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Crew?

First post
Author
Stegas Tyrano
Center for Advanced Studies
Gallente Federation
#21 - 2013-09-06 12:30:27 UTC
Star Citizen

Herping your derp since 19Potato - [url=https://forums.eveonline.com/default.aspx?g=posts&m=2403364][Proposal] - Ingame Visual Adverts[/url]

Amhra Rho
Accujac Elimination
#22 - 2013-09-06 12:40:09 UTC
So would we need to train our NPC crew members and get a real-life translation in efficacy as a result of that due diligence? If so, can we put an alt in a crew slot, who is likely partially trained already?

Now that would be a mind-blower - two Eve characters logged in at the same time. Or perhaps they'd have to each be on different accounts.

There's real reasons why your Eve character doesn't do /dance.

Nyah Avatarr
NFI industrial
#23 - 2013-09-06 12:41:15 UTC
I always thought that ships need a crew, despite the fact that we control a ship entirely - we just need a lot of ideas how to make them usefull more than being just aesthetic addition.

Some bonuses are neat but its just a start. I think that info popups with crew portrait saying something like "we are entering Hek system, captain" would be hella awesome if done properly.

And besides, it would be nice to have Sigourney Weaver* as your 1st officer :)

* UFO Enemy Unknown "random" name generator.
Bagrat Skalski
Koinuun Kotei
#24 - 2013-09-06 12:41:43 UTC  |  Edited by: Bagrat Skalski
What will you do with this crew? Now they are there and doing their job, why changing it? To add another one meaningless slot on the ship? Just go to something what will be fun and add gameplay for everyone, so they will be less bitter.

I will support this idea only when it will have meaning to have them there, when we could face them and tell, they will have to take over enemy wessel.
BoBoZoBo
MGroup9
#25 - 2013-09-06 13:32:47 UTC
Eran Mintor wrote:
I would like to see this as well. Would be cool to see on killmails too...
ISK lost : 250,000,000 ISK
Souls lost : 46,500 Men and Women

TwistedPirateCool


My thoughts exactly. I don't care about it for ship performance, but it would be cool to see on a battle report. The recent Fountain war must have cost billions of lives.

Primary Test Subject • SmackTalker Elite

Stitcher
School of Applied Knowledge
Caldari State
#26 - 2013-09-06 14:06:54 UTC
I figured maybe with the ships being loosely grouped into roles - combat, attack, disruption, etc - they might gain crew experience with flight time that would lend a small bonus to some aspect of the ship's performance. An elite HAC crew might give you a 5% bonus to MWD speed boost, for instance, that sort of thing.

Nothing huge - the pilot should definitely be the one who does the bulk of the work - but it'd be nice if keeping a ship alive for a long time came with benefits other than bragging rights. Losing an old ship should come with both sentimental pain and the knowledge that its replacement genuinely won't be as good.

AKA Hambone

Author of The Deathworlders

Shalua Rui
Rui Freelance Mining
#27 - 2013-09-06 14:30:30 UTC  |  Edited by: Shalua Rui
Here is what I came up with of the top of my head:

New mechanic: Crew Management

Each ship larger then a shuttle has a crew stat. It depicts the crews strength, condition and level of training in 4 different categories, and has the following effects...

- Level of Training: This stat is actually composed of 4 stats, that combined are expressed in overall skill level: Amateur, standard, professional, expert and elite. The crew skills are:
-- Weapons: This stat represents the ships weapon (or energy transfer/mining module) crews that tend and work the modules that fit in the category. They reload weapons, maintain laser and energy emitters, etc. Training your crew in that skill group will decrease reloading/refitting and cycle time of said modules by 2-10% per skill rank they hold and also reduce damage taken from overheating said modules by 10-50%. In addition, they increase ship specific module bonuses (missile damage, mining yield, etc.) by an additional 1-5%.
-- Electronics: This stat represents the ships electronic operators and techs. Much like weapons crews, they grant a bonus of 2-10% to cycle and reload time and reduce overload damage to "their" modules. They also reduce the CPU need of all modules by 1-5% active on the ship.
-- Engineering: This stat represents the ships engineering crew. They give the same general bonuses to the modules that fall under the category and also reduce the power grid and activation energy needs of all modules fitted to the ship by 1-5%.
-- Navigation: This stat represents the ships navigation officers and engine techs. In addition to the general bonuses they grant to propulsion and navigation modules, they increase the ships speed and agility by 1-5%.

