NPC Crew Ideas

Hey all, I've had too much coffee, and now I'm spewing out ideas all over the place. I do apologise!

Anyway, this is about some additional features for NPC crew.
I know they are likely to be fleshed out in the future, but I do like to suggest stuff anyway. Some of these ideas have been posted before, by others, and myself.

I shall begin!
Inactive Crew Pay Rates
A fairly common idea, that inactive crew take a paycut. I'd suggest around 50~%.

Assign Crew to Stay Ship
Currently, our crew somehow follow us around. But what if they didn't?
By assigning a crew member to stay onboard one of your ships, you can add quite a few additional gameplay options to it.
Crew assigned to ships are classed as active, and receive full pay. (They clean it, and whatnot, plus are on call. See below. lol)
  • Never Forget Crew. By permanently assigning crew to a ship, whenever you board it, that crew is already present, and any other active crew from your previous ship become inactive. They'll even greet you (audibly from the dungeon they stay in), when you board to remind you they're onboard.
  • Crewed Ship Transfer. Crew Assigned to ships can be ordered around, thus, you can transfer any crewed ship to your location, a lot cheaper, and sometimes faster. Transfer time is based upon your ships jump range, and distance, +5 minutes. Delays can happen with crewed ship transfer, and your crew will update you with random events, like "I'm refueling, CMDR", or "Or I'm under attack, I'll be a while longer!". You'll never lose your ship, it will just be delayed by a minute to two per event. (RNG ship loss would be horrible!).
    You can even order your crewed ship transfer from spaaaaacee. Simply select that crew member from the roles panel, and ask them to "Dock at the Nearest Available Station". They will inform you which one they're docked at when they land.
  • Request Assistance. This is a tough one to balance, but much like crewed ship transfer, you can request that crewed ship to come to your aid. They will rush to you, but still take time, based on their jump range and distance, +2 minutes(because they don't have to dock), but with no additional RNG delays. They will then drop in to your instance and act like a full sized ship SLF, orders all work the same, except there is no recall option, just either "Return Home" or "Dock at Nearest Available Station".
    Only 1 crewed ship can be summoned to help at a time, but can work along side your NPC SLF. Not available when winged or in multicrew.
    If your crewed ship is destroyed, you WILL lose that crew member, and you will have a rebuy fee for the lost ship waiting at the next station you dock, somewhere under the shipyard menu. The ship will then appear in the shipyard.
    If you are destroyed, your crewed ship will dock at the nearest available station.

Crewed Ship Transfer, and Request Assistance, could be balanced by paying your crew member a fee and an additional % of our income while on duty, to perform those actions, to prevent over use.
All orders can be cancelled, and they will return to where they came, with a cooldown based on distance to home, and jump range.

Crew transfer and assistance is limited by the ships available fuel, if a fuel scoop is fitted, and if there are suitable stations within the route to you, if no scoop is fitted.

Hire More Than 3 Crew
Yes! Lots more than 3. This allows you to mess with the above options, and assign multiple crew members to one ship.
For example, the Anaconda could require 3 crew, in order to be available for "Request Assistance", a Python would require 2, and so on.
You could also assign multiple crew to your own ship, and be able to launch multiple NPC SLFs at once (Not available with MC or Wings).
The risk being you stand to lose more crew on destruction. But the reward is greater firepower. And it will dent your income quite hard.

Crew on Non-SLF Capable Ships
You can still assign crew to any ship with a spare seat. (It'd be nice if they appeared in it). Your crew can effect various things by being onboard.
Turret control is more precise, more so the higher rank they are. Chaff effect is also reduced based on rank. Crew in control of turrets will also attempt to shoot down missiles, torpedoes and mines.
Crew will also do a baisc scan on random ships in a 360 degree zone. No data is given for these.
Crew can be left in charge of defences, such as PD, Chaff, ECM, SCBs, etc. Higher ranking crew will be very effective with them.
New IdeaThis could also allow you to perform an 'SRV drop' by ordering your crew to fly straight and level, while you board your SRV. Then order them to release you, to drop in to your target area (or cancel and come back in). Your crew will then fly in to orbit.
You can also order an extraction, where they will fly down and attempt to hover above you, even if you're moving, and scoop you up.

