tag:blogger.com,1999:blog-1966268702453044660.post3522650359496074833..comments2024-02-29T00:38:48.299-08:00Comments on Sand, Cider and Spaceships: Ship Crews - Officers?Drackarnhttp://www.blogger.com/profile/13450640948811964177noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-1966268702453044660.post-53901323654601092112014-03-11T13:36:28.752-07:002014-03-11T13:36:28.752-07:00Love the idea of capsuleers suddenly "encoura...Love the idea of capsuleers suddenly "encouraged" to care about their crews. Let's extend it with some sort of reputation modifier. Fail to recover escape pods and your rep takes a hit. You find it tougher and/or more expensive to adopt pirates or other NPCs. Your faction and standings can affect the cost. Let crewmembers mature (bestowing increasing bonuses) as your ships don't explode, or transfer them between vessels (with days' delay to build pretend loyalty and prevent utter min-maxing) to gather elites where they are needed.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1966268702453044660.post-46501267915571853112014-03-11T09:03:06.469-07:002014-03-11T09:03:06.469-07:00way too PTWish - thats a slippery slope and I hope...way too PTWish - thats a slippery slope and I hope that it never happens through the NEX store. Great idea otherwise.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1966268702453044660.post-31931100611207998162014-03-11T09:02:33.740-07:002014-03-11T09:02:33.740-07:00Blogspot lost my post so let's see if this is ...Blogspot lost my post so let's see if this is going to be a dupe.<br /><br />I don't think crew/officers will be anymore PTW than we have now as long as they can be bought on the market and they are destroyed/dropped with the ship. Right now a lowly poor pilot can undock in a T1-fit, T1-hull ship all by their lonesome and enter combat with an opponent in a shiny-fit, T2-hull ship using pirate implants, booster drugs and a link alt. Has the guy with all those things already gone Pay To Win?<br /><br />I'd just like to see all those things on the killmail/lossmail. Then we'd know (at least to some degree) how much it really was a "good fight."Anonymoushttps://www.blogger.com/profile/06561998031457981240noreply@blogger.comtag:blogger.com,1999:blog-1966268702453044660.post-51895791098621323572014-03-11T08:58:37.621-07:002014-03-11T08:58:37.621-07:00Should you have to pay more for crew/officers if y...Should you have to pay more for crew/officers if you've lost 3 ships in the past hour? :)<br /><br />I think as long as you can buy it with ISK on the market it won't be any more PTW than we have now. When I undock I may go into a "1:1" with someone who has all sorts of things I don't have: a shiny ship, pirate implants, combat drugs, a booster alt in system, etc. That's the reality we have now - why not throw in crew.<br /><br />Now as consolation I'd like all those things to show on the killmail. Perhaps putting an annotation that a victim was using a booster (drug or links) could also be a first step along with including the same on the killer side (including logi).<br /><br />Then us lowly types could exult appropriately when we kill a "solo" l33tpvper who has all of those things - even if it takes us a small fleet worth of ships to kill him.Anonymoushttps://www.blogger.com/profile/06561998031457981240noreply@blogger.comtag:blogger.com,1999:blog-1966268702453044660.post-44279262076371105202014-03-11T08:04:32.744-07:002014-03-11T08:04:32.744-07:00Don't forget about the livestock from pi to fe...Don't forget about the livestock from pi to feed them on ships in wormholes, supers and titans, they're officers after all so can't be expected to eat recycled poop like the rest of the crew ]; )<br /><br />The officers would also know better and only sign a contract for a set amount of weeks with a poder and retire at the end, if they survive! Contract timer could start when you 'unpack' them. Like crystals they couldn't be repackaged. <br />If in space and timer is up another would auto unpack and be fitted from cargo, but if there are none they maybe a % penalty for what they did as the crew loses motivation watching the officer leave in an escape pod lasting 15minsS810 Jrnoreply@blogger.comtag:blogger.com,1999:blog-1966268702453044660.post-88887130445812624052014-03-11T07:07:59.168-07:002014-03-11T07:07:59.168-07:00PTW-ish
Make them (in a way) like boosters. Not ...PTW-ish<br /><br />Make them (in a way) like boosters. Not NeX purchases, but can be produced on planets as a PI product from Academies.<br /><br />A possibility is that the bonuses start small, but increase to a maximum over time, so long as your pod remains with that ship. As soon as you swap ships, the benefits reset. Also, the effects on your ship will depend on maintaining a certain ratio with your crew size. Crew is 10x bigger, need 10x officers to get same bonus.<br /><br />Officer bonuses not available to capital ships.<br /><br />Officer drops decay from the instant they drop, to zero left after 20 minutes. SOE ships get bonuses to 'rescue' drone capacity (# of officers salvaged) Knug Lidihttps://www.blogger.com/profile/08168621175894976018noreply@blogger.com