- Crew condition: This general stat represent the crews morale and health/mental and is measured in a percentage of 1-100% that has a direct effect on the effectiveness of the crew bonuses the ship is granted. It slowly degrades over time, the longer the ship is in service without docking, the more often it is hit in combat or stays outside of a station. That stat can be slowly increased by staying docked in a station or fast by spending ISK, effectively "bribing" the crew to keep it together. Blink

- Crew strength: This is a 2 part stat (ie. 100/100) and governs the crews ship bonuses. You can loose crew by taking structure damage (chance of 50% per point to loose one crewmen/women). Crew does not regenerate automatically and has to be purchased (hired) like ammunition and charges. Like loosing morale, replacing or loosing crew directly effects the crew bonuses they grant to the ship they serve on.

Crew training: The training of ones crew is handled by the "crew management" skill, that falls under the "leadership" category. Basically, training your crew works like training your character, over time. The skill, like all others, has 5 ranks reflecting the five levels of crew skill. So, in order to raise your crew to "expert" status, you, yourself have to have skilled the "crew management" skill to rank 4. The actual training of your crew, however, works a bit differently... Since the overall skill level of your crew is a combined stat taking into account all your crews different fields of work, it is very well possible for a crew to be, say rank 4 in "navigation" but rank 1 in all other departments, with you having the management skill on rank 1, but the lower your skill, the longer will it take for your crew to actually reach higher ranks since they are, all in all still amateurs.

I have no exact numbers for crew training times ironed out yet because this is only a quick write up, but they should be low... hours and days rather then weeks.

Yea, that's it: A system like that would be nice groundwork for later stuff to build upon... like crew specific modules (facilities to boost morale, excape pods to save a portion of your experienced crew when ship is destroyed, etc.) or even boarding actions...

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

Giovanni Ursula
Low Tax Hedge Funds
#28 - 2013-09-06 14:30:41 UTC
I personally love the lore idea of a crew on the ships, but considering EVE gameplay, it creates some funny situations.

Quote:
Dearest Matilda,

I hope you and the kids are well. You cannot believe how amazing the Jita 4-4 station is with people from all over the galaxy. I've signed on as Assistant Flight Deck Officer on a Kestrel-class frigate. Some capusleer wants to transport 50 documents, Pilot's License Extensions, I think he called them, to Urlen. Should be easy and I should see you all tomorrow.

With love,

Thomas


or


Quote:
Dearest Matilda,

I hope you and the kids are well. I've secured the Chief Engineer's berth on a Catalyst-class destroyer. I hope you are as proud as I am. We've been briefed that we will be enforcing the New Halaima Code of Conduct. There's only 10 rounds in each blaster and the cargo hold is empty, so that's a bit puzzling, but the Captain seems to know what he's doing.

With the extra money I'm making, we should be able to afford the new house. I hope this berth is a long-term gig.

With love,

Thomas


Will crew continue to sign on suicide ganking ships or just incredibly bad pilots?

In all seriousness, I actually do hope ships get a rig-like slot for enhancing the crew for some small buff that grows the longer you have the ship (to a max)

Say, 1% hull resistances that grows by 1% per week until you hit a maximum of 10%.
Ravasta Helugo
Republic University
Minmatar Republic
#29 - 2013-09-06 14:31:03 UTC
Grinding for any sort of exp or skill points has not, and should not, ever be a part of this game.

