you as well as any PvE venture.

I remember when "having to work for your stuff" was an important aspect of this game.. what happened to that? It seems the responses so far are "I don't want to have to work or worry about the consequences of losing." Unless I'm reading them wrong.
Bright Noa
The Scope
Gallente Federation
#9 - 2015-02-26 03:27:50 UTC
Er, a warp core mechanic wouldn't tell your ship when to warp. The Captain, even on a non-capsuleer ship, would do that. The mechanics and engineers just keep it running smoothly. Everything is still controlled from the bridge/pod no matter what ship is being flown. This is true even in real life.
Lugh Crow-Slave
#10 - 2015-02-26 03:33:32 UTC  |  Edited by: Lugh Crow-Slave
Bright Noa wrote:
Er, a warp core mechanic wouldn't tell your ship when to warp. The Captain, even on a non-capsuleer ship, would do that. The mechanics and engineers just keep it running smoothly. Everything is still controlled from the bridge/pod no matter what ship is being flown. This is true even in real life.


yes you tell your legs to move as well as control how to move them you maintain how you shift your weight the angle you foot comes down what muscles constrict when and so much more.


now swap that to you tell some one to run you over to the end of your driveway and see how easily they can do it
Anhenka
The New Federation
Sigma Grindset
#11 - 2015-02-26 03:34:53 UTC  |  Edited by: Anhenka
Bright Noa wrote:

The answer would be not to throw away your ships in repeatedly failed ventures. Real navies worry about losing ships and lives. It would enforce smarter play in PvP and make you worry as much in PvE of a ship loss as it does in PvP.

I suppose that with Factional Warfare, it wouldn't be forced PvE either. Playing smart in the war would reward you as well as any PvE venture.

I remember when "having to work for your stuff" was an important aspect of this game.. what happened to that? It seems the responses so far are "I don't want to have to work or worry about the consequences of losing." Unless I'm reading them wrong.


The consequences of losing are losing your ship and the isk you sunk into it, your time, the effort spent to move and fit the ship, giving the enemy access to your wreck to loot, and potential SP loss if you were flying a t3. There was never any magical time where everyone had to work on each of their own ships like you seem to imagine. Time/Effort/ISK/Maybe SP. You lose these when you die.

This is a game. As such, game enjoyment and game design take far higher priority than realism.

If you discourage people from dying by heavily punishing their ship stats on death, people become risk adverse, unwilling to risk situation where they are likely to lose their ship.

This means that

A: People avoid fights when they can, unless of course B is true.
B: Bring ton more people than the enemy so you can squash them flat without significant losses, and bring a ton of ECM and logistics so they have as little chance of killing your people as possible.

Do I really need to explain to you WHY giving people even more reason not to take a fight they have a chance of losing is a bad idea? Massive blobs, defensive postures, and enforced blueballing are terrible realities in nullsec, and anything up and above current that would contribute to people not fighting even if they were only a jump away and matched in numbers should be treated like cancer.
Bright Noa
The Scope
Gallente Federation
#12 - 2015-02-26 03:39:08 UTC
Lugh Crow-Slave wrote:
Bright Noa wrote:
Er, a warp core mechanic wouldn't tell your ship when to warp. The Captain, even on a non-capsuleer ship, would do that. The mechanics and engineers just keep it running smoothly. Everything is still controlled from the bridge/pod no matter what ship is being flown. This is true even in real life.


yes you tell your legs to move as well as control how to move them you maintain how you shift your weight the angle you foot comes down what muscles constrict when and so much more.


no swap that to you tell some one to run you over to the end of your driveway and see how easily they can do it



I am not certain that you understand what I'm saying, or what a mechanic does. Let's use Chewbacca as an example again. When he's in the guts of the Falcon trying to fix the Hyperdrive after it's been shaken by a blaster impact, he's not the one who tells the warp drive to go, he's not the one who turns it on or off. He's the one who makes it so you can turn it on because it got disabled to begin with.

The best example I can think of is cells doing work in your body to keep it working smoothly. Fighting disease, moving oxygen, ect.

