i gave in, leveled 4th crewmember to just off deadly. and guess what happened...

i am not happy posting this as personally i am dead against writing in magic crew telepresence given lore wise it is already decided it has a 3km range limit .... but for arguments sake

perhaps only pilots federation members are "special" enough to be given the equipment needed, much like the ejection system we have compared to the cryopods npcs have to put up with.

I wasn't really makeing a serious suggestion, but rather pointing out the flaws and gampelay contradictions that Telepresence brings to the game.

I too would rather the crew eject into an escape pod.
 
If you're afraid to lose it, don't have it. Your friend wouldn't last a minute in Eve with that attitude.

A game only qualifies as a game if you can both win and lose, at the moment "losing" is only having to press the rebuy button if you make a mistake, at which point you lose nothing but credits which everyone will agree; are ridiculously easy to make.

This entitled right to keep your crew is a result of FD hand holding for to long and not acting soon enough with real loss within the game.

I really dont know whats happening in EVE, i have never played it, but it i can see where you brought that attitude from. And me personally i hire crew and terminate their contract all the time. No way i train someone and then lose him/her and start all over again. And the money they take is a bit high for me. All i m saying is that it is very strange for the cmdr to escape with his pod and for the crew to die and besides that, it triggers strange behavior to players, and thats not the players fault IMO.
 
I really dont know whats happening in EVE, i have never played it, but it i can see where you brought that attitude from. And me personally i hire crew and terminate their contract all the time. No way i train someone and then lose him/her and start all over again. And the money they take is a bit high for me. All i m saying is that it is very strange for the cmdr to escape with his pod and for the crew to die and besides that, it triggers strange behavior to players, and thats not the players fault IMO.

Nah cmon lets be honest, people use "realism" and "lore" as an excuse behind wanting crew members to survive death. If you want realism and lore why do insurance companies give you your entire ship and mods back with no premium charge, in a dangerous galaxy? Why dosent it cost more to get your ship back if you decide to put your ship at risk in a CG? The fact that you get your ship back is handwavium its not realism, it isn't you escaping in a pod, its gameplay because if Iron Man mode was inbuilt in to the game, it'd be a much emptier place.

I'll tell you what happens in Eve, if you die, you lose your ship, your cargo, your modules, and end up back in a noob ship. You ONLY get insurance if you paid a large quantity of money for a time period to cover your ship, and even then it wont cover your entire ship. That, is realism, that's realistic insurance.

For that reason, Eve feels much more adrenaline filled and alive because you know if you die, you've lost something.

Again you do not lose anything in this game and i believe that should change, losing a crew member is not that bigger deal.

-EDIT-

Should point out ive not played Eve in a long time, this is how it worked when i played it "back in the day". Fairly sure its the same now.
 
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i swore i wouldnt lvl another crewmember after losing 3, but i gave in when i saw one with the name ashlee ashley, i got her to nearly deadly rating, was merit farming with a friend, when i noticed the time, i had to go pick up my son from school, i could have sworn i had logged out to the main menu, but when i got back, i was dead, 26 million rebuy on corvette 1250 merits gone, but worst of all ashlee is now dead. i dont think i can do it again. frontier i will pay real money to you to buy a lifepod for my crewmembers. please

TBH, While I feel for your pain. I don't spend credits on crew members, especially if they are going to get wasted in combat...

Picture3.jpg

On the plus side... You have now got your slot back for your fighters (which I don't fit either). :p
 
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Nah cmon lets be honest, people use "realism" and "lore" as an excuse behind wanting crew members to survive death. If you want realism and lore why do insurance companies give you your entire ship and mods back with no premium charge, in a dangerous galaxy? Why dosent it cost more to get your ship back if you decide to put your ship at risk in a CG? The fact that you get your ship back is handwavium its not realism, it isn't you escaping in a pod, its gameplay because if Iron Man mode was inbuilt in to the game, it'd be a much emptier place..

