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Ship Crew "modules" idea

Author
Danika Princip
GoonWaffe
Goonswarm Federation
#21 - 2015-02-26 23:19:24 UTC
So...

Where do I get my crew in null?

How about in wormholes?

Why should I be penalised for PVPing a lot?

Why do you want ganking nerfed, and freighters buffed?
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#22 - 2015-02-27 02:58:34 UTC
No I am not bashing on STO.

What I am saying the learning curve from dy 1 noob to someone that can properly maintain themselves in missioning, or combat PvP, or even incursions, or simply trying to do the epic arcs out there is complicated enough without introducing some lame Crew module thing.

You are trying to gimp people by FORCING them to play a certain way and basically be tied to a certain region for their supply base.

I think it is you that has no clue about EvE, I have been playing years now. And this idea just simply will not work without many overhauls and changes.....not to mention the meta which will just not accept it because its too dumb of a gimmick that WILL add more complexity and baseless crap to the game that has nothing to do with the spirit of EVE.

Now as to us being Capsuleers.....Yes i know my ships have crew, do i really care beyond my ship working as needed.....no I am immortal and basically a Demi-God....i do not care much about the baseliners and do not wish them to have 1 ounce of control or conflict with MY control of MY ship.

So no.
-1 for this idea.
Bright Noa
The Scope
Gallente Federation
#23 - 2015-02-27 03:36:24 UTC
Max Deveron wrote:
No I am not bashing on STO.

What I am saying the learning curve from dy 1 noob to someone that can properly maintain themselves in missioning, or combat PvP, or even incursions, or simply trying to do the epic arcs out there is complicated enough without introducing some lame Crew module thing.

You are trying to gimp people by FORCING them to play a certain way and basically be tied to a certain region for their supply base.

I think it is you that has no clue about EvE, I have been playing years now. And this idea just simply will not work without many overhauls and changes.....not to mention the meta which will just not accept it because its too dumb of a gimmick that WILL add more complexity and baseless crap to the game that has nothing to do with the spirit of EVE.

Now as to us being Capsuleers.....Yes i know my ships have crew, do i really care beyond my ship working as needed.....no I am immortal and basically a Demi-God....i do not care much about the baseliners and do not wish them to have 1 ounce of control or conflict with MY control of MY ship.

So no.
-1 for this idea.


LOL Don't lie. You did it twice in a row on a thread that ain't got jack to do with you. You have a serious hate for that game.

My idea enforces more PvP and more smart playing. It doesn't gimp anything other than bad tactics. It'd alter how you play as any new game changer does.

And you have a hate for complexity too. Dude you know games like CoD exist if you don't like these vehicle customization games which thrive on complexity. I've been around on and off for years too. This isn't my first rodeo.

And, as I've pointed out before. If you don't like the idea of crew, you can just not equip them. At no point with they conflict with how you control your ship. As a Capsuleer you may not care about how baseliners think.. but it's 100% unrealistic to think baseliners don't have their own thoughts and feelings and that your actions have no effect on them or that they'd react to your actions.

This is a game with a lot of PvE and PvP. PvE is getting some love, but it's not enough. This would improve it. And much like the fact that all of EVE is infused with the constant risk of PvP, this would bring in an added need for PvE. It'd also make accomplished mission runners quite dangerous with high quality crews when a PvP ganker shows up to ruin their day. It would mix things up in a positive way that would fix some issues and add more customization and complexity.

If you don't like the idea, that's cool and fine and all.. but don't come at me with lousy reasons. This "I want a free ticket to not have to worry about the repercussions of my actions on the galaxy at large beyond my fellow Capsuleers" mentality is as bad as care bears who don't want PvP allowable at all in high sec.
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#24 - 2015-02-27 03:46:15 UTC
Uhm yeah as a vet i could deal with it all most likely........

A fresh faced noob.....with everything else mixed in....too much complexity....that is my point.

So please get off your high horse and go do something else. Oh what was the reference with armored core anyway? Do you think i care if its a player group, or a programming company, or some nerdy in the garage CGI film thing.....your idea is still trash for this Game.
Bright Noa
The Scope
Gallente Federation
#25 - 2015-02-27 03:55:21 UTC
Danika Princip wrote:
So...

Where do I get my crew in null?

How about in wormholes?

Why should I be penalised for PVPing a lot?

Why do you want ganking nerfed, and freighters buffed?



Oh those are good questions.

