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Suggestions / A probably useless suggestion...
« on: May 23, 2012, 01:07:58 PM »
But hey, I'll say it anyway.
It's basically a skeleton crew rework
So, right now we have a simple, but working system of crew. Have x number of crew, ship will work. Have y number of crew at a certain level, ship will be y level of efficiency.
Why not let us have it this way?
1. You, as a captain, (once the levelling system is in) counts as one Elite crewman, always. you don't show up on cargo however, and can never be killed as a result of hull damage.
2. Operators. Shield operators, gunnery operators, engine operators, repair chief, etc. basically, you can go into battle without a skeleton crew at the cost of drastically slower ship systems (to represent having to run back and forth to deal with systems, so much slower acceleration if no engine operator) or maybe a non working system (non-essential, though really very essential sometimes systems like shielding, strafing, autofire) to represent a crewman has to stay at his/her post regardless. However, this can only be done with regular or better crew (greens are too scared) and maybe a very high OP hullmod enables the linking of systems to an AI mainframe (the Astral, according to it's lore, has a large number of AI cores devoted to tasks that would otherwise be neccesary of crew) which would mean one less operator necessary. If we did this, then we could probably have a crew section integrated into the officer window, so we could pick the distribution of crew over ship systems.
I had another, but I forgot it...
It's basically a skeleton crew rework
So, right now we have a simple, but working system of crew. Have x number of crew, ship will work. Have y number of crew at a certain level, ship will be y level of efficiency.
Why not let us have it this way?
1. You, as a captain, (once the levelling system is in) counts as one Elite crewman, always. you don't show up on cargo however, and can never be killed as a result of hull damage.
2. Operators. Shield operators, gunnery operators, engine operators, repair chief, etc. basically, you can go into battle without a skeleton crew at the cost of drastically slower ship systems (to represent having to run back and forth to deal with systems, so much slower acceleration if no engine operator) or maybe a non working system (non-essential, though really very essential sometimes systems like shielding, strafing, autofire) to represent a crewman has to stay at his/her post regardless. However, this can only be done with regular or better crew (greens are too scared) and maybe a very high OP hullmod enables the linking of systems to an AI mainframe (the Astral, according to it's lore, has a large number of AI cores devoted to tasks that would otherwise be neccesary of crew) which would mean one less operator necessary. If we did this, then we could probably have a crew section integrated into the officer window, so we could pick the distribution of crew over ship systems.
I had another, but I forgot it...