when ED launched pretty much the only total handwavium was your instant transport on ship destruction for gameplay)
and instant reloading and repair (again for gameplay)

now personally would happily of had a short wait for repair and loading/unloading and some form of interaction which took a few mins on destruction - not a huge amount of time just a bit. its not about realism for me, its about helping the suspension of disbelief (there is a better word for this and damnit if i have not forgotten it). as a carrot for this stick perhaps we could have contacted the BB, galnet and commodities market whilst in supercruise on the way and got our jobs done whilst in transit to streamline the process once we get to the station?

but now......... there are holes all over the place and TBH its more about simplicity of implementation rather than improved game play *IMO*

to answer your specific question, we do not pay our insurance premium, we pay the excess. Being a member of the Pilots Federation has its perks, and this is the main one.

i personally want the chance of my crew to survive destruction but if i want them to work with me again afterwards i want to have to go and get them - or perhaps if i cant be bothered then i pay a 3rd party to go and get them on my behalf for a fee)

my crew mate has earned many millions of credits working for me... why on earth now they are that rich would they risk death when they could buy their own ship and at least have an escape pod even if tehy do not get the fancy pilots federation safety features.
 
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when ED launched pretty much the only total handwavium was your instant transport on ship destruction for gameplay)
and instant reloading and repair (again for gameplay)

Haha, really? Really? Weapon have a 'falloff range'? Lasers travels at a fraction of the speed of light? Fighter ships all have gimped yaw? For some reason you hit 'max speed' in a vacuum, and that max speed it is different for different directions? Not only does your escape pod teleport tens of thousands of LY if needs be, wherever you turn up happens to have an exact replica of your ship? You can bring in a ship at 1% hull with all modules except sensor and thrusters broken and you can fix it for a fraction of the cost?

No handwavium?

[haha]

Such things as MC holo-me is just gameplay. Pure and simple. If you do like to spend an hour just to start a session with a mate, feel more than welcome to do just that. I wont complain.

my crew mate has earned many millions of credits working for me... why on earth now they are that rich would they risk death when they could buy their own ship and at least have an escape pod even if tehy do not get the fancy pilots federation safety features.

Lol, sure. "After your pilot earns 100k he will leave and buy his own Sidey. For immersion!" Lets see how the forum would take that...
 
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Yes, it's pretty selfish to have only one escape pod per ship. But thats your ship manufacturers from the future. Only thinking on the commanders that pay them. If you want safety for your crew, hire holo crew members.

And thinking of holograms, how about a holo deck when space legs come? Always wanted a holo deck since i was a kid, and not for sherlock holmes adventures!! :D
 
Nah cmon lets be honest, people use "realism" and "lore" as an excuse behind wanting crew members to survive death. If you want realism and lore why do insurance companies give you your entire ship and mods back with no premium charge, in a dangerous galaxy? Why dosent it cost more to get your ship back if you decide to put your ship at risk in a CG? The fact that you get your ship back is handwavium its not realism, it isn't you escaping in a pod, its gameplay because if Iron Man mode was inbuilt in to the game, it'd be a much emptier place.

I'll tell you what happens in Eve, if you die, you lose your ship, your cargo, your modules, and end up back in a noob ship. You ONLY get insurance if you paid a large quantity of money for a time period to cover your ship, and even then it wont cover your entire ship. That, is realism, that's realistic insurance.

For that reason, Eve feels much more adrenaline filled and alive because you know if you die, you've lost something.

Again you do not lose anything in this game and i believe that should change, losing a crew member is not that bigger deal.

-EDIT-

Should point out ive not played Eve in a long time, this is how it worked when i played it "back in the day". Fairly sure its the same now.

Who talked about realism?? And why i m still reading about EVE? I want more handwavium.

How many times you have lost crew members and in what rank?
 
Haha, really? Really? Weapon have a 'falloff range'? Lasers travels at a fraction of the speed of light? Fighter ships all have gimped yaw? For some reason you hit 'max speed' in a vacuum, and that max speed it is different for different directions? Not only does your escape pod teleport tens of thousands of LY if needs be, wherever you turn up happens to have an exact replica of your ship? You can bring in a ship at 1% hull with all modules except sensor and thrusters broken and you can fix it for a fraction of the cost?