I'll start at the bottom.

I want ganking nerfed partly because it's kinda.. dumb. Not the kamikaze attack itself, but how effective it is and how little punishment to reward there is. If this were done in real life with real frigates you'd be reduced to needing to field religious zealots or slaves as your crew.

Freighters are boring. They need more ways to fiddle with them. I understand they already essentially fill their purpose, but I find them unattractive and have never played a hauler because of their lack of customization options.

Next..

PvPing a lot won't be penalized. Losing your ship constantly will be penalized, this can happen in both PvP and PvE. More specifically. I would like to lean towards crew death being a much larger factor in reputation hurting than just ship loss. I was vague in that area because I think input and discussion with other people would help build on the idea and give it a better shape than something I came up with on the fly. The entire concept is just a rough draft, really, and needs to be sanded down and smoothed out. I included a module which essentially simulates escape pods as an idea. With it, crew would not be found in your wreckage, but not be listed as in the dead either. They'd either be listed as escaped or just would be considered such in an unsaid manner. New social skills could also improve reputation gain and loss. Grinding hard as PvE or just winning in PvP a lot would counter a bad week in a war.

And finally..

non-faction owned space is tricky. I have mulled over the idea that if you have sov established, the more activity a player structure receives in visitors, items being moved about, ect, then maybe that could attract crew looking for work, and players with better reputations will receive access to better crew that wishes to join their ship. Here, faction standings don't really have an impact, and it may be one of the few places you can find independent crew. Perhaps Amarr crew are unlikely to sign up to work with ships with Minmatar crew equipped, for example. and indie crew don't care who they work with. They're pioneers. This would be where you'd find good factionless laser weapon enhancing crew that will work for your gallente crew filled Dominix. This would reward hard working alliances heavily, I feel, and I don't think that's a bad thing either. That's just off the top of my head though. What would you suggest?
Bright Noa
The Scope
Gallente Federation
#26 - 2015-02-27 03:59:51 UTC
Max Deveron wrote:
Uhm yeah as a vet i could deal with it all most likely........

A fresh faced noob.....with everything else mixed in....too much complexity....that is my point.

So please get off your high horse and go do something else. Oh what was the reference with armored core anyway? Do you think i care if its a player group, or a programming company, or some nerdy in the garage CGI film thing.....your idea is still trash for this Game.


Armored Core's a game which is known more for the complexity of its customization options than anything else. If you were in to giant robot games, you'd probably have heard of it.

Are you using nerdy as an insult on a forum for a MMO about space ships? =)

Folks who like vehicle games usually like complexity. It doesn't take long to get used to it. Complexity isn't the killer. New User experience with the tutorial's UI is.
Danika Princip
GoonWaffe
Goonswarm Federation
#27 - 2015-02-27 08:16:26 UTC
Bright Noa wrote:



Oh those are good questions.

I'll start at the bottom.

I want ganking nerfed partly because it's kinda.. dumb. Not the kamikaze attack itself, but how effective it is and how little punishment to reward there is. If this were done in real life with real frigates you'd be reduced to needing to field religious zealots or slaves as your crew.

Freighters are boring. They need more ways to fiddle with them. I understand they already essentially fill their purpose, but I find them unattractive and have never played a hauler because of their lack of customization options.


Losing your ship, and your sec status to the point that you're a free target for everyone in highsec and can't really fly anything bigger than a frigate without either players or the navy killing you is not punishment enough?

AFK hauling is not something to be encouraged. There are plenty of ways to avoid being ganked without leaving gankers all but locked out of other forms of PVP. If you want to argue taht wouldn't happen, then I will ask you this: When was the last time you saw a PVP ship bigger than a tackle frigate with no rigs? Anything that gives a bonus quickly becomes mandatory if you want to be competative, and crews would be no different.

Quote:

Next..

PvPing a lot won't be penalized. Losing your ship constantly will be penalized, this can happen in both PvP and PvE. More specifically. I would like to lean towards crew death being a much larger factor in reputation hurting than just ship loss. I was vague in that area because I think input and discussion with other people would help build on the idea and give it a better shape than something I came up with on the fly. The entire concept is just a rough draft, really, and needs to be sanded down and smoothed out. I included a module which essentially simulates escape pods as an idea. With it, crew would not be found in your wreckage, but not be listed as in the dead either. They'd either be listed as escaped or just would be considered such in an unsaid manner. New social skills could also improve reputation gain and loss. Grinding hard as PvE or just winning in PvP a lot would counter a bad week in a war.


