Let's say for the sake of argument that your crew didn't die and managed to get back to the station. Why would they want to ship out with someone who got them killed, let alone if it happened multiple times? That wouldn't be fun though and this is a game.
If I remember to use them at this point it's hire and fire. Until they let me pay insurance to get them back and not make me pay out the nose when they are idle they are pretty much a non-starter.
Meh, part of the job.
The fact that "hire and fire" is the go-to for using NPC crew, and that is IF you are willing to put up with halving of your XP gains and exorbitant credit costs, is just so not right.
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So you would rather risk your whole save game than a small part of your savegame? Or you would rather increase the cost to all rather than allow each player to manage their own risk level?
Why must things swing out to the extremes, here?
Don't get me wrong, I'm broadly in favour of both your suggestions (although imo you can already ironman to your hearts content) but it seems an odd position to take to prefer risking it all rather than risking only your crew. If you die a permadeath you lose your crew anyway.
Heh, I do agree about the ironman thing, but it'd be neat to have an official mode for it anyway. I certainly wouldn't be partaking in it, it's just something I know many people who inhabit these forums would enjoy.
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AI 'die'. Crew are AI. Ergo they die. If they did not die, people would actually treat them with less respect; people only value what can be taken from them. I always find it amusing that people can pivot from "my dude must survive!" to "AI should be easy to kill".
You're trying to draw a line between two things that have no connection here. NPC targets exist to be targets in a game where quantity is vastly more important than quality. That might be something to change if Fdev gets around to improving missions or giving us a longer, detailed & in-depth tutorial "questline" with characters with personality to remember and all that, but for now, this is the state of the game.
NPC crew are not disposable targets that serve to slowly increment our Elite rank. They are, essentially, an extra piece of equipment on the ship, a gear you can use to enhance what your ship does - but what makes them special (or is SUPPOSED to, anyway) is that they have a face and a personality and gives you an opportunity to build a lasting relationship.
Which is really damn ironic considering what's been said above, where the current situation with them promotes hire-and-fire and being completely dismissive and forgetful of NPC crew entirely.
Plus, you are cherry-picking with your consistency here.
Remember how we have Remlok? The stuff that's about to appear on billboards everywhere throughout the inhabited galaxy? The things that, upon our death, allows? us to instantly revive ourselves at the nearest station regardless of what happened or where or how?
There isn't even ONE good reason that our crew should be excluded from making use of that same Remlok service - especially if importance is to be put on our responsibility in caring for our crew.
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I agree.
While I wouldn't be opposed to more consistency, I'd rather other penalties for being shot down increase before this one was reduced.
As I've stated previously, there's any number of ways to better add penalties/risk for failure, than to have this entirely optional crewmember feature that carries the full brunt of 100% loss of all invested time, XP, and credits upon said failure.
Like, given that there's many ships that can't have a crewmember, this reasoning of "well at least it adds SOME risk to using our ships" doesn't particularly hold water.
Also...
I currently have two deadly and an elite crew (and have had two deadlies, and possibly one elite, die in the line of duty), all trained up from harmless, that I regularly leverage to good effect in PvP.
In this regard I think you're a
madman, but that's my personal subjective opinion talking.
Granted you're experienced in avoiding destruction but still.
Which is why I want an ironman mode and for engineered modules to either be lost on ship destruction, or to require a transfer delay plus a massively higher insurance cost.
Case in point @Riverside, lol
If anything it makes it more appealing to me, and I'd be happy to say so on stream, and then fend off all the stream snipers with my Elite crew onboard.
I'm literally shaking my head at you now through my screen.
By all means, do your thing, but...I don't think the opportunity to present one's e-peen and virtually flagellate themselves is a good reason to make all users of NPC crew in the game suffer from it.
Bearing in mind that I've also said the game ought to include things like an ironman mode to serve your interests, too.
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lol. Were they in Solo or PG and had billions in the bank as well? At times I get the impression I'm about the only commander in open, on twitch, with any regularity (beyond some of the PVP guys and gals).
The streamer is MercenaryThorrn, who has streamed almost entirely in Open since he started playing Elite, though he avoids it when futzing with things like Engineers/Guardians and now whenever he's got an NPC aboard. Very combat-focused player, does not have billions in the bank.
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I gave up using crew when I recently found out that your combat rank increase is halved when you use them. The crew takes half the xp from each kill. Way to stop people from using the feature FD!
HEAR, HEAR.
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And given so much of this game, what I do, doesn't matter in the slightest? So much doesn't resonate because it's clinical and lacking in consequence? AI crew being vulnerable in a way we simply are not, is probably more important than people might give credit.
That's an argument for more personality and meaning to be given to those things in the game that don't "matter in the slightest", not for continuing to inconsistently punish players for bothering to engage in NPC/player crew & wing content.
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It's a double edged aspect. For those trying to increase PF rank, for whatever reason, the crew can be a liability. For those trying to rank the crew themselves, it's quite beneficial that they take such a large share.
Beneficial my foot. In a "normal" game, there'd be every reason to assume they would simply gain XP at the same rate that you do, as in double what they currently do.
Even then, they could have them gain XP at half our normal rate - the status quo currently - *without* stealing from our XP income and that would be fine.
It really is hard for me to not get mad just thinking about it, I earnestly do not understand whomever at Fdev offices designed it this way.
I do think it would be more logical to split progression based on relative ranks or contribution, however.
Isn't relative rank progression in place though, since XP gain is based on your rank relative to the target's?
You'd have to be in an unengineered/non-combat vessel, or really phoning in the piloting, to be at risk of losing the ship, unless you had already been seriously over extending yourself.
I dunno, given that many players are not as risk-averse as myself or as experienced as you, I think it's unreasonable to assume that most players just won't lose their ship. One must remember that lethal bugs continue to crop up with disturbing regularity as well...remember "skimmer rain"?
As long as I can rank up NPC crew faster than I can get them killed, the benefits more than outweigh the negligible risks.
I flatly disagree with this last point. Any time your invested XP/credits/time with an NPC goes up in smoke, that is permanent, unrecuperable loss. I feel the fact that you've gone and trained multiple NPC crew already is slightly skewing your perspective here.