Frontier, Please Don't Kill Our Crew!

Some folks have commented that my original post was a bit flowery. So I'm just editing it to add this section first to briefly cover the existing problems with the hired crew system. I'm keeping the original text below it.

1) NPC crew permadeath is a HUGE problem. Currently, there is absolutely no incentive to level up hired NPCs due to the fact that it not only takes a good deal of time, but all that progress is *instantly* lost, with no means of recovery, if your ship gets destroyed. This includes accidental deaths from getting cooked by stars, boosting inside a station, or accidentally clipping a security ship in a RES. This is the ONLY aspect of character or ship improvement in the game that can be permanently lost. Even passengers get escape pods, but crew do not. This is clearly broken. This makes it very dangerous to bring up highly trained pilots into RES sites, and flat out impossible for PVP as the chances of ship destruction are always quite high there.

2) Hired NPCs take a strong cut of your profits, regardless of whether it is trade, combat, or exploration ... *even when in port*. This makes no sense. At all. Contractors in our world don't currently get paid for not doing work, and it seems highly unlikely they would over a thousand years in the future.

Both of these issues means there is currently only one *viable* way of dealing with hired NPC pilots currently: Hire the top NPC you can find in port (typically Expert or Master), do some bounty hunting, and then immediately fire them before cashing in your bounties. There is absolutely no reason to keep crew on your roster, which is pretty much contrary to the intended spirit of the system. Forget getting attached to your crew as they WILL eventually die if you keep them on your ship. Or they could just sit in port taking an unreasonably large cut of your profits for nothing.

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Hi Frontier Devs,

I know you're very busy right now trying to get 2.2 ready in time for it's October release, which is why we haven't heard much from you as of late. But given this is an issue covering 2.2 and future major updates to come, this particular concern is a fairly grave one. And that is the idea that your hired NPC crew dies with your ship. Please allow me to explain.

Think of the Keelback and Federal Gunship as your proverbial 'pet classes'. I'm sure you're familiar with these in MMOs. We've all played them, including most of you. These are builds, whether in the form of ship or character class, that are balanced with the idea that they are supported by an NPC character/animal/demon/etc that compliment them, and are generally weak without them. Let's use World of Warcraft as an obvious example. In that game, there is a class called the Hunter. This class is designed to go out and find themselves a 'pet' that will fight alongside them, but that will also be raised and leveled by them, becoming increasingly strong over time. Players who play a Hunter become very proud of their pets. Some even get to talking to their pet and become very attached to them.

Now imagine playing a Hunter in World of Warcraft, at level 60 (vanilla WoW), and using a black lion you found when you were level 25 or so, having played him non stop for many months. And then you get killed when your party wipes from a bad instance pull. You come back to life. Your black lion does not.

Could you imagine the sheer overwhelming amount of rage involved? Several months of progression and shared game play ... lost in an instant.

Now imagine you're a Keelback pilot. You found an NPC pilot, let's call her Sarah, several months ago and she has been with you through thick and thin for all that time. She's Elite now, an excellent pilot. She has helped you take down many many ships and you love playing her and showing her off to your friends. And then one day, you accidentally hit boost inside a station instead of your landing gear, your Keelback plows into a wall and explodes.

You come back. Sarah does not. This NPC you trained since she was Mostly Harmless ... poof ... lost in an instant.

Rest assured ... many if not most players WILL grow very attached to their crew. And not just fighter pilots. I imagine with future expansions, more crew members may hit the Crew Lounge than merely rocket jockeys. Yet you're implying that in a massive ship, there is only a single escape pod, reserved for her captain, abandoning his or crew to the void. I'm all about immersion, guys ... even setting aside attachments or progress, the idea of leaving crewmen to die is ... cold. So cold.

At this point, knowing how easily this sense of progression would be lost, why would anyone take a chance at flying a 'pet class' at all? Those who do use fighter pilots will play *ultra cautiously*. Combat logging will increase *dramatically* when players get interdicted by a stronger ship that could wipe out their crew in an instant.

I know you're aware that players get extraordinarily miffed when their progression is lost. This is why we don't lose collected materials when we die. This is why we have insurance so that while there is a penalty for having your ship blow up, it's very small and you get to keep your ship afterwards instead of losing it and starting from scratch.

So why would your crew be any different? Why risk considerable rank progression with said crew members if you know that that progression can be wiped so so easily? Please, Frontier ... don't kill our crew! Absolutely impose some sort of penalties on them if your ship gets blown up. Perhaps they are held up in a station infirmary for a day or two so that you have to use your 'backup' pilots while they recuperate. Or maybe it adds to the ship insurance as they are upset and demand 'stress pay'. I'd even encourage slowing down their progression in combat rank. But that black lion deserved better than perma-death. And so does Sarah the elite pilot.

Regards,
Kaybe
 
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Interesting. I'm not sure I will grow attached to some NPC drone, though. It doesn't seem likely.

You may need to be a fan of pet classes in MMOs to 'get it', I'll admit. I play them all the time and get involved on occasion. But even setting aside any sense of actual emotional attachment, it would absolutely suck organs to lose crew that required weeks or months of game time to get skilled up to where they are.
 
Equal rights for NPC crew!

NPC crewmembers are people too!


Hey, maybe NPC crew can get cheaper, nastier, dodgier magic escape pods compared to our magic escape pods. Perhaps they get scattered to the four winds, just like the old Liberator crew in Blakes Seven. ;) So we need to actually do some legwork to hunt them down again, if we get blown up. Sort of, "We're getting the band back together...", if we care enough to do so. If you never really liked them anyway, just hire some new NPC crew to shout at!
 