However, I do see a way to incorporate improving crews over time:
Skill: Reliable Leader x6 (or something)
Improves crew performance by 10% per level
Upon ship destruction, decreases by one level. (Like Tech III)

You can introduce a whole suite of skills like that, improving various aspects of a crew rig's performance.

When you die, you lose SP, representing the loss of crew, or at least a measure of their trust and confidence.
Shalua Rui
Rui Freelance Mining
#30 - 2013-09-06 14:32:54 UTC
Ravasta Helugo wrote:
When you die, you lose SP, representing the loss of crew, or at least a measure of their trust and confidence.


I see we have similar ideas there. Blink

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

Stitcher
School of Applied Knowledge
Caldari State
#31 - 2013-09-06 14:36:57 UTC
skill points are supposed to be your brain being good at stuff. The entire point of capsuleers is that they take a ship and add magic sparkles all by themselves, to the point where the crew performance has only a minor effect at best.

I think a role-by-ship based SMALL bonus (no more than 5% for an absolutely fully-experienced tip-top crew) accrued with distance flown, damage taken & damage done would be the absolute most it needs.

AKA Hambone

Author of The Deathworlders

Ravasta Helugo
Republic University
Minmatar Republic
#32 - 2013-09-06 15:58:52 UTC  |  Edited by: Ravasta Helugo
Stitcher wrote:
skill points are supposed to be your brain being good at stuff. The entire point of capsuleers is that they take a ship and add magic sparkles all by themselves, to the point where the crew performance has only a minor effect at best.

I think a role-by-ship based SMALL bonus (no more than 5% for an absolutely fully-experienced tip-top crew) accrued with distance flown, damage taken & damage done would be the absolute most it needs.

There are skills related to leadership (Leadership) and relationships (Connections) so I don't think your strict interpretation is consistent with the game as it stands.

As to the limited role that these crew rigs should play, I agree completely. That's why I emphasized that they should affect smaller, quality of life attributes, like reload time.
Stitcher
School of Applied Knowledge
Caldari State
#33 - 2013-09-06 16:02:28 UTC
I've always interpreted Leadership skills as being your capsuleer forming part of a network and being an efficient node in that network, boosting the performance of the other nodes.

You have to remember, the lore has it that a pod pilot is basically turning their own brain into a supercomputer that's extremely good at running a spaceship.

Don't ask me how the social skills work in that model, though.

AKA Hambone

Author of The Deathworlders

Herzog Wolfhammer
Sigma Special Tactics Group
#34 - 2013-09-06 16:13:53 UTC
Crews should be a part of a mechanic that discourages "brainless ship loss". You know, hurling entire battleships into meat grinders without strategy.

If you lose more ships, you lose more crew. Lose more crew, your new crews are greener and therefore less efficient. Keep a ship alive longer (and actually use it), and the crew gets better - and the ship gets more efficient and even bonuses.

Lose a lot of ships, and hence get a lot of crew killed, you get a bad reputation with the next crews, and eventually only suicidal people would sign up to be on your ship.

Amarr ships should have to consume vitoc to keep running.


Yeah I know, the mechanic is not all about ganking noobs fake leetery, so everybody will complain if something like crews were ever more than backstory.

Bring back DEEEEP Space!

Makoto Priano
Kirkinen-Arataka Transhuman Zenith Consulting Ltd.
Arataka Research Consortium
#35 - 2013-09-06 16:16:33 UTC  |  Edited by: Makoto Priano
Honestly, while I like the idea of crew experience, the experience gain element might be a bit messy. If player action is the primary means of getting experienced crew, then we're going to get crew farmers, of all things, who bot the experience-buffing activity. (I mean, think about it this way: "Alright, guys! Alarm clock op at 0500! Timer comes out at 0700. We've got a Titan for everyone to shoot at to get peak crew before the op. Remember -- laser doctrine for fleet ops due to ammo costs."

