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Suggestions / Re: Crew mechanics
« on: July 01, 2011, 07:25:37 AM »I always envisioned it where crews started off green and uninteresting, but as they gained skill/rank, the good ones/high-potential crews gained bonuses that can be chosen from. This way, the amount of management is reduced as only some crews have bonuses while the rest are fairly generic but can still be blanket-trained for greater overall efficiency. This also adds the dynamic of choosing between inexperienced but talented crews that you could rank up and tailor to your needs, or looking for already-skilled crews that have bonuses that may not be ideal but are still significantly better at first.
I was thinking of this, like if you have a mining ship with 50 recruits on it, and you let it bust asteroids for some time, you can choose whether you want to upgrade the crew to dedicated miners, which net you more profit, or if you want to convert those 1200 mining exp into 400 generic exp and just level up a smaller amount of people to a generic higher rank.
It greatly depends on how the crew mechanics would work out. If it was on a per-ship basis, where every ship gains experience and skills, and if you rescue the "crew" you rescue the exp, or if it would track down your crew members in numbers, like assets. Then you could "buy" a level 1 soldier in exchange for 1 recruit and 20 xp, or a level 2 soldier for 1 lvl1 soldier and 40 xp.
Whereas a soldier would be better than a recruit in every aspect, but would only really make a difference if it comes to boarding actions. It would be stupid if you made all of your recruits into soldiers and would have to buy new recruits because they are better in overall performance.
If anyone knows Evil Genius, it should kinda be like there, but without the harsh limitations for any given tier. It sucked that your bio-engineers and nuclearphysicists were too stupid to handle a fire extinguisher...