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Author Topic: Limited AI ship mod to reduce crew requirements  (Read 4607 times)

Arghy

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Limited AI ship mod to reduce crew requirements
« on: February 22, 2012, 09:49:28 AM »

I've encountered a problem where i capture a large fleet after battle and run out of crew to man the ships and atm it does nothing but it does feel cheap to have 200 crew and require 1600. A ship mod that reduces the crew would be great for freighters/carriers and also provide you with an emergency backup when you lose alot of crew in battle. I can already see potential for the ship mod when multiple systems are in and your off exploring, if a mishap happens you can quickly install the limited AI mod and juggle your remaining crew to the combat vessels stretching your resources.
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Alex

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Re: Limited AI ship mod to reduce crew requirements
« Reply #1 on: February 22, 2012, 10:02:28 AM »

Love this idea.
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sundaecat

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Re: Limited AI ship mod to reduce crew requirements
« Reply #2 on: February 22, 2012, 01:35:27 PM »

adding a way to increase crew on board may also be interesting as well :)
lets say about 1 new crew member(green) is made about every year per 5-20 crew members alive(that survived the year)
having utility slottable items might also be interesting(socketting a ai, repair droid, shield amp)
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Arghy

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Re: Limited AI ship mod to reduce crew requirements
« Reply #3 on: February 22, 2012, 05:39:31 PM »

Hahaha good to see i wasent the only one considering generational ships--lets face it you'd need to have the crew on board for atleast 1-2 years before they could make another one and then you'd have to wait another 10-17 years. You could just have different crew types to add fluff and bonuses but thats another thread for another time!
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facelessminion

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Re: Limited AI ship mod to reduce crew requirements
« Reply #4 on: February 22, 2012, 06:09:59 PM »

adding a way to increase crew on board may also be interesting as well :)
lets say about 1 new crew member(green) is made about every year per 5-20 crew members alive(that survived the year)
having utility slottable items might also be interesting(socketting a ai, repair droid, shield amp)

I could see something along those lines being interesting, "cloning tanks" or such that you could put into freighters or similar ships.
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ClosetGoth

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Re: Limited AI ship mod to reduce crew requirements
« Reply #5 on: February 22, 2012, 09:53:29 PM »

While sci-fi cloning stretches the bounds of reality a bit TOO much for me, I could see that people might be a large part mechanical by that point (don't get me started on my hour-long monologue of how to make people more inorganic than not), and accelerated growth is possible to a significant degree. What's funny is that you don't need to worry about having crew of both genders, as science could easily just use the genes from any two (or one) people. If they were prepared to do this (like, if it was a regular thing, and cost-effective), than this would be no trouble at all.
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Starfaring since the very beginning of 2012

Arghy

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Re: Limited AI ship mod to reduce crew requirements
« Reply #6 on: February 22, 2012, 10:03:25 PM »

Going to convert this thread to also talking about different crew types to save space.

I eventually want to see multiple types of every single human crew--i want green marines, augmented crew members who give better bonuses, alien crew members, ork boys and nobs. I want to stop by a remote feudal planet and pick up some super green civilians and not just men--women and children to cause i cant just break up the whole family unless i want to take a rep hit. Civvies can be a step under green crewmen, the same level as slaves except slaves cant advance beyond slave marines for those desperate boarding actions. I want to escort pilgrim ships full of useless people who take up supplys and slow my fleet down, i want to attack these useless ships and turn them into slaves for my brutal campaign against their own people.

I want to raid prison planets for hardened crew members who are handy in boarding actions or extremely effective marines who inflict crew damage as well as marine damage. I want to be judged by my crew, an explorer with women and children is more trustworthy then an explorer with a ship geared for war. I want to capture aliens and enslave them, if their physically stronger then they are worth 4 human slaves! excellent for repairing those ships faster then usual but beware! lose to many marines you face a mutiny--better hope your marines are hardened combat veterans!

I want to break up a fight between my ships because i made women unequal in my fleets causing 2 captains to fight over one.
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Arghy

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Re: Limited AI ship mod to reduce crew requirements
« Reply #7 on: February 24, 2012, 02:40:04 PM »

I thought of a good way to have way more detailed crew without having to many!

Crew stats! so basically the same crew, green, regular, vet, elite but they would have 3 values: combat, flying, repairing. Marines would literally be crewmen with good combat stats but they would also help run your ships and during combat the highest stats would be chosen first. You can then attach themes after the rank so 'green junk pirate crewman: combat 3/20, flying 4/20, repairing 6/20'. Once the crewmen past a certain skill threshhold you can then change it to 'regular junk pirate mechanic: combat 5/20, flying 6/20, repair 10/20' it would add a massive dynamic to your crew so they arent just ammo anymore and you would feel the loss of each and every man.

If you fixed the stats for each rank and theme you'd split the stack of 500 green crewmen into 3-4 stacks of different green crewmen and you could specialize the hell out of your crew. Going on a hopefully salvage only mission? bring along more mechanics and marines then flight deck crew! going on a fast raid? make sure those mechanics are good fly deck crewmen to squeeze more out of your ships!

You would also add so much more flavor to the different factions and planets, instead of just a random name and number you now know that corvus II produces excellent line crewmen who excel at flying and are good in a boarding action but they lack the mechanical talent of corvus IV with its junk pirate crewmen. You'll return back to that one system that produces excellent rounded crewmen instead of just buying the same crewmen from any station you happen to be by.
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