Flying ships that die a lot WOULD be penalized. Dictors, for example. Or frigates, ewar, even some logi. Part of the reason people hated the old clone cost system was that flying frigates or dictors very quickly led to you losing more ISK in clones than in ships, which was bad. Flying them under your system would very quickly lead to you being left unable to get yourself any crew, which would, effectively, lock you out of anything that brought you into conflict with people who DID have them. Why do you want to punish people for PVPing in small ships, small groups, or solo? Is locing thier ships, pods and implants not enough already?

Quote:

And finally..

non-faction owned space is tricky. I have mulled over the idea that if you have sov established, the more activity a player structure receives in visitors, items being moved about, ect, then maybe that could attract crew looking for work, and players with better reputations will receive access to better crew that wishes to join their ship. Here, faction standings don't really have an impact, and it may be one of the few places you can find independent crew. Perhaps Amarr crew are unlikely to sign up to work with ships with Minmatar crew equipped, for example. and indie crew don't care who they work with. They're pioneers. This would be where you'd find good factionless laser weapon enhancing crew that will work for your gallente crew filled Dominix. This would reward hard working alliances heavily, I feel, and I don't think that's a bad thing either. That's just off the top of my head though. What would you suggest?


I wouldn't, I think this is a terrible idea and it clearly hasn't been thought through properly if you've given no consideration to huge regions of space.
Samillian
Angry Mustellid
#28 - 2015-02-27 09:21:37 UTC  |  Edited by: Samillian
So let me get this right OP.

If your proposal were enacted I would have to waste my precious game time (of which I have little) pursuing an activity (PvE) I not only truly detest but have spent considerable time and effort making unnecessary in terms of earning ISK in order to stay competitive in my primary activity (PvP).

More of an incentive to not bother logging in that to PvP from my point of view.

Not supported.

NBSI shall be the whole of the Law

Bright Noa
The Scope
Gallente Federation
#29 - 2015-02-27 14:51:32 UTC
Samillian wrote:
So let me get this right OP.

If your proposal were enacted I would have to waste my precious game time (of which I have little) pursuing an activity (PvE) I not only truly detest but have spent considerable time and effort making unnecessary in terms of earning ISK in order to stay competitive in my primary activity (PvP).

More of an incentive to not bother logging in that to PvP from my point of view.

Not supported.


I did present the option that PvE could be avoided, but it would reward you much more quickly, and likely to greater lengths, for far less work.

Also, complaining about PvE on a PvE/PvP game is kind of silly. CCP has been going through great lengths to make more and more interesting PvE, in my view, because it has traditionally languished in the game and not gotten the love it deserves. You want pure PvP? Go to World of Tanks. Although you may find there that being reckless there also can make advancing increasingly difficult as you struggle to pay for your own ammunition.

If you were totally unwilling to deal with the consequences of your actions on the baseliners, you could fly crewless, in ships which are not heavily effected by lack of crew (such as ones which would only have 1 crew slot). It would just require more work and planing on your part to deal with opponents who actively do spend time playing in to this system.

---

What I'm sort of saddened by isn't the continuous "Sounds like Work/PvE. No." but the lack of alternate suggestions on how to make adding crew to the game work for them. In whatever fashion, even if it were totally unlike mine.
Anhenka
The New Federation
Sigma Grindset
#30 - 2015-02-27 15:42:39 UTC  |  Edited by: Anhenka
Bright Noa wrote:

What I'm sort of saddened by isn't the continuous "Sounds like Work/PvE. No." but the lack of alternate suggestions on how to make adding crew to the game work for them. In whatever fashion, even if it were totally unlike mine.


This is your thread. This is your idea. It is your job to present your idea, and then convince the rest of us that it's a good idea.

It's not our job to turn your idea into a good idea, it's our job to give your our feedback of your idea.

P.S: Your thread is not a new idea. Someone brings it up every week or so, and it never goes over well. Balance in EVE is a very delicate tightrope, and adding in an additional several slots that you can min/max makes it even more difficult to do than it already is. That's the reason most people tend to dislike it.

Now you took that one further, and added in the poor features of losing ship quality after PvP losses to punish people for frequent PvP, tying the mechanic to PvE regardless of peoples desire to do PvE on a particular character, and requiring you to visit specific areas to get the correct kinds of crew, which would have all sorts of adverse effects on people that don't live conveniently in empire, and those that PvP frequently.

