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rune_74
06-17-2012, 10:33 PM
I find that having crew you can find to add to your ship is awesome. However, I don't like how they count as light addons. Why not have a crew slot off to the right or left where you can have so many crew members depending on the size of your ship?

So as you upgrade the more crew you can use. I think this would add some interesting things to the game.

Also, I'm not sure what it means when they level up? Doesn't seem like we can do anything.

Reefpirate
06-17-2012, 10:42 PM
I've had a few crew level up so far... And their stats improved I think. If I remember it was output in the info text for the sector in the bottom left which stat improved.

kerzain
06-17-2012, 11:00 PM
I've had a few crew level up so far... And their stats improved I think. If I remember it was output in the info text for the sector in the bottom left which stat improved.

Yea, their stats up go over time. I haven't paid too close attention to what it takes for them to level up, or if such progress could be tracked, but they do get better.

Zengrath
06-17-2012, 11:24 PM
It is very weird to have a space game where crew shares slots of "light" modules of a ship. I'm finding some rare crew to be super useful due to the stat buffs but at same time i finding that if i use a lot of crew then it makes all light modules completely useless. I do wish there was a change to this, maybe having 2 light slots and 2 crew slots. Or start with 2 light and 1 crew and as ship gets bigger it can have like 3 light and 2 crew then 4 light and 3 crew. etc.

torikamal
06-17-2012, 11:28 PM
I would like to be able to see what the crew level is and perhaps even an experience bar on each crew member. This would help to shop and compare new and existing crew members.

rune_74
06-17-2012, 11:41 PM
Well that is part of my idea, but also I think crew should have a seperate area to be added.

jeeplaw
06-18-2012, 12:50 AM
I agree, I think the crew should have their own sub tab on the ship menu, but not be part of the cargo items.

Virosa
06-18-2012, 03:49 AM
Yeah putting crew in light module feel kinda icky, also now i need my light modules slow to put tons of +energy regen.

Lyranaar
06-18-2012, 07:04 AM
I would like to be able to see what the crew level is and perhaps even an experience bar on each crew member. This would help to shop and compare new and existing crew members.

I agree!

In addition it would be great if the Crew would be more "individual". That might be possible by giving them some smaller additional features depending on race and change. This could be an attack bonus, some minor powerload adjust etc.

That way it would be even much more interesting and they would feel more like individuals. At the moment many lower level are except race pretty the same.

Tiarilir
06-18-2012, 09:16 AM
Adding to this, what if instead of crew taking up a "light spot" you can get different crew quarters light modules?

These could be different as well, with the ones giving a high crew limit bonus perhaps affecting the crews happiness negatively, or maybe reducing their bonuses (but allowing you to have more varied bonuses)?

GunFox
06-18-2012, 04:23 PM
Adding to this, what if instead of crew taking up a "light spot" you can get different crew quarters light modules?

These could be different as well, with the ones giving a high crew limit bonus perhaps affecting the crews happiness negatively, or maybe reducing their bonuses (but allowing you to have more varied bonuses)?

I think crew quarters should fit into cargo bay slots.

With each tier getting more expensive and permitting one more crew member be placed into a single cargo bay slot.

So the tiny cargo bay may hold 4 items, but the tiny crew quarters would only hold one crewmember.

The small would hold six items, but the small crew quarters would hold two crew.

Or if that winds up ramping up too quickly, then they could skip levels. So tiny holds one crew, normal holds two. Skipping "small" entirely for the crew quarters module.

rune_74
06-18-2012, 07:02 PM
Any thoughts on this stuff Shadow?

Sendrien
06-18-2012, 07:41 PM
What is the effect of having a crew member with 100% happiness? I think a happier crew member should "perform better" (grant a slightly higher bonus at 100% happiness than at 50%). Or at the very least, should gain experience faster.

Crew members' experience bars should definitely be displayed.

I also belong to the camp which believes that crew members should not occupy a light component slot. Much better would be having "crew quarters" as has been suggested, which can house one or more crew members, and perhaps grant some kind of bonus (exp gain, happiness gain, etc).

Delilah Rehm
06-18-2012, 11:50 PM
He's been sending much of his time trying to read everything. I will ask him about this though.

rune_74
06-19-2012, 12:39 AM
He's been sending much of his time trying to read everything. I will ask him about this though.

Not trying to be a pest, but I see this as an area that can improve the game a lot instead of having crew as a light component, there should be crew spot.

fluffybot
06-19-2012, 12:48 AM
As your level increases you'll start to see crew becoming more and more valuable, justifying their usage of a slot completely. My "oldest" crew member gives me around +25 total in stat bonuses and he's going to continue growing, which is fantastic for a light slot. The only thing I'm hoping for is a payment shortcut like a right-click on the crew member since clicking that button and moving the mouse back and forth gets extremely tedious.

Tiarilir
06-19-2012, 06:50 AM
Not trying to be a pest, but I see this as an area that can improve the game a lot instead of having crew as a light component, there should be crew spot.


I believe he put it as light component for a reason. If I'm wrong please correct me.

Nonetheless, having crew quarter components that work like cargo bays would add more choice to the game, if penalties for having more space was implemented.

Hyfrydle
06-19-2012, 07:50 AM
I think this is a great idea I haven't used any light components so far due to the space taken by crew members.

Lyranaar
06-19-2012, 08:27 AM
I think the idea of a crew quarter module is great.

Why not add a slot for crew quarters. In this you can place a "bag" for crew that holds only crew. Later on you can find/buy bigger crew quarters and have more guys with you.

That way it would be perfectly controllable while giving many opportunities.

LostSoul
06-19-2012, 01:23 PM
I'd say have Crew Quarters be a medium component that can carry multiple crew members (half the size to a cargo module, so starting with 2 and moving up to 8 max?). However, crew quarters would have rapidly increasing power requirements, and the more crew you cram into crew quarters the quicker their happiness drains.

So you can have Crew as a light component on their own, and you don't have to deal with their happiness much, so they're cheap and effective. Or you can have multiple crew as part of a medium component that are more costly.

rune_74
06-20-2012, 07:35 PM
I really and I mean REALLY think this needs to be added to the game....

fluffybot
06-20-2012, 09:17 PM
Balance-wise, crew are extremely powerful as-is and easily justify their slots when when you find rare ones, especially with the latest beta patch changes. If you don't think they're "worth" the light slot, don't put them in there. Simple as that.

I understand this is all about feedback and brainstorming, but I really don't see how the crew don't justify their presence in a light slot. After all, they have a MUCH greater impact than any other light component, especially if you've had them for a while.