Examples:
Astronomer: When you arrive in a System they will automatically run a system check, and when you are withing range of a planet there will be 3 stages of scanning. Scan 1) The basics on the planet when in range 2) Advanced scan with percentages on things there and a preliminary map when it is a distinct ball shape 3) Rare fine, detail map notes on 'unknown artifacts' that might be of interest, a image is taken automatically. Altho a Astronomer can making "Honking exploring" a bit faster the Astronomer will not stay on a ship very long that travels that way, they will either leave next station or if longer in space will just into a life pods rather than stay and be insulted (It has been told that a Astronomer jumped ship in a pod, the pod was rescued by the same ship and the captain kept the pad for years before turning in for the reward just to off the Astronomer for leaving him)
*Edited to using the right work... or could be called a Astrogator.
Communications: A dock command will activate the asking, and report the result and can repeat the request till accepted, can respond and interact with bases comms and respond to certain situations and inform when something is directed to the player.
S.A.R. will be able to respond to SOS calls and allow life pods to be licked up faster and automated to the NPC, can also locate a player and give mapping for Fuel Rat style services and be able to determine what the ships will need in cargo or collect minerals for synthesis.
Helmsman: Can perform launch, takeoff and basic map - travel commands
Geologist: Mining support
Cargo Master: Can allow build of level 1, 2 or 3 cargo pods/and skill of CM will define how high a level pod they can make and how fast they can be constructed (Pods allow you to take your cargo in the cargo bay and package it to be sent back to a pre-assigned planet. Any size pod can be built but the bigger take many more materials that can be found on planets or asteroids and take longer time to actually construct. A Cargo Master that is skilled can build them faster. A well trained CM can gain the ability to build cargo pods enhancements that allow 3 sizes of synthesis that increase speed of the pod that is sent. Cargo Pod is brokered at a 5 - 15% loss but it sold on arrival, however, the money can NOT be picked up by the ship/crew until the main ship docks at a station. If the main ship is destroyed the funds on hold will be lost)
Sciences: Rare elements found in deep space and be analyzed and used to enhance effects of certain synthesis, the uses need to be studies and learned by a sciences NPC. Sciences may detect higher chance of Earthlike or Ammonia or terraformable systems that are within a few lightyears of the systems you are in. Just 'honking' through a system would not allow enough scanning time for Sciences to be any use.)
These do have to be on your ship. They are crew and get paid, they are not particularly cheap.
Any more ideas? I am trying ti keep game additions close to what is in game, but give them a bit of personality and allows the player to get a 'crew' feeling
ADDED later:
Ship's Cook: Can make real food instead of the galley pudding pastes. The cook can increase morale and will keep crew happy on those longer voyages.
*Code difference would be adding a food/ship supplies needed that are maintain by the cargo master. If the Cargo master isn't there you need to shop for crew/food supplies yourself at a station. Foods can be default paste (very cheap for a year supply per person) to full meals which can be the hundreds per crew member.
Astronomer: When you arrive in a System they will automatically run a system check, and when you are withing range of a planet there will be 3 stages of scanning. Scan 1) The basics on the planet when in range 2) Advanced scan with percentages on things there and a preliminary map when it is a distinct ball shape 3) Rare fine, detail map notes on 'unknown artifacts' that might be of interest, a image is taken automatically. Altho a Astronomer can making "Honking exploring" a bit faster the Astronomer will not stay on a ship very long that travels that way, they will either leave next station or if longer in space will just into a life pods rather than stay and be insulted (It has been told that a Astronomer jumped ship in a pod, the pod was rescued by the same ship and the captain kept the pad for years before turning in for the reward just to off the Astronomer for leaving him)
*Edited to using the right work... or could be called a Astrogator.
Communications: A dock command will activate the asking, and report the result and can repeat the request till accepted, can respond and interact with bases comms and respond to certain situations and inform when something is directed to the player.
S.A.R. will be able to respond to SOS calls and allow life pods to be licked up faster and automated to the NPC, can also locate a player and give mapping for Fuel Rat style services and be able to determine what the ships will need in cargo or collect minerals for synthesis.
Helmsman: Can perform launch, takeoff and basic map - travel commands
Geologist: Mining support
Cargo Master: Can allow build of level 1, 2 or 3 cargo pods/and skill of CM will define how high a level pod they can make and how fast they can be constructed (Pods allow you to take your cargo in the cargo bay and package it to be sent back to a pre-assigned planet. Any size pod can be built but the bigger take many more materials that can be found on planets or asteroids and take longer time to actually construct. A Cargo Master that is skilled can build them faster. A well trained CM can gain the ability to build cargo pods enhancements that allow 3 sizes of synthesis that increase speed of the pod that is sent. Cargo Pod is brokered at a 5 - 15% loss but it sold on arrival, however, the money can NOT be picked up by the ship/crew until the main ship docks at a station. If the main ship is destroyed the funds on hold will be lost)
Sciences: Rare elements found in deep space and be analyzed and used to enhance effects of certain synthesis, the uses need to be studies and learned by a sciences NPC. Sciences may detect higher chance of Earthlike or Ammonia or terraformable systems that are within a few lightyears of the systems you are in. Just 'honking' through a system would not allow enough scanning time for Sciences to be any use.)
These do have to be on your ship. They are crew and get paid, they are not particularly cheap.
Any more ideas? I am trying ti keep game additions close to what is in game, but give them a bit of personality and allows the player to get a 'crew' feeling
ADDED later:
Ship's Cook: Can make real food instead of the galley pudding pastes. The cook can increase morale and will keep crew happy on those longer voyages.
*Code difference would be adding a food/ship supplies needed that are maintain by the cargo master. If the Cargo master isn't there you need to shop for crew/food supplies yourself at a station. Foods can be default paste (very cheap for a year supply per person) to full meals which can be the hundreds per crew member.
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