And your justifications on this is "Oh well people should try and not lose their ships, and this should punish gankers, and this would boost rewards people do just PvE, and how dare you question my qualifications I'm a member of some Armored Core bullshit group that nobody in EVE cares the slightest bit about or has apparently even heard of."

TLDR: Your idea was trash, everyone is telling you it's trash, but you can't understand this because you tailored the idea to exactly how you want the game to be and your particular playstyle without taking into effect the forced negative changes it would have for everyone who is not a highsec hugging ganker fearing carebear.

I cannot -1 this hard enough.
Bright Noa
The Scope
Gallente Federation
#31 - 2015-02-27 16:20:06 UTC
Anhenka wrote:
Bright Noa wrote:

What I'm sort of saddened by isn't the continuous "Sounds like Work/PvE. No." but the lack of alternate suggestions on how to make adding crew to the game work for them. In whatever fashion, even if it were totally unlike mine.


This is your thread. This is your idea. It is your job to present your idea, and then convince the rest of us that it's a good idea.

It's not our job to turn your idea into a good idea, it's our job to give your our feedback of your idea.

P.S: Your thread is not a new idea. Someone brings it up every week or so, and it never goes over well. Balance in EVE is a very delicate tightrope, and adding in an additional several slots that you can min/max makes it even more difficult to do than it already is. That's the reason most people tend to dislike it.

Now you took that one further, and added in the poor features of losing ship quality after PvP losses to punish people for frequent PvP, tying the mechanic to PvE regardless of peoples desire to do PvE on a particular character, and requiring you to visit specific areas to get the correct kinds of crew, which would have all sorts of adverse effects on people that don't live conveniently in empire, and those that PvP frequently.

And your justifications on this is "Oh well people should try and not lose their ships, and this should punish gankers, and this would boost rewards people do just PvE, and how dare you question my qualifications I'm a member of some Armored Core bullshit group that nobody in EVE cares the slightest bit about or has apparently even heard of."

TLDR: Your idea was trash, everyone is telling you it's trash, but you can't understand this because you tailored the idea to exactly how you want the game to be and your particular playstyle without taking into effect the forced negative changes it would have for everyone who is not a highsec hugging ganker fearing carebear.

I cannot -1 this hard enough.


It's been about 3 people or so telling me they didn't like it. One player I presented it to liked it. Majority seem to not care at all. Which is still negative, but it's not really the way you're presenting it. Although you've generally been bad at getting any points off at all..

I scrolled back around ten pages to make sure there wasn't already a crew idea. I'm not daft enough to think it has never been suggested before.

The Armored Core origin was brought up because you thought I was from STO, and seemed to think I hadn't realized there would be added complexity. You're not very good at this debating thing, are you? My roots in vehicle combat gaming come from Navy Field, Armored Core, Mechwarrior, ect. I have played STO a lot, but only after I played EVE. The two games are dissimilar enough that even if I had come from STO, I don't know why you'd think I was replacing STO with EVE. They don't offer the same experience at all, really. You also failed to realize that I don't care about the "Oh teh noes, I haz to do work now?" ethic of what I'm guessing are PvP only gankers. EVE is about hard work and high reward. It always has been. It was harder work when I started to get anywhere than when you started. I don't mind work. MOST MMO players don't mind work. A small minority of CoD minded PvPers mind work.

I also don't really care about complaints about making people who PvE a lot actually dangerous to PvPers. This won't be an issue if you don't try to solo-gank them, really.

I've discussed the idea of how non-empire crew could be obtained, and I've discussed the fact that losing one fight won't hurt you. Being a bad captain will hurt you worse than anything else.

This would also give larger ships, like BB's, a bit of extra oomph that might make them more difficult to deal with. Crew which make them harder to scram, web, or general EWAR against in general could really improve their numbers. It's no secret that over time fewer and fewer have been used.

You also have zero idea how I like to play.

Every one of your complaints about the idea don't actually happen with the idea in its current form. Outside of allowing people to work hard in order to be stronger than those who don't work hard. I know, working hard and being better than those who don't? How silly of an idea. It's not like so many successful games employ this reward system!

The PvE hate also still strongly reminds me of Care Bears whining about how PvP is a thing they have to deal with even in high sec. It's just in the other direction. My response is sort of similar too. Oh well.
The Newface
Doomheim
#32 - 2015-02-27 16:51:18 UTC
I liked the original poster but I don't agree with everything.