I'm not sure I can make it any more clear to you?
Lugh Crow-Slave
#13 - 2015-02-26 03:47:49 UTC
Bright Noa wrote:



I am not certain that you understand what I'm saying, or what a mechanic does. Let's use Chewbacca as an example again. When he's in the guts of the Falcon trying to fix the Hyperdrive after it's been shaken by a blaster impact, he's not the one who tells the warp drive to go, he's not the one who turns it on or off. He's the one who makes it so you can turn it on because it got disabled to begin with.

The best example I can think of is cells doing work in your body to keep it working smoothly. Fighting disease, moving oxygen, ect.

I'm not sure I can make it any more clear to you?



Oh well my current crew already does this or are you planing to bash them in the head to make yours more useful
Bright Noa
The Scope
Gallente Federation
#14 - 2015-02-26 03:54:13 UTC
Eh, not much of a consequence right now to lose some tech 1 frigate, it seems, Anthenka.

Blobs aren't going to go anywhere, but it would mean that repeatedly throwing ship after ship at the enemy is no longer a tactic that happens.

Realism is objective. Fun is subjective. By it being more realistic in how you worry about the repercussions of your actions to the common man as what amounts to a space faring God, the fun for me would increase. The fun for people who want to play recklessly with out worrying that down the road they may have to grind in some fashion to get good stuff would drop I suppose.

I'd also like to remind you that I didn't really set in stone how the lowered crew availability would work. It might pertain to ship types, was one idea, making, say, effective high sec Ganking vs freighter tanking more difficult to do the more you do it. It might pertain to a ship class, making you train harder to get better at T1 Cruisers before you decide to go on patrol with them.

I also see more complaining about fighting smart or not fighting at all.. which isn't really a good argument to me. The people who don't care about fighting smart aren't going to care about their crew.

I don't think I ever suggested that a single ship loss would kill your availability to good crew. I left that area open for discussion.

And, to back track to your forced PvE comment, the surviving crew improving your relations, and letting you get access to better crew, would take longer than straight up PvE or Warfare grinding, but it would allow you to get good crew I suppose with out having to PvP. it'd just make PvE much more attractive in this regard.
ShahFluffers
Ice Fire Warriors
#15 - 2015-02-26 04:00:20 UTC  |  Edited by: ShahFluffers
Bright Noa wrote:
Anhenka wrote:
Punishing people for frequent PvP other than the drain upon their wallet is bad.

As such, rapid decreases in the quality of effectively required crew and resulting loss of ship abilities as a result of repeated death is also bad, understand?

It's really not a tough situation.

P.S: You can take your required PvE on my main combat characters, and (insert anatomical improbably action here).


The answer would be not to throw away your ships in repeatedly failed ventures. Real navies worry about losing ships and lives. It would enforce smarter play in PvP and make you worry as much in PvE of a ship loss as it does in PvP.

I suppose that with Factional Warfare, it wouldn't be forced PvE either. Playing smart in the war would reward you as well as any PvE venture.

I remember when "having to work for your stuff" was an important aspect of this game.. what happened to that? It seems the responses so far are "I don't want to have to work or worry about the consequences of losing." Unless I'm reading them wrong.

"Risk aversion" is already a huge issue when it comes to PvP. People will often choose to avoid a fight if they are not certain they can win. This is bad because...

- it makes for boring gameplay
- it means ships haven't died... which means that people are buying new ships and equipment... which means that supply increases on the market while demand goes down... which reduces prices for things... which reduces profits for people that depend on building/selling/moving stuff for PvPers... which means less money is being transferred between players.
tldr: the economy of EVE relies on the destruction of ships and equipment.
- less people will be willing to actually try PvP... and learn from it.


Also... Faction Warfare was SUPPOSED to be about getting involved in cheap, easy to access PvP without many restrictions while also being able to earn an income in the process.
Due to the mechanics changes from the revamp some years ago it has basically become "Faction Farming" where people switch alts back and forth between the various sides to get the most profit. Warfare and ship-on-ship combat are currently beside the point as they have no effect on how much territory any side can claim or hold.


As far as the "you should have to work for your rewards" comment goes...

Making ISK for PvP purposes requires effort. LOTS of effort. As does making, moving, and fitting up large numbers of ships, mods, and ammo.
Unless you are smart.
In which case, you can streamline the process and do things very efficiently... cutting down on your workload and giving you the ability to perform PvP more often and for longer periods.