Idea: have the primary crew source be new types of starbase/station/PI facilities, colonies. Unlike PI which is resource extraction/processing, this is essentially an ant farm, which spits out crew. When spit out, the crewperson has a rating based on the quality of the colony's facilities. For instance, let's say we've got engineers. A cruiser needs 50 crew, but can have up to 100-- but its engineering crew is, say, 20%. Minimum is 1 'engineer officer,' and 9 'technicians.' Technicians can be rated as basic techs, veteran technicians, engineers, or veteran engineers -- depending on proportion, that's a base 0%, 1%, 2%, or 3% advantage to engineering modules.

Crew is slotted in like subsystems on a T3 -- when you assemble, you pull from the cargo bay, and can either opt for maximum or minimum needs.

'Crew fatigue' builds up over time in space, and just serves to reduce the bonus until the ship is docked again-- though we'd need to figure out rates based on WH times-in-space and supercapitals. So maybe that should just be scuttled.

Itsukame-Zainou Hyperspatial Inquiries: exploring the edge of the known, advancing the state of the art. Would you like to know more?

Herzog Wolfhammer
Sigma Special Tactics Group
#36 - 2013-09-06 16:22:49 UTC  |  Edited by: Herzog Wolfhammer
Thorn Galen wrote:
Would be great if frozen corpses could be biomassed and converted into something like a Quafe Energy bar, or protein soup, or something useful to trade/consume.

Soylent Green.



We can salvage parts from ships, it would be great opportunity if implant parts can be salvaged from corpses, and drugs made from the brains.


I still hope for the day we get bug ships like from the Lexx series and feed them corpses.


From the link:
Quote:
Being alive, the Lexx needs to eat. It can digest any form of organic matter, and will usually land on a planet's surface to scoop up suitable organic foodstuffs; however, it is content to simply blow up a planet and feast on the sizable chunks. When denied food, the Lexx can become rather cranky, but will always attempt to follow orders no matter what is happening. The moral dilemma of destroying inhabited worlds for Lexx's functioning and survival is a recurring plot theme, and occasionally Lexx will swallow passing ships without informing the crew. Another means of collecting energy is to "resorb" discarded items left on its floors.

Bring back DEEEEP Space!

Amhra Rho
Accujac Elimination
#37 - 2013-09-06 16:26:15 UTC
Could we perhaps shangai crew members and force them to crew for us? Maybe even steal them from enemies we've popped?

New Eden is a cold place. It strikes me that this would be in keeping with the buddha nature of the game.

There's real reasons why your Eve character doesn't do /dance.

Ibrahim Vaughn Holtzman
the holtzman experience
CAStabouts
#38 - 2013-09-06 16:35:14 UTC
Giovanni Ursula wrote:

Will crew continue to sign on suicide ganking ships or just incredibly bad pilots?


This. Introducing Crew Mechanics in Eve would likely ground quiiite a lot of capsuleers, simply because no crew in the world would fly with them.
Plastic Psycho
Necro-Economics
#39 - 2013-09-06 16:48:30 UTC
Debora Tsung wrote:
Cipher Jones wrote:
They give active and passive buffs, and your crew completes missions. The missions are a much more fun way of "passively" playing a game than PI IMHO.


I really really despise the STO away missions. They're boring, tedious and not in the least entertaining.

"Captain, we have go to that planet and save the derps!"

"Very well then, beam me and some random dudes to the survace of the planet, nevermind the 1000 soldiers awaiting my orders..."

John Scalzi has your answer:
RedShirts.
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#40 - 2013-09-06 17:29:12 UTC  |  Edited by: Cipher Jones
Quote:
Dear Matilda De'Wins:

We regret to inform you that your Spouse Thomas was killed in the line of duty today.

On behalf of The Thomas Edwards Taco Tuesday All Stars, we express the deepest condolences for your loss.

It should please you to know that his life was lost defending a helpless asteroid.

In deepest sympathy,


Captain Cipher Jones.


Also, I was not referring to away missions, I was referring to DOFF missions. Passive, like PI.

internet spaceships

are serious business sir.

and don't forget it