No handwavium?

[haha]
..

you got me on the lasers range (tho I thought they WERE hitscan......) but we have different opinions on what handwavium is I think. to me it is something happening in the game without an explained reason for it, and where a rule is carried out in 1 place but not another for no reason... otherwise we could not have any games in space outside of our own solar system

max speed is written into the lore iirc. our ships computer deliberately stops us going above set limits.Whilst the real out of game reason may be very different, in game it is there.

I hate everything about telepresence and I do not want FD to do this, however for instance, I would suggest IF the telepresence was carried out consistently though out the entire game and had it all written into the game THEN it would make sense. (I still would not like it mind you)

probably not worded very well, but I am exhausted, and besides I know what I mean :)
 
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Personally, I think it'd be too easy & boring if your crew always survived. It's probably too annoying if they always die. I'd prefer one of the following:

- Your crew have a (dare I say the word) random chance of getting to an escape pod in the event of ship destruction. The higher their rank, the smarter/better they are at this. This could add an element of tension/suspense when you get back to the station and want to see if they survived too.

- You (as captain/helm) have to manually issue the order to abandon ship. But it takes a certain period for them to make it to the pods. Too late, and they won't make it. Too soon, and the crew who might have been able to help you survive are gone. Or perhaps you DO survive, but the rest of your crew are halfway back to your home station and you have to go pick them up again. This approach would make it a bit more skillful / strategic.
 
It takes less than a week for them to be capable in combat. You don't have to level the up to Elite for them to be worthwhile for combat. Competent SLF pilots are just fine. What would be nice though is that if you finished combat missions they got experience from that as well. Dying pilots isn't that big a deal, not the way people make it out to be.
 
Wow.

I got destroyed the other night (first time in months) and I hadn't even considered that would affect my NPC crew-mate.

I just checked the Crew Lounge.............. she's gone.

Dang, what a bummer.

We had some great adventures together since 2.2 dropped.

RIP Stephanie.............
 
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deleted fighter hanger, people keep saying you dont need elite pilots, i know this, i wanted one, also to the guy that said maybe my crewmember didnt die, but left to find employment elsewhere, She was my Daughter, you are wrong.
 
Yeah FDs handling of npc crew is hard to comprehend. This is one topic I'd get in trouble for if I gave out my full opinion. Missed opportunity will have to suffice.
 
Personally, I think it'd be too easy & boring if your crew always survived. It's probably too annoying if they always die. I'd prefer one of the following:

- Your crew have a (dare I say the word) random chance of getting to an escape pod in the event of ship destruction. The higher their rank, the smarter/better they are at this. This could add an element of tension/suspense when you get back to the station and want to see if they survived too.

- You (as captain/helm) have to manually issue the order to abandon ship. But it takes a certain period for them to make it to the pods. Too late, and they won't make it. Too soon, and the crew who might have been able to help you survive are gone. Or perhaps you DO survive, but the rest of your crew are halfway back to your home station and you have to go pick them up again. This approach would make it a bit more skillful / strategic.

I suspect that many players wouldn't welcome an additional random element to the game, but there's certainly some merit in the manual system. It would also give 'iron man' players an option in hopeless situations.
 
This may have been suggested already, but a compromise might be that the crew member gets ejected, and a couple of days later you get a rescue mission for them. It might be that the ship that scooped him or her up was destroyed in a USS, or crashed on a planet. Or they have been kidnapped and you have to rescue them from slavery. Or perhaps the rescue scenario only happens x% of the time...
 
Well here's the thing.

It's gaming and without risk and challenge there's no game.

I got destroyed, I can deal with that (it wouldn't be the first time!) and if I was going to rage quit it would have been over the 800,000 credits plus change for the buyback. (Also I lost over a million in data because there is no way of cashing it out here in Colonia so far).

Losing the NPC crew-mate is tough because of the RPG aspects I've put into my game.

[RPG]Cmdr Pingmonster is very upset[/RPG]

I'm sure Pingmonster will get over it. In fact he has already run a few missions solo since I realised the NPC crew-mate has gone.

Back to work............ o7!
 
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