Crew Death, and Rescue
Crew no longer die a horrible death, or atleast not always.
When your ship, with a crew member on board, or a crewed ship is destroyed, their chances of survival go through an RNG filter, based on their combat rank, system security, and state, and if you, or they were wanted at the time. Low ranked crew are more likely to not make it. Multiple crew loss may end up in various locations at once. But there are multiple outcomes;
  • Death. Obviously, they can still die. You lose said crew member(s) forever. Likelihood is based more or less on their combat rank.
  • Escape Pod. This comes in many versions. Your crewed ships crew eject, and occupied escape pods will spawn, and are available for immediate pickup, if you are in the instance with them. Leaving the instance re-rolls their survival. If your ship explodes, you may receive a message with a rough location to pick up your crew member(s), this could include surfaces, or space. It'll appear as a search zone on a planet, or mission USS in space, usually near where you died. Rescue Missions have a short timer of just a few hours at most.
  • Rescued. They will simply inform you of which station they ended up in. Simply dock and pick them up. Will usually be the nearest station or port. More likely in medium or high security systems, when clean.
  • Imprisoned. If you, or your crew were wanted on death, there's a high chance they'll be imprisoned in a prison outpost. You'll need to dock and pay their bail to get them back. More likely if wanted.
  • Captured. There's a chance your crew could be captured by pirates or other ships (opposing military or PowerPlay), you will receive a mission to liberate them from a ship. Or, pay a ransom fee to retrieve them. More likely if in low security, anarchy, or hostile systems.

Should any versions involve an occupied escape pod, and that pod is destroyed, you will 100% lose that crew member.
All information on crew status would be available in the crew lounge.

RPG Style Crew
Crew could be expanded to have many RPG Style elements to them, they already have vague back stories. But they don't mean much.
  • Personality: Each crew member could have their own unique personality, with varying traits. Some traits may not mix well with other crews traits, such as having a law abiding crew member and a criminal together, or crew from opposing major factions/PP.
  • Classes and Skill Sets: Each crew member has a skill set, that can effect your ship slightly, just be being active onboard (but not when they're using an SLF). A Combat Pilots could improve various weapon or defence related stats slightly. A Scientist can improve various sensors stats. A Miner could improve yields and refinery efficiency, and so on. All classes can do all jobs, just some better than others. All buffs and debuffs are unique and random, and improve slightly as their rank increases. The type of crew you will find is based on the system they're from.
  • Crew Status: Its important to keep your crew happy and healthy. Crew can become injured if the ship they're in is destroyed, but they survive (see crew death section above). Injured crew require rest time (being inactive) to recover. Crew can also become unhappy if they're neglected to long (never used), mixed with incompatible crew or asked to go against their morals. Crew only become unhappy from being mixed with incompatible crew when active onboard the same ship. So you can safely assign criminal crew onboard one ship together, and law abiding crew on another, and they'll both be fine. If crew become too unhappy they may demand a pay rise, or threaten to quit. To increase crew happiness, place them in an active role they're suited too, separate incompatible crew, or give them a pay rise.
    (Due to vastly different play times, crews status only change while online, so you can safely go on away on holiday, and not come back to mass protests)
  • Your Reputation With Your Crew: Your Reputation will effect all crew, criminals will become happier if your are wanted, and law abiding crew will become unhappy. Attacking empire ships, with an empire fanatic onboard will make them very unhappy with you very quickly. The game will also keep track of your crew retention rate, and death rate. If you, hire and fire or kill a lot of crew, less people will be willing to work for you, or simply demand higher pay.
  • Crew Stories and Missions: Crew already have back stories, but they don't I mean much. Their story should be based upon their traits and personality. Crew may ask you for help with their personal life's, based on their back story. These missions will drastically increase their happiness, unless you fail or abandon it. The missions will generally perform a basic multi part story.


That's about it for now.

Thoughts?

CMDR Cosmic Spacehead
 
Last edited:
Hello, again. :)

Sounds like a good plan - and in some respects, roughly comparable to various distress beacon and escort ideas, which a number of us have discussed at different times. I wonder about the practicalities of it, though.

