Hard lesson learned - will no longer level up a NPC crew

It would be nice if NPC crew were ejected to an escape pod, and after the player respawn at the starport, there is a mission in the transactionstab to allow you to rescue your NPC Crewmember, but it only gives you 20 min to do it. Similar mechanic to Black Box retrieval missions.

Just use an existing game mechanic to give players a chance to save their crew...

This will also help in situations where a bug makes the ship explode.


Oh well...

I think this is fantastic! Anything that injects actual RP connections between players or NPC's is a plus in my book. In fact, I'd truly appreciate it if my elite SLF NPC crewmember had an avatar on the bridge with me. - That is the "person" right there that I raised from harmless to elite, and have paid 100's of millions of credits to. That is the person that went through countless wars with me, hunted despicable pirates with me, investigated thargoid bases, thargoid combat aftermaths, and guardian sites. That is the person that saved me from a swarm of local security forces when i popped someone without a completed scan. Excellent suggestion!
 
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Do not try and count the spoons. That's impossible. Instead, only realize the truth... THERE ARE NO SPOONS. Then you will see that it not the spoons that you find, it is yourself.

I have it on good authority that these spoons are indeed real.
richmond-12-pc-plating-spoon-set-25-off-8.png
 
Might have already been said, but I really don't like the idea of anyone with crew having permanent Elite crew members, which everyone would have if NPC crew can't die.

but I just thought of something which would keep your NPC after ship destruction, and that would be if your Ship is destroyed your NPC reverts back to the level you hired them at.

You may have just thought of it, but several variations and other interesting gameplay ideas have been suggested to no avail. Personally, I like the notion that with each ship destruction, they drop one rank and are put on a cooldown timer (Possibly with the beloved RNG mechanic determining length/seriousness of recovery/injury).
But for all that, they should live with you on your ships and be set active/inactive from there (unless injured).
If injured, they recover at the station you respawn at and you have to go and pick them up from there when they're ready (or fire them if you can't be bothered).
With each rank up, their pay goes up. This means with enough deaths, a pilot can get very, very expensive (though maybe I'd have the amount that they earn be slightly less than now).
All multicrew jobs should be afforded them and they need to be in that seat next to you and yes, give us the pip. They're payed well enough!

Also, for more on this topic,
https://forums.frontier.co.uk/showthread.php/288943-Frontier-Please-Don-t-Kill-Our-Crew!
 
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You may have just thought of it, but several variations and other interesting gameplay ideas have been suggested to no avail. Personally, I like the notion that with each ship destruction, they drop one rank and are put on a cooldown timer (Possibly with the beloved RNG mechanic determining length/seriousness of recovery/injury).
But for all that, they should live with you on your ships and be set active/inactive from there (unless injured).
If injured, they recover at the station you respawn at and you have to go and pick them up from there when they're ready (or fire them if you can't be bothered).
With each rank up, their pay goes up. This means with enough deaths, a pilot can get very, very expensive (though maybe I'd have the amount that they earn be slightly less than now).
All multicrew jobs should be afforded them and they need to be in that seat next to you and yes, give us the pip. They're payed well enough!

Also, for more on this topic,
https://forums.frontier.co.uk/showthread.php/288943-Frontier-Please-Don-t-Kill-Our-Crew!


there are loads of great ideas out there, i just liked mine as it would be pretty easy to implement (in my zero knowledge, but as opposed to a whole new system it should be easier) and you get to keep the crew member that you love so much.

Now Lore wise it's a pretty weak idea, but Lore-schmore in this case, in my view.
 
there are loads of great ideas out there, i just liked mine as it would be pretty easy to implement (in my zero knowledge, but as opposed to a whole new system it should be easier) and you get to keep the crew member that you love so much.

Now Lore wise it's a pretty weak idea, but Lore-schmore in this case, in my view.
Indeed. Point being there are plenty of more desirable alternatives to the current.
 
Indeed. Point being there are plenty of more desirable alternatives to the current.

There are, but I (and this is a personal view, so I can't be accused of trying to tell people how to play their game :) ) really wouldn't like to see immortal NPC crew .. I think that would be detrimental to the game.

As I have said before, everyone with elite NPC crew (Open/group/solo) would be a bad thing.
We need consequences .. apparently it's impossible to die outside of PvP, but people seem to be losing their NPC's down the back of the sofa ('Couch' for our American friends)
 
There are, but I (and this is a personal view, so I can't be accused of trying to tell people how to play their game :) ) really wouldn't like to see immortal NPC crew .. I think that would be detrimental to the game.

As I have said before, everyone with elite NPC crew (Open/group/solo) would be a bad thing.
We need consequences .. apparently it's impossible to die outside of PvP, but people seem to be losing their NPC's down the back of the sofa ('Couch' for our American friends)

Indeed. There are plenty of ways around that.
Mine would involve a drop in rank with each death and a death at harmless being final. This would include cooldown periods for recovery and an effective increase in price with each ship destruction.
Eventually, your beloved NPC might be too expensive to keep (capping at the amount payed to an elite NPC hired at expert level) and so you fire them and hire another.
Point is, the issue of everyone having the same Elite NPC forever can be managed in a number of more engaging ways than a simple death at ship destruction.
 
Indeed. There are plenty of ways around that.
Mine would involve a drop in rank with each death and a death at harmless being final. This would include cooldown periods for recovery and an effective increase in price with each ship destruction.
Eventually, your beloved NPC might be too expensive to keep (capping at the amount payed to an elite NPC hired at expert level) and so you fire them and hire another.
Point is, the issue of everyone having the same Elite NPC forever can be managed in a number of more engaging ways than a simple death at ship destruction.

Absolutely agreed.
 

Robert Maynard

Volunteer Moderator
Indeed. There are plenty of ways around that.
Mine would involve a drop in rank with each death and a death at harmless being final. This would include cooldown periods for recovery and an effective increase in price with each ship destruction.
Eventually, your beloved NPC might be too expensive to keep (capping at the amount payed to an elite NPC hired at expert level) and so you fire them and hire another.
Point is, the issue of everyone having the same Elite NPC forever can be managed in a number of more engaging ways than a simple death at ship destruction.

Well put. :)
 
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