Forums » Suggestions

Crew

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Jan 30, 2008 Shadoen link
I absolutely agree and endorse this suggestion. I want 2 stereotypically ridiculously hot looking female crew members to serve me.
And, can they wear mini-skirts or tight expandex suits? Like in any decent sci-fi related movie or tv-show?
Jan 30, 2008 SuperMegaMynt link
"If dying has too many negative consequences, fighting will become much less fun."

No... losing will become less fun. It cuts both ways; winning will become more fun. Thus, the greater the negative consequences, the more vets have increasingly greater fun than the nebbies. This is the natural way to keep new players away from important ships. Eve's failure is that their definition of "veteran" is someone who's owned an account for 2-3 years, as opposed to someone who knows what they're doing.
Jan 30, 2008 slime73 link
More consequences for death means more running, less fair fighting, less newb-friendliness, and more general frustration.
Jan 31, 2008 Pointsman link
Simple game rules do not necessarily preclude thoughtful gameplay. The important thing is whether or not interesting strategy and tactics emerge. Without victory conditions, however, it isn't really a game (just a toy?) and all actions will feel a bit inconsequential and shallow.

I think people fixate on adding significance to death because creating a way to lose sort of creates a way to win.

This is a poor way to solve the problem.

</typicalofftopicepicredundantstupidity>
Jan 31, 2008 toshiro link
slime, what possessed you to bring honour into this thread? And don't deny it.

More consequences for death, while they may seem unappealing to current players, are necessary unless we want to see the game kept just above fragfest level.

The changes to this are already in the works or have partially already happened, judging from what I saw in the game over the last few years and read in the news- and forum posts by the devs. It's not whether we want it, but how it'll happen, I guess.

Pointsman: If one party wins, the opposing party loses. You shift the break-even-point, nothing more, nothing less.
Jan 31, 2008 Dr. Lecter link
more running, less fair fighting, less newb-friendliness, and more general frustration

You mean... more like real life in space (i.e., an RPG)?! ZOUNDS!!!11 Not THAT!
Feb 01, 2008 vIsitor link
Nah, the best way to promote some meaning to death is to actually make the credits we've got worth something. For that, we'd need the dynamic economy, which is not only in the works, but is and entirely different bag from crew altogether.

Now, on larger craft, I could perhaps see having crew 'seats'. Each type of crew member would have their own strengths and drawbacks, and could be juggled around like Batteries are today. However, remember that ship engines used to be interchangeable too; and we all know how that went.

In the end though, I might be able to choke down crew if you added something to keep their abuse in check. Like, say, perhaps, assigning each member a salary?
Feb 02, 2008 reDust link
I like the salary idea.
And I'm a fan of adding more consequences to death.

Maybe crew members that do more than "lol shootan" or "lol goin fast". Maybe the game could use some other forms of attack? Slowing, disabling, etc.
Feb 02, 2008 toshiro link
Yes, paid crew would be nice. And not paid once, but continually (game time being used as 'real time').
Feb 02, 2008 vIsitor link
Thats what I had in mind. =^)
Feb 02, 2008 SuperMegaMynt link
Maybe crew members that do more than "lol shootan" or "lol goin fast"

Yes. There's something lacking in the current Cap-ship turrets. It's easy enough that even an NPC can man it more or less effectively.

Simple game rules do not necessarily preclude thoughtful gameplay. The important thing is whether or not interesting strategy and tactics emerge.

In fact, I'm gonna' make a thread on interesting Cap-ship turrets right now.