My assumption is that, currently, our ships and equipment are transferred by unseen NPC megaships. This saves the game from having to calculate routes, jump and scoop times for each ship we transfer, plus any number of other things. Unless FD is happy to throw fudge at the task like an army of fudge-hurling fudgemongers from the Lost Planet Fudge, there's probably a fair bit of work involved in doing that.

Assuming it's achievable, though, a larger, lower-cost reserve team, with ship-to-ship and yard-to-yard crew-person transfers would definitely be welcome. :)
 
Last edited:
Hello, again. :)

Sounds like a good plan - and in some respects, roughly comparable to various distress beacon and escort ideas, which a number of us have discussed at different times. I wonder about the practicalities of it, though.

My assumption is that, currently, our ships and equipment are transferred by unseen NPC megaships. This saves the game from having to calculate routes, jump and scoop times for each ship we transfer, plus any number of other things. Unless FD is happy to throw fudge at the task like an army of fudge-hurling fudgemongers from the Lost Planet Fudge, there's probably a fair bit of work involved in doing that.

Assuming it's achievable, though, a larger, lower-cost reserve team, with ship-to-ship and yard-to-yard crew-person transfers would definitely be welcome. :)

It is true that mega ships apparently transfer our ships. That option will remain of course.
The problem with the crewed ship route is fairly simple. It doesn't require an exact route plotted, just a guesstimate. So for example, say your ship has a 25ly jump range, and they're 100ly away. It'll just do 100÷25+5=9. That'll be 9 minutes, delays not included. No need for complex route plotting. Fuel is more of a difficult one. I suppose if no scoop is fitted, a fueling event would at a further +5 minutes. With a fuel scoop, it's just +1.

There's probably no need to even see them flying around in supercruise either, although, it would be nice.
 
I just want AI wings/fleet and AI co-pilots. And I wish being in the Imp or Fed Navy gave you some calculated backup in superpower occupied stations. Gotta nip these contested Nav Beacons.
 
Cmdr Cosmicspacehead, sometimes i think you alone cause half of the traffic of this forum. seriously, you're everywhere :D

Anyway, i really like your suggestion. of course it should have some boundaries, like you shouldn't be able to let a ship without fuelscoop be transported to colonia. probably this should only work inside the bubble.
What I would like to see in the Game is the ability to have 2 of my npc controlled ships always at my side. Not like thats ever going to happen. :/

Additional; Crew Members shouldn't die when the ship goes down. Even our passengers have have escape pods. Gameplay wise there could be a sort of risk allowance (?) on the rebuy screen, and when you dont buy, they quit their contract.
 
Oh, i forgot to say...

If we get anything like this, I hope we get the option to be able to mark our ships as being combat-ready or out of service. Some might have billions, but I don't - and the last thing I want is to order up some fire-support, only to find it's a ship I've stripped all the expensive gear out of, to help pay for something else. :p
 
Cmdr Cosmicspacehead, sometimes i think you alone cause half of the traffic of this forum. seriously, you're everywhere :D
I have a very dull job. Lol

Anyway, i really like your suggestion. of course it should have some boundaries, like you shouldn't be able to let a ship without fuelscoop be transported to colonia. probably this should only work inside the bubble.
What I would like to see in the Game is the ability to have 2 of my npc controlled ships always at my side. Not like thats ever going to happen. :/

Additional; Crew Members shouldn't die when the ship goes down. Even our passengers have have escape pods. Gameplay wise there could be a sort of risk allowance (?) on the rebuy screen, and when you dont buy, they quit their contract.

Good point in the Transfer limits. I'll try and think up an easy solution and throw it in there. Well spotted. :)

As for then dying, IMHO, their loss should bring gameplay elements in to it. Such as them sending you a message they're floating in space, or captured by X NPC, and then being able to rescue them. Higher ranks more likely to survive than lower ones. Or something.

:)
 
NPC crew should not get paid for any activity they do not provide a bonus for.

As they currently ONLY fly fighters or take the helm, they should ONLY get paid for taking ships down with SLF or helm. They can be paid from bounties, or they could require payments when they're going after ships with no bounty (PP or PVP kills).


And yes, they should be trained in how to use escape pods, and require a danger bonus to keep working for the commander during rebuy.


And they SHOULD be usable for things besides SLF work! Ships too small for SLF hangars have extra seats, but they're just pointless. Multicrew isn't stable or rewarding enough for commanders to run turrets.
 