Your mechanic basically says...
- "it doesn't matter how much smarter you are... you MUST do PvE to gain that edge over others."
- "so what if you have had bad luck recently? So what if there is a foe in the area who can only be brought down through 'zerging' tactics? You can't have an edge over others because you lost ships. Meanwhile, they can keep holding on to their edge."
- "you can't use any ship anywhere. Certain ships will operate better in certain areas of the game."

In short...
- "grinding" to be better than others becomes a thing.
- limits are placed on tactics and how often you are willing to engage.
- restrictions are placed on what equipment you can use based on where you are.


And if you say, "don't worry, this will be optional" then I only have this to say...

Any mechanic that gives tangible enough rewards stops being optional.

And remember that you are playing a game where people will spend billions of ISK for an extra 1% bonus on implants... will grind SOV for hours because their leader dislikes a single person... PvE in billion ISK ships just to earn an extra 15% more income over a ship a tenth of the price is capable of... and hotdrop a 40 million ISK cruiser with hundreds of millions of ISK worth of ships "just because."
Bright Noa
The Scope
Gallente Federation
#16 - 2015-02-26 04:24:45 UTC
ShahFluffers wrote:
Bright Noa wrote:
Anhenka wrote:
Punishing people for frequent PvP other than the drain upon their wallet is bad.

As such, rapid decreases in the quality of effectively required crew and resulting loss of ship abilities as a result of repeated death is also bad, understand?

It's really not a tough situation.

P.S: You can take your required PvE on my main combat characters, and (insert anatomical improbably action here).


The answer would be not to throw away your ships in repeatedly failed ventures. Real navies worry about losing ships and lives. It would enforce smarter play in PvP and make you worry as much in PvE of a ship loss as it does in PvP.

I suppose that with Factional Warfare, it wouldn't be forced PvE either. Playing smart in the war would reward you as well as any PvE venture.

I remember when "having to work for your stuff" was an important aspect of this game.. what happened to that? It seems the responses so far are "I don't want to have to work or worry about the consequences of losing." Unless I'm reading them wrong.

"Risk aversion" is already a huge issue when it comes to PvP. People will often choose to avoid a fight if they are not certain they can win. This is bad because...

- it makes for boring gameplay
- it means ships haven't died... which means that people are buying new ships and equipment... which means that supply increases on the market while demand goes down... which reduces prices for things... which reduces profits for people that depend on building/selling/moving stuff for PvPers... which means less money is being transferred between players.
tldr: the economy of EVE relies on the destruction of ships and equipment.
- less people will be willing to actually try PvP... and learn from it.


Also... Faction Warfare was SUPPOSED to be about getting involved in cheap, easy to access PvP without many restrictions while also being able to earn an income in the process.
Due to the mechanics changes from the revamp some years ago it has basically become "Faction Farming" where people switch alts back and forth between the various sides to get the most profit. Warfare and ship-on-ship combat are currently beside the point as they have no effect on how much territory any side can claim or hold.


As far as the "you should have to work for your rewards" comment goes...

Making ISK for PvP purposes requires effort. LOTS of effort. As does making, moving, and fitting up large numbers of ships, mods, and ammo.
Unless you are smart.
In which case, you can streamline the process and do things very efficiently... cutting down on your workload and giving you the ability to perform PvP more often and for longer periods.

Your mechanic basically says...
- "it doesn't matter how much smarter you are... you MUST do PvE to gain that edge over others."
- "so what if you have had bad luck recently? So what if there is a foe in the area who can only be brought down through 'zerging' tactics? You can't have an edge over others because you lost ships. Meanwhile, they can keep holding on to their edge."
- "you can't use any ship anywhere. Certain ships will operate better in certain areas of the game."

In short...
- "grinding" to be better than others becomes a thing.
- limits are placed on tactics and how often you are willing to engage.
- restrictions are placed on what equipment you can use based on where you are.


And if you say, "don't worry, this will be optional" then I only have this to say...

Any mechanic that gives tangible enough rewards stops being optional.