I like
Crew slots as a concept, adds more planning and customization to ships.

Some concepts that wont work
Finding crews in different parts of space. Many of us have.. 50+ ships. There is just no way to "find" crew for that many. We would do nothing else then fly around looking for crew. If the argument is that you don't have to have a crew then the crew could only have a marginally impact on a ship, at most 1% or something. making them not that useful.
If we instead threat them as a module that you buy from a specific faction and can trade it would be different. Different factions could have different type of crews so your faction standing with.. lets say gusistas would allow you to buy guristas crew that happen to be better at X then Amarr crew.

Im always going to be for more personalization as long as its something you have to plan ahead of time.
Celthric Kanerian
Viziam
Amarr Empire
#33 - 2015-02-27 17:02:12 UTC
*sigh* This again? I don't understand why so many people want to cripple their ship...?
Anyway, reported for redundancy.
Anhenka
The New Federation
Sigma Grindset
#34 - 2015-02-27 17:02:49 UTC
Bright Noa wrote:

The Armored Core origin was brought up because you thought I was from STO, and seemed to think I hadn't realized there would be added complexity.
I also don't really care about complaints about making people who PvE a lot actually dangerous to PvPers. This won't be an issue if you don't try to solo-gank them, really.

I've discussed the idea of how non-empire crew could be obtained, and I've discussed the fact that losing one fight won't hurt you. Being a bad captain will hurt you worse than anything else.

This would also give larger ships, like BB's, a bit of extra oomph that might make them more difficult to deal with. Crew which make them harder to scram, web, or general EWAR against in general could really improve their numbers. It's no secret that over time fewer and fewer have been used.

You also have zero idea how I like to play.

Every one of your complaints about the idea don't actually happen with the idea in its current form. Outside of allowing people to work hard in order to be stronger than those who don't work hard. I know, working hard and being better than those who don't? How silly of an idea. It's not like so many successful games employ this reward system!

The PvE hate also still strongly reminds me of Care Bears whining about how PvP is a thing they have to deal with even in high sec. It's just in the other direction. My response is sort of similar too. Oh well.


0: Search bar in the top, enter "crew": 52 pages of results. Now that was not so hard was it?

1: That was not me talking about STO. Someone else. Once again though, if the game is not EVE, your experience in those games does not matter to anyone here.

2: Your definition of being a "bad captain" revolves around the central idea that if you lose ships, you are a bad captain. That's basically the definition of someone who is scared of PvP. I can make a fairly certain assumption that you don't live in a WH, that you don't live in lowsec, and if you live in nullsec you avoid PvP whenever possible except for potentially the occasional large fleet. People who fight to control their space wouldn't propose penalizing losing crew quality while PvPing, because they accept frequent ship losses as a necessary consequence of defending their territory. So yeah, I'd guess at least a 80% chance of highsec, non PvPing carebear.

3: Your idea of "work" revolves around PvE, that by continuously PvEing, you can power up a ship to further levels than otherwise. It means that people who PvE in the style you approve of gets bonuses, while people who do PVE that is not within those categories, or chooses to do their PvE on alt characters gets the shaft. This is an incredibly short sited view that only permits accruing bonuses to people to PvE the way you think they should, on the character that would use them. Basically only people that fit your own playstyle then, huh?

For example, I keep two of my characters in my PvP staging system, then several more in a PvE ratting sytem, and several more in a highsec system for ice mining. But my PvP characters never PvE, because I need them staged far from the PvE areas to be ready to PvP. Guess I'm just SoL and doomed to having terrible crew then, huh?

4: It's not your job to decide that larger ships need "extra oomph to make them harder to deal with". CCP has in the past 24 hours said "we are fine with the current position of BS's in the game".

5: This is a PvP game, the entire economy is driven by the continuous destruction and production of ships. From the beginning, people are told that "By undocking, you consent to PvP, Concord is not there to protect you, Concord is there to punish the transgressor." That is why people who whine about being involved in PvP against their will get told to HTFU. But there is no such reverse of this. If someone never wanted to PvE on a particular character, there is no mechanic in the game that can force them to, and no hint of any reasoning by CCP that they would ever contemplate forcing people to PvE on their PvP characters as a prerequesite for their PvP ships not being terrible.