Yeah, I like the idea. I had some similar ideas, where you can hire a co-pilot and delegate some tasks to them, like power management or putting them in charge of the auto field maintenance unit. They would perform duties based on a list of conditions you outline. So if your weapons were at 50%, they'd set the pips at WEP-4, ENG-1, SYS-1. Or if you retract the hardpoints, they'd set the pips at WEP-0, ENG-4, SYS-2. And so on. Then you could tell them what systems to take offline for repair by the AFMU according to certain damage levels and whether the hardpoints were retracted or not.

And of course I know (now) that Voice Attack can do some of those things, but this would be an alternative to people who can't use that. It'd make your bridge seem more alive, and make it seem less weird that you're piloting an Anaconda solo because you can't find friends to Multicrew with.
 
Hi, CSH. :)

Hey all, I've had too much coffee [...]

Wait, did you say "too much coffee"? You filthy heretic! Wash your mouth out with soap and water, this instant! :mad:


Crew Death, and Rescue
Crew no longer die a horrible death, or atleast not always.
When your ship, with a crew member on board, or a crewed ship is destroyed, their chances of survival go through an RNG filter, based on their combat rank, system security, and state, and if you, or they were wanted at the time. Low ranked crew are more likely to not make it. Multiple crew loss may end up in various locations at once. But there are multiple outcomes;
  • Death. Obviously, they can still die. You lose said crew member(s) forever. Likelihood is based more or less on their combat rank.
  • Escape Pod. This comes in many versions. Your crewed ships crew eject, and occupied escape pods will spawn, and are available for immediate pickup, if you are in the instance with them. Leaving the instance re-rolls their survival. If your ship explodes, you may receive a message with a rough location to pick up your crew member(s), this could include surfaces, or space. It'll appear as a search zone on a planet, or mission USS in space, usually near where you died. Rescue Missions have a short timer of just a few hours at most.
  • Rescued. They will simply inform you of which station they ended up in. Simply dock and pick them up. Will usually be the nearest station or port. More likely in medium or high security systems, when clean.
  • Imprisoned. If you, or your crew were wanted on death, there's a high chance they'll be imprisoned in a prison outpost. You'll need to dock and pay their bail to get them back. More likely if wanted.
  • Captured. There's a chance your crew could be captured by pirates or other ships (opposing military or PowerPlay), you will receive a mission to liberate them from a ship. Or, pay a ransom fee to retrieve them. More likely if in low security, anarchy, or hostile systems.

Should any versions involve an occupied escape pod, and that pod is destroyed, you will 100% lose that crew member.

I really like this. Especially "Imprisoned", which got me thinking. There are various roles an NPC crewman could perform - all the usual suspects are in the DDF and I'm quite keen on having a science officer's role. The prison thing, however...

Potentially, FD could have the game impose captures and prison sentences as part of C&P, PowerPlay, Thargoid War, etc (in the absence of walking around in prisons and stockades, slaved-Sidewinder mining chain-gangs (and suchlike) look at least theoretically possible) - but for players with surviving crew, we could have NPC crewmen bailing, ransoming or rescuing players, depending on their general inclinations.

Not sacking crewpersons at the drop of a hat might suddenly become a very sensible thing to do.

In the other direction, players who want to try reforming might consent to allowing a Probation Officer on board their ships. They'd provide services as any other crewperson, but you'd have to behave yourself over time, obey minimum requirements, such as visiting the prison once a week, or something - and ask for permission if you wanted to do certain things, like change or purchase ships, install certain equipment, deploy or fire weapons, etc.

I've no idea at all if anyone would like it, but it would certainly be unusual. :D
 
I like these ideas in general. Essentially anything giving options to use hired crew as actual crew is good in my book.

Personally, rather than calling them for support from wherever they are if with a ship, they should be flying with us, still a delay to show in an normal instance with us just not as big. I don't particularly care if the ships can't be seen in super-cruise with us, sure it would be better if they could, but to me it's a bigger deal having invisible crew mates in a ship with you, and that's the current norm.

Missions/Scenarios/Options whatever you want to call them to retrieve crew would be great IMO and it's nothing to do with wanting invincible crew or fearing the loss of a crew mate, to me it's all about having a more clearly visible dynamic game universe (as opposed to the BGS which while dynamic is about as visible as paint drying).

