Forums » Suggestions
Player owned Pilots/Gunners
The basic idea would to give human players the ability to own or recruit AI pilot/gunners for turrets
positions and maybe later on convoy pilots.
Option #1: Player would recruit a AI for pilot/gunner and would have to spend credits and lengths
of time to send them to a training school to increase there skill sets. If they die they
would have to recruit again and start over. Cost and training time would be in the
millions and days so they AI recruits would be something of a loss in both area's
if killed. Possibly AI recruits could be sold as well.
AI level 1 training 1 day + 1million
AI level 2 training 2 days + 2 million
AI level 3 training 3 days + 3 million
etc
etc
prob stop it around 5-6 lvl
Option # 2: Just make it a bar feature to recruit a AI pilot/gunner by the day or week, these
AI's would be auto and randomly generated at station bars. Skill levels and costs
would vary.
I like the first option because the player owned AI becomes a credit value for either ship protection
or the trade system.
The second option would prob be easier to implement for the game..
positions and maybe later on convoy pilots.
Option #1: Player would recruit a AI for pilot/gunner and would have to spend credits and lengths
of time to send them to a training school to increase there skill sets. If they die they
would have to recruit again and start over. Cost and training time would be in the
millions and days so they AI recruits would be something of a loss in both area's
if killed. Possibly AI recruits could be sold as well.
AI level 1 training 1 day + 1million
AI level 2 training 2 days + 2 million
AI level 3 training 3 days + 3 million
etc
etc
prob stop it around 5-6 lvl
Option # 2: Just make it a bar feature to recruit a AI pilot/gunner by the day or week, these
AI's would be auto and randomly generated at station bars. Skill levels and costs
would vary.
I like the first option because the player owned AI becomes a credit value for either ship protection
or the trade system.
The second option would prob be easier to implement for the game..
Yep...sounds good to me...need to be some useful sometime and the turrets ...:)
+1
+1
It's really not that hard to get *real* people to be your gunner, you know. I do it all the time.
If it became where you recruited or owned AI pilots and ships this would be across the board for
traders, rats, and the itani/serco conflict.
They would be uber skilled AI but it would add a bit to the eco and game dynamic...
Any could use the AI pilot/gunner option... as a offensive / defensive...
Id keep it out of the trader cargo hauling using AI because creds are already to easy to get..
traders, rats, and the itani/serco conflict.
They would be uber skilled AI but it would add a bit to the eco and game dynamic...
Any could use the AI pilot/gunner option... as a offensive / defensive...
Id keep it out of the trader cargo hauling using AI because creds are already to easy to get..
It is hard when you got hrs of crap to haul and you're gunner get car sick quick lol
Thought it might add some more cost & loss to the game witch it is missing.
Thought it might add some more cost & loss to the game witch it is missing.
This is actually pretty good.
+1
+1
fantastic idea -- and one which would finally give us something to spend our money on.
But they should be scaled a bit differently:
Level 1 Turret Gunner - 1 million/day (only neut turrets)
Level 2 Turret Gunner - 3 million/day (neut, gauss turrets)
Level 3 Turret Gunner - 10 million/day (neut, guass, shield turrets)
Level 4 Turret Gunner - 20 million/day (all turret types)
-rentals only in effect when loaded in a turret
Additionally they should have increasing skill levels, but only in small degrees (i.e. the level 1 should be fairly decent, otherwise nobody will bother).
And file it.
But they should be scaled a bit differently:
Level 1 Turret Gunner - 1 million/day (only neut turrets)
Level 2 Turret Gunner - 3 million/day (neut, gauss turrets)
Level 3 Turret Gunner - 10 million/day (neut, guass, shield turrets)
Level 4 Turret Gunner - 20 million/day (all turret types)
-rentals only in effect when loaded in a turret
Additionally they should have increasing skill levels, but only in small degrees (i.e. the level 1 should be fairly decent, otherwise nobody will bother).
And file it.
I think the prices should be scaled down to per hour, instead of per day.
+234567890-09876543234567890-098765432
+lots
yes
+1
I'd like that players would also be able to post in-game (not by chat or Forum) that they are available to work as gunners. And post their prices (credits/hour) and get paid w/o need to /givemoney.
Or to post requests for gunners, offering a payment.
If possible w/o need to chat at all.
I'd like that players would also be able to post in-game (not by chat or Forum) that they are available to work as gunners. And post their prices (credits/hour) and get paid w/o need to /givemoney.
Or to post requests for gunners, offering a payment.
If possible w/o need to chat at all.
Just throwing out idea's for making credits more valid...
greenwall might be right to keep it as a AI turret gunner rental...
I was thinking for this route, as well as maybe something for Guild Base Turrets if they come along as well.
greenwall might be right to keep it as a AI turret gunner rental...
I was thinking for this route, as well as maybe something for Guild Base Turrets if they come along as well.
I'll be your turret gunner for 500k/hr. *
*Offer not valid to Serco in good standing, Serco supporters, or other enemies of the Itani. Hull integrity in Serco Guarded space is not guaranteed. Void where prohibited. See store for details.
*Offer not valid to Serco in good standing, Serco supporters, or other enemies of the Itani. Hull integrity in Serco Guarded space is not guaranteed. Void where prohibited. See store for details.