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Author Topic: Crews (fuuuuuuuuu!)  (Read 7574 times)

Seriphyn

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Crews (fuuuuuuuuu!)
« on: 30 Mar 2011, 08:19 »

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1483832&page=1#19

Quote from: CCP Delegate Zero
Those who attended TonyG's Novel/IP talk at FanFest (Words, Words, Words) will recall he showed a slide about crew, detailing NPC ship crewing and capsuleer ship crewing per class, racial modifiers on numbers, total capacity (crew + passengers) and survival rates when considering a combat between two vessels of the same class. (Because as Tony said, if a battleship takes a hit from a Titan doomsday beam no-one is getting out alive. Survival is situational but at least an average can be considered.)

Tony also stated the information would be published fairly soon for all to access. The FanFest talk was its first public domain unveiling, so to speak. The info has been used behind the scenes to inform canon material for quite some time.

Look out for it when it comes. Can't give a firm date but we've not forgotten the craving you guys have for info on crew.

Omnononomonomonomonomonm
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Ken

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Re: Crews (fuuuuuuuuu!)
« Reply #1 on: 30 Mar 2011, 08:34 »

Wonderful to have attention paid to the details, especially on a topic as sadly under-emphasized as crews!
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Saede Riordan

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Re: Crews (fuuuuuuuuu!)
« Reply #2 on: 30 Mar 2011, 08:49 »

Do we think there'll be a mechanic behind this or just story content? I don't mind either way, just curious.
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Rodj Blake

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Re: Crews (fuuuuuuuuu!)
« Reply #3 on: 30 Mar 2011, 08:56 »

This is the sort of thing that we need to see.

But TonyG doing it makes me worried.
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Morwen Lagann

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Re: Crews (fuuuuuuuuu!)
« Reply #4 on: 30 Mar 2011, 09:06 »

This is the sort of thing that we need to see.

But TonyG doing it makes me worried.

On the other hand, it could mean someone replaced the broken lightbulb in his head. :s

Glad to see that there's some official PF regarding numbers and survival rates somewhere, and that they'll be released to us soon™.
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Shintoko Akahoshi

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Re: Crews (fuuuuuuuuu!)
« Reply #5 on: 30 Mar 2011, 12:09 »

Makes me hope (uh oh) that they'll do something with this. Perhaps have it so that a crew gains experience (which you could use to, say, counter heat buildup or something) over time. When you lose a ship, you'll lose a portion of this experienced crew, and thus lose whatever bonus they provide.

Ember Vykos

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Re: Crews (fuuuuuuuuu!)
« Reply #6 on: 30 Mar 2011, 12:15 »

Makes me hope (uh oh) that they'll do something with this. Perhaps have it so that a crew gains experience (which you could use to, say, counter heat buildup or something) over time. When you lose a ship, you'll lose a portion of this experienced crew, and thus lose whatever bonus they provide.

That would be such a good idea and so awesome that I doubt it will ever happen.  :D
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Orthic

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Re: Crews (fuuuuuuuuu!)
« Reply #7 on: 30 Mar 2011, 12:59 »

Makes me hope (uh oh) that they'll do something with this. Perhaps have it so that a crew gains experience (which you could use to, say, counter heat buildup or something) over time. When you lose a ship, you'll lose a portion of this experienced crew, and thus lose whatever bonus they provide.

Awesome as that idea is, it seems like it would run counter to the way eve runs. What I mean: training is passive. No amount of grinding is going to get me better at flying my ships (numerically). Something like this would mean that grinding provided a tangible benefit (Normally all you can get for it is money, which is ostensibly available to anyone).

That said, it would be nice for ships to improve as you used them, but would you make it strictly pvp? Would my pve ships improve? Could I make my pvp ships better by ratting a lot in them?

..this is a frustratingly cool idea ...
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Mizhara

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Re: Crews (fuuuuuuuuu!)
« Reply #8 on: 30 Mar 2011, 13:08 »

While the idea is very cool, like it's been said already, that would introduce a grinding element to Eve. Not too enamored with that aspect of the idea.
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Casiella

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Re: Crews (fuuuuuuuuu!)
« Reply #9 on: 30 Mar 2011, 13:24 »

I'd more like to see crews as a module you could purchase. LP for upgraded faction crews, etc.

The Sansha folks could have fun with it.
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Ghost Hunter

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Re: Crews (fuuuuuuuuu!)
« Reply #10 on: 30 Mar 2011, 13:35 »

I'd more like to see crews as a module you could purchase. LP for upgraded faction crews, etc.

The Sansha folks could have fun with it.

Damn right, now I'll be able to pull harvest figures from all our kills.

Oh man this is gonna be awesome (although buying all the slaves off the market will be annoying)

Edit; or if they become a potential drop by salvaging (large units of surviving crew, etc...)
« Last Edit: 30 Mar 2011, 13:37 by Ghost Hunter »
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Desiderya

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Re: Crews (fuuuuuuuuu!)
« Reply #11 on: 30 Mar 2011, 13:38 »

No, no, full sets of crew modules, usage of which builds up stress ( similar to heat ) that can be reduced with Tobacco ( long term consequences ) or Spirits ( short & long term consequences ) inflight. The new spa/red light district station service helps when docked.

Seriously, I don't expect it to be more than just background informations. Thinking about implementing crews as a gameplay element is tempting, but the huge point about capsules, and thus capsuleers, is the fact that they don't rely on a crew for basically every really important aspect of navigation, engineering and combat.
But hey, any little thing is welcome, I just wouldn't expect too much.
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Ghost Hunter

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Re: Crews (fuuuuuuuuu!)
« Reply #12 on: 30 Mar 2011, 13:41 »

No, no, full sets of crew modules, usage of which builds up stress ( similar to heat ) that can be reduced with Tobacco ( long term consequences ) or Spirits ( short & long term consequences ) inflight. The new spa/red light district station service helps when docked.

Seriously, I don't expect it to be more than just background informations. Thinking about implementing crews as a gameplay element is tempting, but the huge point about capsules, and thus capsuleers, is the fact that they don't rely on a crew for basically every really important aspect of navigation, engineering and combat.
But hey, any little thing is welcome, I just wouldn't expect too much.

Point of interest though. As Capsule technology advances (T3 ships being the latest at the moment), the crew either becomes obsolete or advances with the Capsule. Crew is not synonymous with human life, mind you.

So the trick question is, at what point do the capsule and crew become interchangeable with one another?
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Z.Sinraali

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Re: Crews (fuuuuuuuuu!)
« Reply #13 on: 30 Mar 2011, 13:45 »

I didn't read the idea as requiring use. It could easily be just as passive as skill gain. But yes! Reload speed boost pleeeze.

Anyways, props to TonyG and his team for doing useful things.
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Gottii

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Re: Crews (fuuuuuuuuu!)
« Reply #14 on: 30 Mar 2011, 15:10 »

I would just be happy with a crew slot, similar to a rigging slot of something.  "Experienced engineers" give you a bonus to repping or cap usage, "war college graduates" give some small combat bonus, "onboard scientists" help with hacking or scanning or whatever.  Could even have "tech 2" or "faction" crews.  I mean, having "Angel smugglers" reduce your sig radius, or add to ship speed.

  Would be at least a nod to crews being something to consider without bringing a generic MMO experience element to the game.
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