I'm getting bored to pay for crew member that are just taking benefit of my work just by staying on their seat in the crew lounge. So, I start to find a way to make them work.
Why could I hire three crew members if only one at a time could be in my ship as a fighter pilot? So, let's have a complete trader fleet!
Here some few spec of how could work the fleet management:
I'm sure I forgot lot of things that could be improve. But I think it enough to open a new career has a fleet commander.
If you like this suggested feature please add a comment, or better add your suggestion to improve it!
If you don’t like it please tell it too, maybe I miss a point.
Anyway thank for reading and see you from the black o7
Why could I hire three crew members if only one at a time could be in my ship as a fighter pilot? So, let's have a complete trader fleet!
Here some few spec of how could work the fleet management:
All the development just involves few redesigns the crew lounge the add the required board to manage and follow crew member and trade road.
The rest of the development only involve computed runtime script.
Moving the crew
Assign a crew member to ship.
Creating trading route
•
The benefits of a trade route are based on the price of the commodities to buy and sell and could change during time due to the background simulation of the trading. Commander should frequently check of their trading route are still making benefits.
Adding cost based on the length of the road prevent to make inconsistent road like sol to colonial that take multiple days to complete for no benefice.
Make trading route dynamic
Comments:
Event make the road more dynamic. It prevents commander to open road too far away from their current location making the too far to save their crew. It will be nice for a to see its ship evolving in game when crossing them in uss when they came to help them.
The rest of the development only involve computed runtime script.
Moving the crew
- • Crew member should be link to a star port (like the ship storage)
- • You could pay to move your crew member to your current star port (like the ship transfer)
- • You could move as many crew members you want by yourself if you have enough available seat or a passenger cabin to welcome them (seen your crew member on the seat next to you would be nice)
Assign a crew member to ship.
- • If you have a crew member in your current star port and a stored ship you should be able to assign your crew member to one of your local stored ship.
- • Assigned ship should depends of the level of your crew member
- o Crew member level Harmless to Novice: Small ships
- o Crew member level Competent to Master: Small and Medium ships
- o Crew member level Dangerous to Elite: All kind of ship (small, medium, large)
- • Better crew member cost more but are more effective and should reduce the travel time on trade route.
Creating trading route
•
- The max number of trading route should be depending of your trading rank (this is to avoid breaking the learning process of making money in elite)
- o Trade Rank: Merchant -1 trading route max
- o Trade Rank : Entrepreneur --> 2 tradings route max
- o Trade Rank : Elite --> 3 tradings route
- • If you can open a route and a crew member assigned to a ship you could open a trading route.
- o The start is your current location
- o You should select the system and station destination (the destination station should match the ships requirement, you can’t send large ship to outpost without large landing pad)
- o You should select a commodity to trade for the "Go" route, and the amount to trade (amount is depending of the ship’s cargo space and the availability of the commodity)
- o You should select a commodity to trade for the "Return" route, and the amount to trade
- o The trade route has cost that apply on each round trip. This cost is depending of the distance of this road (should represent the common fee of the trip like refuel, star port taxes etc.…) + the cost of the commodities to buy in each star port.
- o The trade route cost is taking from the commander credit at the beginning of each round trip.
- o If the commander doesn’t have enough credit the trade route is cancel. (message should be sent to the player to inform him about the cancelled routes
- o The result of the commodities selling, minus the crew member salary is add to the commander credit at the end of the road.
- • You should be able to cancel a trade route from any star port.
- o Canceling the trade route is effective at the end of the last round trip. During this lap of time the trade route is displayed as "cancel pending"
- o Optional, add the possibility to select if the trade rout should stop at the beginning point or at the destination point. Could be useful to move your fleet and commander whiteout to pay for taxi fees.
- • Crew member play only when their commander is playing. It means all trading road are pause when the plyer is not connected. This to prevent to make or lose money when not playing
- Comments:
The benefits of a trade route are based on the price of the commodities to buy and sell and could change during time due to the background simulation of the trading. Commander should frequently check of their trading route are still making benefits.
Adding cost based on the length of the road prevent to make inconsistent road like sol to colonial that take multiple days to complete for no benefice.
Make trading route dynamic
- • When a trading route is active event could happen to it.
- o Event are missions send to the commander from is crew. It consists of help request. This generate mission objective uss on the system traveled by the trading road
- Call for repair
- Call for fuel
- Call for help against pirate
- o This mission should have limited time to be resolve, at the end of the time the mission will be auto resolve with consequence
- o Commander could decline the mission (the mission will be auto resolve with consequence)
- o Event are missions send to the commander from is crew. It consists of help request. This generate mission objective uss on the system traveled by the trading road
- • Auto resolve mission
- o Auto resolve mission could have different type of status: Critical fail, fail, succeed, critical succeed
- o Crew member level give more chance to have a successful resolution, like the fitting of the ship
- Example, ship with no shield and no weapon have more chance to have a critical failed against pirates. Ships with no fuel scoop module could be more subject to call for fuel mission…
- o Trading route completion time is suspended until the resolution of the event. (ship in need of fuel or repair could be inactive for days until the commander decide to help his crew)
- • Exemple of auto-resolve scenario
- o Need for fuel: critical fail: the ship his safe but the crew member is dead to the lack of oxygen)
- o Need for fuel: succeed: the crew and the ship are safe, but he must jettison part of his cargo to finish his trip, the profit will be affected.
- o Pirates attack: critical succeed: crew, ship and cargo are saved!
- o Pirates attack: succeed: crew, ship and cargo are saved! he must jettison part of his cargo to the pirates, the profit will be affected.
- o Pirates attack: fail, crew and ship are saved, but all the cargo is lost and must paid sever repair cost.
- o Pirates attack: critical fail, ship and cargo are lost, trading route is canceled
- Crew could be dead
- Crew succeed to eject, new rescue mission to retrieve the escape pod to save him/her
- o Destroyed ship should be recover by paying assurance cost to an interstellar factor.
- o Dead crew member is dead…
- o Crew member could be injured. They are disable and their trading route is cancelled until they recover
Comments:
Event make the road more dynamic. It prevents commander to open road too far away from their current location making the too far to save their crew. It will be nice for a to see its ship evolving in game when crossing them in uss when they came to help them.
I'm sure I forgot lot of things that could be improve. But I think it enough to open a new career has a fleet commander.
If you like this suggested feature please add a comment, or better add your suggestion to improve it!
If you don’t like it please tell it too, maybe I miss a point.
Anyway thank for reading and see you from the black o7