Incidentally, if ships only have one escape pod ... how exactly would multicrew work? Would your copilot player friend have to wipe his or her save? ;)

Seems quite and obviously unrealistic that these mythical 'player characters' would be the only ones who can jump into an escape pod, no?
 
I don't like the idea of my NPC crew dying so easily either, because I won't care about them if I know they'll die regularly. On the other hand, I don't like the idea of no punishment at all in case of sudden death.

I'd like to have the option to rescue them but at the cost of their XP. A revived NPC crewmate could go back to harmless. Alternatively, I'd be happy with the option to pick the name / avatar of my new crew mate, so I can turn a fresh NPC into my favourite sidekick.
 
I'd like to have the option to rescue them but at the cost of their XP. A revived NPC crewmate could go back to harmless. Alternatively, I'd be happy with the option to pick the name / avatar of my new crew mate, so I can turn a fresh NPC into my favourite sidekick.
I think you have completely missed the OP's point. It's not the pretty picture and name of the NPC crewman we have become attached to, it's their experience and ability that we have put the effort into building up that would be lost.

As per usual, CaptainKremmen has made a brilliant suggestion. I like the idea of getting some difficult missions to find, or rescue our NPC crewmates. Maybe their pods were scooped by a pirate and they are held captive somewhere. So a couple of missions to find out where each crewman was and one to rescue him.
 
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as per usual, CaptainKremmen has made a brilliant suggestion. i like the idea of getting some difficult missions to find, or rescue our NPC crewmates. Maybe their pods were scooped by a pirate and they are held captive somewhere. So a couple of missions to find out where each crewman was and one to rescue him.

My favourite option as well, but I think that this would require way more dev time than FD is willing to put in this atm.
 
We should also be able to romance, and possibly bed, our NPC crew.

Oh, what am I thinking? As if any game developer would ever publish a spaceship game as crazy as that!

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Oops, sorry, wrong franchise :D

Seriously, crew management is something I'd like to see in Elite. Maybe not the drama side of it though.
 
Hello,
Requiring the escaped crew be rescued would also require a more persistent game universe than what we have now.
 
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Hello,
Requiring the escaped crew be rescued would also require a more persistent game universe than what we have now.

Definitely.

They could go for a dumbed down system though. The crew mate death could trigger an already made rescue mission, like those we already have : pick up the escape pod in the system where your ship went boom (the only persistent data needed in this case, the escape pod doesn't even have to be at the same location in the system since they can move). Add a timer and you're all set.

But I suspect that even *this* would require more dev time than they are willing to dedicate for NPC crews atm.

And even if they intend to work on this in a not too distant future, they probably don't want to waste time on it now, since they will change it later.

Just guessing here, obviously.
 
I think growing attached to one's NPC crew, and the risk of loosing them go hand in hand.
Progression of NPC Crew, and the risk of loosing them go hand in hand.


As you say if you take pride in you trained Sarah since she was Mostly Harmless to Elite, it is an achievement is Sarah could have been lose on the way.
But if they are immortal, then it becomes just an inevitability that every NPC crew member will be Elite eventually, regardless of how careless you are with their well being.

Not that I am against the ideas of mission based recovery like CaptainKremmen suggested, just against there being no risk to losing them at all.

"Combat logging will increase *dramatically* when players get interdicted by a stronger ship that could wipe out their crew in an instant"

Isn't a reason not to have perma-death (or risk there of) of NPC crew, as if there is ANY penalty, then some people will use the menu to avoid it, be it days (minutes?) in the infirmary or NPC rescue missions, or even just CRs to rehire them at the next port. Don't base a system on what people may do to avoid the penalty that isn't in the spirit of the game.

Remember people would menu log to get out of the stations quicker for the "Luxury Goods wanted" Performance enhancers runs?

[video=youtube_share;0OVjQGcFLBM]https://youtu.be/0OVjQGcFLBM[/video]

Just as you would not balance say ship costs based on income from people who log in and out of the game to refresh the mission board to get only the highest paying Sothis runs.
You don't assume that is the base line to balance from

Saying Don't have NPC Crew Perma Death as people may combat log, or menu log, and side step the loss, is Exactly like saying Don't have Insurance as people may combat log, or menu log, and side step the loss
 
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I think FDev is wanting to add consequences to death. That sounds fine, but I don't like the fact that the NPC dies. I imagine get beamed out as my ship breaks up watching the fear and terror on the crewman's face as he/she meets a horrific end.

I think they should escape too. BUT they would then leave you. You could get a message from them saying "It's time for me to move on" or "You suck, I am not flying with you anymore". This means the consequence is still there, but it makes more sense. (To me at least)
 
I have been wondering about this too and somehow we should be able to recover our NPC crew members, be it a mission or getting them from station sickbay after a cooldown period, perhaps a reason for poll to figure out what do the players want? I REALLY do want to save my crew members !! This kind of functionality really adds some depth to gameplay, don't you agree?

Michael, Sandro, Pretty Big Please !!
 
Wait...I can get a mission to search for Liara?? I''ll just head over to the Hagalaz system . . .

( Maybe losing any progress in their current rank would be an appropriate "death" penalty if there really needs to be one )
Agreed that while we should be mindful of any exploits we shouldn't base decisions on what 10%(?) of the players *may* do.
I'm not worried about what people may do to get ahead in a game without an end. :D
 
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