TLDR: Your continued insistence that everyone should have to abide by rules that primarily benefit your PvE non PvP oriented play style, and punish those opposite your play style (By PvPing frequently in a PvP game, such surprise) is as ridiculous as those who play this game thinking that CCP should protect them from any interaction by people they don't want to interact by them, despite being told flat out that this is OK, and intended game design, and that EVE is a harsh dark place.

If you want anyone to believe you actually PvP, and have any interest in not ******* over the PvP community, you are either going to need to change your proposal so that it doesn't overwhelmingly favor people that never PvP and just fly around avoiding losing ships and grinding missions all day, or actually show that you PvP. You certainly don't on the character you are posting with, but it's possible you PvP on an alternate character. I rather doubt it though.
DaReaper
Net 7
Cannon.Fodder
#35 - 2015-02-27 17:17:22 UTC
I've never understood this need for eve ships to utalize or 'see' your crew. Never understood the point.

As a pod pilot we don;t really need crew, and TBH we don;t give a flying **** about them. They are cattle. We are imortal gods, so why would we care if the dude i just paid 100k too dies.

So yea.. i just don;t get it.

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

Bright Noa
The Scope
Gallente Federation
#36 - 2015-02-28 04:03:19 UTC
Quote:
Losing your ship, and your sec status to the point that you're a free target for everyone in highsec and can't really fly anything bigger than a frigate without either players or the navy killing you is not punishment enough?

AFK hauling is not something to be encouraged. There are plenty of ways to avoid being ganked without leaving gankers all but locked out of other forms of PVP. If you want to argue taht wouldn't happen, then I will ask you this: When was the last time you saw a PVP ship bigger than a tackle frigate with no rigs? Anything that gives a bonus quickly becomes mandatory if you want to be competative, and crews would be no different.


First of all, I apologize for taking so long to respond. Birds gotta fly, Fish gotta swim, Employees gotta work, ya know?

As for it not being punishment enough? Not really. No. Realistically, if you became known as a guy who loses six ships a day. No one is going to want to work on your boat. From a gaming stand point is still feels like a slap on the wrist compared. If you get caught in Pirates of the Burning Sea (not that I recommend that game, really) doing piratey actions, you go to jail. If you get caught being a criminal in Skyrim, you go to jail. If you get caught doing something like this in real life, you'll be lucky if you survive your encounter with the authorities.

I don't care about AFK flying. If you want to get rid of that, get rid of auto-pilot. I wouldn't be opposed to that.

Suicide Gankers would be hurt the most from this.. if they did it constantly. Although, the fact that you can get away with it all is kind of unrealistic. Imprisonment in MMO's generally doesn't seem to have any real effect though, at least when I've had to go through it. Since players can just AFK. This crew system seems to be the most fair way of punishing bad captains.

If you want to be hyper competitive then yes you need crew in bigger ships. Smaller ships would not be as effected. T1 and T2 frigates would suffer the least from lack of crew and remain competitive. Crewed ships will always be better though, under this idea.

I'm not sure what this last bit is a counter-argument towards?

Quote:
Flying ships that die a lot WOULD be penalized. Dictors, for example. Or frigates, ewar, even some logi. Part of the reason people hated the old clone cost system was that flying frigates or dictors very quickly led to you losing more ISK in clones than in ships, which was bad. Flying them under your system would very quickly lead to you being left unable to get yourself any crew, which would, effectively, lock you out of anything that brought you into conflict with people who DID have them. Why do you want to punish people for PVPing in small ships, small groups, or solo? Is locing thier ships, pods and implants not enough already?


I didn't argue that they aren't already punished. I've reiterated this point since some seem to be under the impression that dying even once would kill their social standing. I wanted to make it very clear that REPEATED ship losses are the trigger. One loss should have a very small effect, if any. Since the idea isn't fully formed, I don't really have a set amount of ship losses required to result in reputation loss. It was never intended to be more than one, however. And I even presented the concept that it may only effect the ship type you're using. Part of the idea was to kill off the throw-away ship concept. A captain who is well known for successfully commanding carriers in to battle repeatedly shouldn't be hurt because he accidentally jumped his hauler in to a gate camp. His reputation as a well known and popular carrier captain should remain standing, obviously.

Again, this punishes both bad PvPers and bad PvE players.

Quote:
I wouldn't, I think this is a terrible idea and it clearly hasn't been thought through properly if you've given no consideration to huge regions of space.