The RPG type stuff I can take or leave, for the most part, however a Happiness/Loyalty type stat should be there IMO, it could mean they want more or less pay than usual and might refuse to continue working with you (i.e. leave), might influence how effective they are (a disgruntled Elite pilot might deliberately not try and fly like a lower rank), there is a huge range of options available here with just the one stat, and some of them could be worse than them dying, like take the ship they've been assigned leading to an optional mission to take it back i.e. destroy it so you have to do a rebuy to get it back, or you could abandon the ship.

I don't think we should really have more than 3 crew however, to me this limit makes sense, in that we could have at most 3 other supporting ships, just like with player wings (which don't cost and would always be superior with regard to ability, but lack convenience).

Finally one thing I didn't see with regard to having crew in a non SLF capable ship but multi crew capable, is they could provide the ability for us to be the gunner of the ship while they fly it.

But hell when it comes to improving the NPC crew I'd be happy to get anything as currently they're uses are just too limited.
 
I like the idea.

Also would nice if you can hire mercenarys to escort you with fighters, to protect ou when you are trading or mining.
 
Hey all, I've had too much coffee, and now I'm spewing out ideas all over the place. I do apologise!

Anyway, this is about some additional features for NPC crew.
I know they are likely to be fleshed out in the future, but I do like to suggest stuff anyway. Some of these ideas have been posted before, by others, and myself.

I shall begin!
Inactive Crew Pay Rates
A fairly common idea, that inactive crew take a paycut. I'd suggest around 50~%.

Assign Crew to Stay Ship
Currently, our crew somehow follow us around. But what if they didn't?
By assigning a crew member to stay onboard one of your ships, you can add quite a few additional gameplay options to it.
Crew assigned to ships are classed as active, and receive full pay. (They clean it, and whatnot, plus are on call. See below. lol)
  • Never Forget Crew. By permanently assigning crew to a ship, whenever you board it, that crew is already present, and any other active crew from your previous ship become inactive. They'll even greet you (audibly from the dungeon they stay in), when you board to remind you they're onboard.
  • Crewed Ship Transfer. Crew Assigned to ships can be ordered around, thus, you can transfer any crewed ship to your location, a lot cheaper, and sometimes faster. Transfer time is based upon your ships jump range, and distance, +5 minutes. Delays can happen with crewed ship transfer, and your crew will update you with random events, like "I'm refueling, CMDR", or "Or I'm under attack, I'll be a while longer!". You'll never lose your ship, it will just be delayed by a minute to two per event. (RNG ship loss would be horrible!).
    You can even order your crewed ship transfer from spaaaaacee. Simply select that crew member from the roles panel, and ask them to "Dock at the Nearest Available Station". They will inform you which one they're docked at when they land.
  • Request Assistance. This is a tough one to balance, but much like crewed ship transfer, you can request that crewed ship to come to your aid. They will rush to you, but still take time, based on their jump range and distance, +2 minutes(because they don't have to dock), but with no additional RNG delays. They will then drop in to your instance and act like a full sized ship SLF, orders all work the same, except there is no recall option, just either "Return Home" or "Dock at Nearest Available Station".
    Only 1 crewed ship can be summoned to help at a time, but can work along side your NPC SLF. Not available when winged or in multicrew.
    If your crewed ship is destroyed, you WILL lose that crew member, and you will have a rebuy fee for the lost ship waiting at the next station you dock, somewhere under the shipyard menu. The ship will then appear in the shipyard.
    If you are destroyed, your crewed ship will dock at the nearest available station.

Crewed Ship Transfer, and Request Assistance, could be balanced by paying your crew member a fee and an additional % of our income while on duty, to perform those actions, to prevent over use.
All orders can be cancelled, and they will return to where they came, with a cooldown based on distance to home, and jump range.

Crew transfer and assistance is limited by the ships available fuel, if a fuel scoop is fitted, and if there are suitable stations within the route to you, if no scoop is fitted.

