So I have been thinking about how to add crew members to your ship with out making it a huge combat buff that would just make all ships stronger. Where perhaps that should be limited to CMDR multicrew.(Yeah I know some players will want that but no need to bring it up in this thread, this is mostly spit balling for NPC crew.) I ended up thinking that you could use NPC crew(other than the fighter pilots, but I have an idea for that later) should give quality of life improvements.
The first of which could be the co pilot. They could do VERY simple things mostly just spouting off information for you. When jumping into a new system they could alert you to the system state, tell you if there are factions at war(so you can get out of your T-9 and summon a Vulture...), and while exploring you could set a filter for a list of planet types you would like them to alert you do after you do a honk with the ADS.
Then there could be a repair crew. Hire (how ever many people the ship can fit) and have them work on repairing modules that get damaged and possibly allow them to reduce the chance of malfunctions the higher their AI gets(like fighter pilots or something) they could be slower than AMFU but work on modules while they are on line. Add a module for them to store repair materials in and have them run out after a while. They could come over the coms and tell you what they are repairing and about how long it could take and let you know when they are finished. They could also be the people who do the synthesis on board your ship.
Science vessel pilot. This would be a huge boon for explorers. Pilots who fly a ship launched fighter sized ship that could help scan planetary bodies for the player reducing the time to scan a whole system. Give them orders to go to a body and have them scan it, then direct them to another while you scan your own.
Trade master! A trade master could continually plot a circle route for the player A>B>A or A>B>C>A ect and auto target the specified docks in each system the player tells them to at the start of the route.
If you guys/gals have more ideas post them here.
The first of which could be the co pilot. They could do VERY simple things mostly just spouting off information for you. When jumping into a new system they could alert you to the system state, tell you if there are factions at war(so you can get out of your T-9 and summon a Vulture...), and while exploring you could set a filter for a list of planet types you would like them to alert you do after you do a honk with the ADS.
Then there could be a repair crew. Hire (how ever many people the ship can fit) and have them work on repairing modules that get damaged and possibly allow them to reduce the chance of malfunctions the higher their AI gets(like fighter pilots or something) they could be slower than AMFU but work on modules while they are on line. Add a module for them to store repair materials in and have them run out after a while. They could come over the coms and tell you what they are repairing and about how long it could take and let you know when they are finished. They could also be the people who do the synthesis on board your ship.
Science vessel pilot. This would be a huge boon for explorers. Pilots who fly a ship launched fighter sized ship that could help scan planetary bodies for the player reducing the time to scan a whole system. Give them orders to go to a body and have them scan it, then direct them to another while you scan your own.
Trade master! A trade master could continually plot a circle route for the player A>B>A or A>B>C>A ect and auto target the specified docks in each system the player tells them to at the start of the route.
If you guys/gals have more ideas post them here.
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