I concede that it hasn't been thought through. Although I've been pretty honest about it. The idea was built off of how to realistically include crew, how to one would go about getting them since you can't just manufacture people (or you shouldn't be able to anyways), and how you'd go about getting better quality crew, as well as what would inhibit your progress. I also wanted to try and make what Crew do unique as opposed to doing what Rigs and normal Modules already do, such as latent hull or armor regen. Drone healing in bay. Faster reload / crystal switched, ect. I laid the barest ground work based on this idea. If you dislike the idea so much, I really would appreciate input on how to change it to make it better, instead of just shooting it down.
Bright Noa
The Scope
Gallente Federation
#37 - 2015-02-28 04:28:06 UTC
The Newface wrote:
I liked the original poster but I don't agree with everything.

I like
Crew slots as a concept, adds more planning and customization to ships.

Some concepts that wont work
Finding crews in different parts of space. Many of us have.. 50+ ships. There is just no way to "find" crew for that many. We would do nothing else then fly around looking for crew. If the argument is that you don't have to have a crew then the crew could only have a marginally impact on a ship, at most 1% or something. making them not that useful.
If we instead threat them as a module that you buy from a specific faction and can trade it would be different. Different factions could have different type of crews so your faction standing with.. lets say gusistas would allow you to buy guristas crew that happen to be better at X then Amarr crew.

Im always going to be for more personalization as long as its something you have to plan ahead of time.



I think you're right when I think about it, about being able to trade crew.

I am not entirely sure how to implement it realistic fashion. Perhaps willing haulers can transport Crew for isk? Actually paid on delivery, by the crew, for ferrying them to places for better opportunity? The further away or deeper in to low/null sec the more they pay the hauler? They could drop off the crew in their item hangar, which then vanish and become crew for hire for crew slots in the crew listings.

Or they could trade the item to other plays, but I'd recommend they still need some sort of good reputation to be able to fit the crew, or they'd leave to find work elsewhere after a time.

I'd definitely like to see a way for players working as ferries to supply stations with crew they'd not normally have access to, both NPC owned and POS along with some sort of ability to trade them somehow in a way that make sense beyond just treating them like extra hardware you mount on your boat.
Bright Noa
The Scope
Gallente Federation
#38 - 2015-02-28 04:57:27 UTC

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1: That was not me talking about STO. Someone else. Once again though, if the game is not EVE, your experience in those games does not matter to anyone here.


Whoa. Whoops. I completely apologize for that then. Generally. I don't expect my experience in those games to matter, and I apologize if it's coming off like I think being good at other games should matter here.

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2: Your definition of being a "bad captain" revolves around the central idea that if you lose ships, you are a bad captain. That's basically the definition of someone who is scared of PvP. I can make a fairly certain assumption that you don't live in a WH, that you don't live in lowsec, and if you live in nullsec you avoid PvP whenever possible except for potentially the occasional large fleet. People who fight to control their space wouldn't propose penalizing losing crew quality while PvPing, because they accept frequent ship losses as a necessary consequence of defending their territory. So yeah, I'd guess at least a 80% chance of highsec, non PvPing carebear.


My definition of a bad captain revolves around real life expectations.

Currently, I reside in high sec. I didn't play for a while but the majority of play before my absence was primarily mission grinding to keep funds up for throw away ships for low sec patrols in small squads. Frankly, I didn't have much fun when I finally got a larger ship, and tended to stick to smaller vessels. Right now I'm toying about mostly with an Algos and seeing exactly how far I can push DD's as far as PvE and Exploration goes, and after that I've been thinking of seeing what all I can do both offensively and defensively with them in small scale PvP engagements. The relatively poor reputation of DD's makes me want to try and make one shine as a valued member of a patrol team. I enjoy most aspects of EVE outside of station and gate camping, since it's always seemed to me that alt scouting makes these practices useless and yet they're still done and they're boring as all hell.

A friend of mine recently joined, and as he prefers high sec and joined a fairly small corp, I am unlikely to move very far from him so I can help him get on his feet in this game. Once he feels stable enough I'll probably begin dragging him in to low sec. While I'm a bit of a moral nihilist, he has a strong ethics streak so I predict that we'll probably be running anti-pirate patrols of some kind, or hang out with low sec miners as hired body guards. As Null in my experience is little more than high sec with slower Concord response times, with Concord being replaced with Alliance owned forces, I don't think I'll be there much until I decide I want to get back in to group PvP for the fleet battles. That is the extent of my current existence in EVE.