Hire More Than 3 Crew
Yes! Lots more than 3. This allows you to mess with the above options, and assign multiple crew members to one ship.
For example, the Anaconda could require 3 crew, in order to be available for "Request Assistance", a Python would require 2, and so on.
You could also assign multiple crew to your own ship, and be able to launch multiple NPC SLFs at once (Not available with MC or Wings).
The risk being you stand to lose more crew on destruction. But the reward is greater firepower. And it will dent your income quite hard.

Crew on Non-SLF Capable Ships
You can still assign crew to any ship with a spare seat. (It'd be nice if they appeared in it). Your crew can effect various things by being onboard.
Turret control is more precise, more so the higher rank they are. Chaff effect is also reduced based on rank. Crew in control of turrets will also attempt to shoot down missiles, torpedoes and mines.
Crew will also do a baisc scan on random ships in a 360 degree zone. No data is given for these.
Crew can be left in charge of defences, such as PD, Chaff, ECM, SCBs, etc. Higher ranking crew will be very effective with them.
New IdeaThis could also allow you to perform an 'SRV drop' by ordering your crew to fly straight and level, while you board your SRV. Then order them to release you, to drop in to your target area (or cancel and come back in). Your crew will then fly in to orbit.
You can also order an extraction, where they will fly down and attempt to hover above you, even if you're moving, and scoop you up.

Crew Death, and Rescue
Crew no longer die a horrible death, or atleast not always.
When your ship, with a crew member on board, or a crewed ship is destroyed, their chances of survival go through an RNG filter, based on their combat rank, system security, and state, and if you, or they were wanted at the time. Low ranked crew are more likely to not make it. Multiple crew loss may end up in various locations at once. But there are multiple outcomes;
  • Death. Obviously, they can still die. You lose said crew member(s) forever. Likelihood is based more or less on their combat rank.
  • Escape Pod. This comes in many versions. Your crewed ships crew eject, and occupied escape pods will spawn, and are available for immediate pickup, if you are in the instance with them. Leaving the instance re-rolls their survival. If your ship explodes, you may receive a message with a rough location to pick up your crew member(s), this could include surfaces, or space. It'll appear as a search zone on a planet, or mission USS in space, usually near where you died. Rescue Missions have a short timer of just a few hours at most.
  • Rescued. They will simply inform you of which station they ended up in. Simply dock and pick them up. Will usually be the nearest station or port. More likely in medium or high security systems, when clean.
  • Imprisoned. If you, or your crew were wanted on death, there's a high chance they'll be imprisoned in a prison outpost. You'll need to dock and pay their bail to get them back. More likely if wanted.
  • Captured. There's a chance your crew could be captured by pirates or other ships (opposing military or PowerPlay), you will receive a mission to liberate them from a ship. Or, pay a ransom fee to retrieve them. More likely if in low security, anarchy, or hostile systems.

Should any versions involve an occupied escape pod, and that pod is destroyed, you will 100% lose that crew member.
All information on crew status would be available in the crew lounge.

RPG Style Crew
Crew could be expanded to have many RPG Style elements to them, they already have vague back stories. But they don't mean much.
  • Personality: Each crew member could have their own unique personality, with varying traits. Some traits may not mix well with other crews traits, such as having a law abiding crew member and a criminal together, or crew from opposing major factions/PP.
  • Classes and Skill Sets: Each crew member has a skill set, that can effect your ship slightly, just be being active onboard (but not when they're using an SLF). A Combat Pilots could improve various weapon or defence related stats slightly. A Scientist can improve various sensors stats. A Miner could improve yields and refinery efficiency, and so on. All classes can do all jobs, just some better than others. All buffs and debuffs are unique and random, and improve slightly as their rank increases. The type of crew you will find is based on the system they're from.
  • Crew Status: Its important to keep your crew happy and healthy. Crew can become injured if the ship they're in is destroyed, but they survive (see crew death section above). Injured crew require rest time (being inactive) to recover. Crew can also become unhappy if they're neglected to long (never used), mixed with incompatible crew or asked to go against their morals. Crew only become unhappy from being mixed with incompatible crew when active onboard the same ship. So you can safely assign criminal crew onboard one ship together, and law abiding crew on another, and they'll both be fine. If crew become too unhappy they may demand a pay rise, or threaten to quit. To increase crew happiness, place them in an active role they're suited too, separate incompatible crew, or give them a pay rise.
    (Due to vastly different play times, crews status only change while online, so you can safely go on away on holiday, and not come back to mass protests)
  • Your Reputation With Your Crew: Your Reputation will effect all crew, criminals will become happier if your are wanted, and law abiding crew will become unhappy. Attacking empire ships, with an empire fanatic onboard will make them very unhappy with you very quickly. The game will also keep track of your crew retention rate, and death rate. If you, hire and fire or kill a lot of crew, less people will be willing to work for you, or simply demand higher pay.
  • Crew Stories and Missions: Crew already have back stories, but they don't I mean much. Their story should be based upon their traits and personality. Crew may ask you for help with their personal life's, based on their back story. These missions will drastically increase their happiness, unless you fail or abandon it. The missions will generally perform a basic multi part story.