And remember that you are playing a game where people will spend billions of ISK for an extra 1% bonus on implants... will grind SOV for hours because their leader dislikes a single person... PvE in billion ISK ships just to earn an extra 15% more income over a ship a tenth of the price is capable of... and hotdrop a 40 million ISK cruiser with hundreds of millions of ISK worth of ships "just because."



Well, first of all, I'm not going to say it's optional. It was designed to be required unless you're specifically piloting throw away ships. Specifically to increase PvE and PvE content, which the game is hurting for right now, which is hurting profits.

You're suggesting grinding is a terrible thing, when the most successful MMO's all use a lot of grinding. Even ones which focus exclusively on PvP to the loss of all else, like WoT.

PvE is constantly being expanded upon in EVE. This would only drive it to make it more enjoyable and immersive.

On top of that, this would be one of those few instances where hard work actually makes you stronger. Instead of just richer so you can get the stronger stuff after just waiting. A player who puts work in to the game would be rewarded with a way to let him compete against better geared, more skilled capsuleer characters. This is what you're arguing against when you say grinding to be better is a bad thing.

If you have a bout of bad luck then you have a bout of bad luck. Sucks to be you. Pull yourself back up and keep climbing that ladder. Welcome to EVE, basically.

While what I suggested does strongly reinforce PvE play, there would be openings to bypass it entirely, as I already mentioned. It'd just be easier to do PvE.

Certain ships ARE better in certain aspects of the game. CCP has been specializing and re-specializing our space boats for a while now.

As for zerging, well, that's tough luck. Hopefully you'll cause them heavy enough losses in isk to make up for it, or enough ship losses that in the end their reputation is hurting a lot more than yours. If you're really going to lose ship after ship after ship, then don't put crew on them for those engagements. I imagine crew deaths would hurt your reputation more than ship losses. Or equip your ships with escape pods, minimizing your reputation's harm and allowing you to keep good crew.
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#17 - 2015-02-26 07:23:24 UTC
Hmm lets see here.........

Star Trek Online:
1.) has Tactical, Engineering, and Science Officers for Players, Bridge officers, Duty Officers.
2.) All modules in ship fitting are seperated like this as well.
3.) You can not do things without the correct Bridge Officer in the correct slot.....and also trained for actions as well.
4.) Duty Officers......they come in several flavors and abilties but using them is limited to .....slots.
5.) STO is buggy as hell.
6.) Would I recommend STO to a friend? Erm, nope.

7 to infinity) Do i want to play EvE online or Star Trek Online?

I Bloody well want to play EvE online, stop with the crew crap, its part of lore.....please use your imagination a little or what not here. If i wanted to playa different game that is borked straight to crap I would go play that game.
Bright Noa
The Scope
Gallente Federation
#18 - 2015-02-26 15:10:08 UTC
Max Deveron wrote:
Hmm lets see here.........

Star Trek Online:
1.) has Tactical, Engineering, and Science Officers for Players, Bridge officers, Duty Officers.
2.) All modules in ship fitting are seperated like this as well.
3.) You can not do things without the correct Bridge Officer in the correct slot.....and also trained for actions as well.
4.) Duty Officers......they come in several flavors and abilties but using them is limited to .....slots.
5.) STO is buggy as hell.
6.) Would I recommend STO to a friend? Erm, nope.

7 to infinity) Do i want to play EvE online or Star Trek Online?

I Bloody well want to play EvE online, stop with the crew crap, its part of lore.....please use your imagination a little or what not here. If i wanted to playa different game that is borked straight to crap I would go play that game.



STO's "tactical, egineering, and science" are for bridge crew. In this manner, they act like utility high slots for tactical, medium for science, and low slots for engineering in comparison to how EVE works. This is not quite the same thing. Even then. the three bridge crew options act more like selecting your class and the powers you have. DPS, Tank, Support, Cleric, ect. My idea doesn't do this, and revolves around providing more immersion.

The closest thing STO has to ship crew which effect you in any action are active duty officers, which modify the chances of something extra happen, adding an element of luck to the game.. when the devs are doing it right.

That and bigger ships with more crew have a higher hull regen than smaller ones.