I hope that somehow helps in your need to put a bead on what sort of player I am in EVE.

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3: Your idea of "work" revolves around PvE, that by continuously PvEing, you can power up a ship to further levels than otherwise. It means that people who PvE in the style you approve of gets bonuses, while people who do PVE that is not within those categories, or chooses to do their PvE on alt characters gets the shaft. This is an incredibly short sited view that only permits accruing bonuses to people to PvE the way you think they should, on the character that would use them. Basically only people that fit your own playstyle then, huh?


Not everyone has the time or money to develop two characters. My system is designed around certain base concepts on how to realistically obtain crew, but it also does not take in to account being accomodating to those who can run more than one character and rewarding them more than the average joe who only has the cash to throw away for one account at a time (or the time for only one character).

Although, what would you think of making rescued crew being willing to join their rescuers ship and work for them out of thankfulness and respect for their rescuer? Perhaps the more quickly you defeat their ship, the more respect they have, and thus the more willing they are to join you for free? It'd have to be developed deeper than that, obviously, but just as a base point to jump off of. This would give a small bonus to very well done PvPers who do not want to take the time to turn in wanted crew or return them safely for isk rewards to friendly stations.

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4: It's not your job to decide that larger ships need "extra oomph to make them harder to deal with". CCP has in the past 24 hours said "we are fine with the current position of BS's in the game".


It's not my job to decide anything about the game. That's why I'm in the idea suggestion thread and not ramming it through at the office with CCP staff.

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5: This is a PvP game, the entire economy is driven by the continuous destruction and production of ships. From the beginning, people are told that "By undocking, you consent to PvP, Concord is not there to protect you, Concord is there to punish the transgressor." That is why people who whine about being involved in PvP against their will get told to HTFU. But there is no such reverse of this. If someone never wanted to PvE on a particular character, there is no mechanic in the game that can force them to, and no hint of any reasoning by CCP that they would ever contemplate forcing people to PvE on their PvP characters as a prerequesite for their PvP ships not being terrible.


It's a PvE/PvP game. People can avoid the PvE right now if they want but CCP has done a pretty good job of showing that they care about making the non-PvP aspects of the game fun. This idea makes them more rewarding than not PvEing, allowing people to work the PvE to get better rewards, and allowing them to grind and dedicate themselves to become stronger than those who don't. That's already an aspect of this game to a point, but this would really enhance that.
Bright Noa
The Scope
Gallente Federation
#39 - 2015-02-28 05:32:52 UTC
Quote:
you are either going to need to change your proposal so that it doesn't overwhelmingly favor people that never PvP and just fly around avoiding losing ships and grinding missions all day


I think that a PvPer may have a harder time ganking a mission runner with this idea, but an organized team would still sweep. You seem worried that I'm suggesting Crew not just be good, but be super over powered. In a solo battle, a mission runner with PvP experience, a well fit ship, and high quality crew probably could ruin your gank if you had poor quality crew on a cheap ship. But he probably can still out tank your attack anyways if you're running a cheap ship that's meant to be easily replaced, assuming you don't catch him with his pants down.

In the end, nothing really changes in that regard outside of you needing to be more sure of what you're about to do. Kind of like in real life. Huh, imagine that. An idea who's intent is to replicate realism helps reinforce the idea.

The difference in our views is I'm in this because I like ships. I like the various aspects about them. I'm a fan of stuff like The Hunt for Red Octorber, Star Trek, Macross and Gundam. Crew, gear, everything about ships, be they on the water, under the water, in the sky, or beyond, are important and cool in these. I like the tension of two ships sniffing each other out as they play a game of cat and mouse. Of being uncertain because of the real and tragic consequences if they play the wrong move. Where shots not being fired are just as thrilling as when they finally are.

You're here because you like lasers and explosions, is what I've gathered from our conversation so far. I do too.. but you don't really seem to care for the other more serious aspects that both media concerning ships and sci-fi in general tend to include. Modules are a means to an ends.

The major difference between us can most easily be shown this way.. I consider this an excellent scene from a sci-fi involving jets.

https://www.youtube.com/watch?v=HwNRv-lubCg

Where as I get the feeling you prefer this sci-fi scene involving jets..

https://www.youtube.com/watch?v=v1D0jc7oK78

You make the mistake of assuming I'm afraid and want more protection from the evil gankers who might attack me if I were ever so brave enough to tip my toes in to the cold waters of low/null.
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