That's about it for now.

Thoughts?

CMDR Cosmic Spacehead

A nice bunch of great ideas there Commander o7 +1
 
I proposed a rather simple form of npc crew, because I think the mechanic might get implemented sooner that way.
I think NPC crew should be a priority so people can get used to the fact that flying a Python or a Conda on your own is not possible anymore. The longer FDev takes to get this going, the more difficult it will be to implement a fundamental change like this.

These are just some outlines:

As far as having NPC crew is concerned I would already be happy if they were just a basic requirement for certain ships to be able to fly. A minimal sceleton crew to get certain ships of the ground and more crew for certain functions if you want/need them.
I just want them on board. I don't want huge special advantages and I don't want control taken away from me as a cmdr anyway.

- Perhaps having an ENGINEER might enable a slow auto repair for internal modules, or perhaps the use of fuel might be reduced with 5% Percent. Or perhaps you get a 5% better jump range. Or shields might reboot just a little bit faster.

- Perhaps having a MEDIC might come in handy when first person action (FPA) is introduced and cmdrs can get wounded. Or perhaps your life support systems function 10% better.

- Perhaps having a CO PILOT would be required to fly SLF yourself (just like it is now) and the copilot might also enable auto jumping when you have plotted a jump route, and auto approach to a station in a system, and also auto docking.

- Perhaps having an npc WEAPONS OFFICER would simply improve turret targeting speed by 5%, and/or let weapons run 3% cooler and give you a 5% faster Kill Warrant scanner.

- Perhaps a MINING SUPERVISOR might increase your ore yields by 20% and increase limpet lifetime.

- In the future we might hire a SCIENCE OFFICER and have a scientific module on board (cool for explorers). A science officer might improve your speed of system and planetary scans etc.and we might take soil, flora and fauna samples and analyze them and sell the data for money.

As I said nothing fancy or complicated, or overpowered.
I don't need my ship to become a powerhouse.
Most important thing is that I just would like to have npc crew.
Being a soloist at heart I will never play ED with others. I just do not want the social interaction.

PAYMENT
---------
Of course the current percentages crew get wouldn't work that well as they would eat into our profits far too much.
And we also need the ability to put our crew on hold when we want to fly smaller ships for a while. Because if you want to fly an Eagle for a few weeks and do a bit of fighter combat then you can't have 4 crew members eating into your profits for doing nothing at all.
Otherwise we would either get bankrupt very soon, or we would have to fire them all the time (which is already happening now with the hireable pilots).

CREW SURVIVAL
----------------
Also: Give crew the same survival option as the humans.
Possible alternatives to killing them off:
Perhaps if your ship is blown up you can not use your crew member for 3 days, because he is on sick leave, or perhaps you need to pay medical costs, or perhaps there is a 10% chance he dies, but... do not kill him off by default. That makes no sense at all and is counter productive. People do get attached to crew. Use that to enhance the game. Work with that. Build mechanics around that.
 
Last edited:

I like those ideas. I do believe crew should be a requirement for larger ships to gain full functionality.

But obviously, they should usually survive ship destruction, with the above rules I posted.
Even if they lost progress to the next rank, as well as injury/sick time. That seems fair.
Still a consequence for death, but adds gameplay to it.

I've still not lost a crew member, but it's only a matter of time. Luckily, I have spares. Lol

My other idea about non-crew NPC's ejecting ties in pretty well with this one.
You can rescue downed pilots, then offer them jobs. :)

CMDR Cosmic Spacehead
 
Last edited:
Back
Top Bottom