I played STO a lot. I know exactly what you're comparing it to. You are making a bad comparison. Bridge Officers and my Crew Slot idea are dissimilar in every way outside of the names I gave, which can easily be altered. Say, Upper Deck, Mid Deck, Aft, and General Purpose. Wasn't difficult, was it? I used the names I did because they most quickly explained what each slot type would do.

I actually worried that the comparison would be made because of the names I selected, so I did sort of have this argument prepared for... although I don't know really how to counter the odd "If we go with something who's rough draft used place holder names similar to what STO uses for its ship powers/attacks/abilities then we should worry about EVE becoming buggy as hell." That is..kind of an odd argument there, buddy. All I can say is.. this is CCP, not Atari? Or.. whoever owns STO now.
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#19 - 2015-02-26 17:35:17 UTC
Bright Noa wrote:
Max Deveron wrote:
Hmm lets see here.........

Star Trek Online:
1.) has Tactical, Engineering, and Science Officers for Players, Bridge officers, Duty Officers.
2.) All modules in ship fitting are seperated like this as well.
3.) You can not do things without the correct Bridge Officer in the correct slot.....and also trained for actions as well.
4.) Duty Officers......they come in several flavors and abilties but using them is limited to .....slots.
5.) STO is buggy as hell.
6.) Would I recommend STO to a friend? Erm, nope.

7 to infinity) Do i want to play EvE online or Star Trek Online?

I Bloody well want to play EvE online, stop with the crew crap, its part of lore.....please use your imagination a little or what not here. If i wanted to playa different game that is borked straight to crap I would go play that game.



STO's "tactical, egineering, and science" are for bridge crew. In this manner, they act like utility high slots for tactical, medium for science, and low slots for engineering in comparison to how EVE works. This is not quite the same thing. Even then. the three bridge crew options act more like selecting your class and the powers you have. DPS, Tank, Support, Cleric, ect. My idea doesn't do this, and revolves around providing more immersion.

The closest thing STO has to ship crew which effect you in any action are active duty officers, which modify the chances of something extra happen, adding an element of luck to the game.. when the devs are doing it right.

That and bigger ships with more crew have a higher hull regen than smaller ones.

I played STO a lot. I know exactly what you're comparing it to. You are making a bad comparison. Bridge Officers and my Crew Slot idea are dissimilar in every way outside of the names I gave, which can easily be altered. Say, Upper Deck, Mid Deck, Aft, and General Purpose. Wasn't difficult, was it? I used the names I did because they most quickly explained what each slot type would do.

I actually worried that the comparison would be made because of the names I selected, so I did sort of have this argument prepared for... although I don't know really how to counter the odd "If we go with something who's rough draft used place holder names similar to what STO uses for its ship powers/attacks/abilities then we should worry about EVE becoming buggy as hell." That is..kind of an odd argument there, buddy. All I can say is.. this is CCP, not Atari? Or.. whoever owns STO now.


Point is we dont really need it, it would add useless complexity to an alreadycomplex game.
ALSO since it seems you came from STO.....why dont you go back there instead, its a F2P game where you dont lose anything but time and is not challenging at all unlike EvE. Here at least its the players that make the game not the Game mechancis/Lore per se.
Bright Noa
The Scope
Gallente Federation
#20 - 2015-02-26 22:26:48 UTC
LOL You funny bro! You Funny! =D

Dude, I'm from Armored Core. We're THE NAME in complex customization sci-fi. Suggesting that my idea is too complex is more of a light on yourself. It's like you're complaining a game about space ships is too complex, when that's how it SHOULD be.

Would you like to try again? Or would you like to keep bashing on STO? Because right now your entire argument is "Your idea reminds me of a game I don't like and know nothing about." And considering that I've already demonstrated that my idea is nothing like the bridge officer system in STO, it just makes you look foolish to keep on that road.

Now, I can understand at least us disagreeing on what would be fun, but you're not even taking the time to understand the idea or what you're comparing it to.Your entire argument against added complexity could just be repackaged to mindlessly attack anything that involves adding something new to the game. Which strongly suggests that it has no real merit.

Rigs didn't break the game
Tier 3 BS ships didn't
Fighter Bombers didn't
Tech 3 Cruisers didn't

All of these things are great additions to the game and increased the complexity of it. Some more than others. By your standards, we'd have none of them.
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