So having played a little while with and without SLF-capable ships, I started doing some number crunching on the costs of a SLF NPC as opposed to costs in non-SLF ships. Obviously there is a huge disparity between the two, but SLFs also provide a substantial bonus when piloted well. Anyways, the complaint of insta-death for NPC Pilots is an old one...thought I'd throw this idea out there as a 'happy median'.
'Contract Credits'
When hiring a NPC SLF pilot, they come with a contract that stipulates their pay-cut. This idea is to add a second item to that contract: contract credits. We know that SLF pilots are themselves commanders...which would imply they don't actually die at ship death, but instead choose to leave your employment since you, uh, weren't a great employer apparently. Contract Credits are akin to 'lives' in gamer parlance. When the credits are fully expired, the pilot cancels the contract.
How It Works
All pilots come with contract credits, ranging from 3 to 12. The initial count on hire is based on their skill level, just like their initial cost and negotiated cut of profits.
When your ship is destroyed with a pilot onboard, you consume 1 contract credit. If this is the last contract credit, the pilot will leave your employ.
Replenishing Contract Credits
While not all pilots begin with the same number of contract credits (depending on their initial hire), they all have the same maximum of 12. Novice and lower pilots come with less credits, but hiring a more proficient pilot will yield more credits. As higher proficiency pilots cost more in profit cut, they also provide more 'chances' to lose your ship - whereas a low proficiency pilot does not, reflected in their lower cost.
Contract Credits can be replenished through two methods: a passive replenishment rate, and purchasing contract credits.
Even if a pilot has advanced to higher ranks of proficiency, their maximum 'passive' replenishment will be capped at their starting point. Again, this reflects their initial cost and quality. Contract Credits passively replenish to the original amount of the contract at a rate of 1 per week.
Additional contract credits can be purchased while docked at a station with a crew lounge. The cost of purchase is based on the following formula:
Contract Credit Cost = Rank of Pilot x n x 50,000
Rank of Pilot is a number based on numerical rank (Harmless = 1, Mostly Harmless = 2, so on...)
'n' is the number of contract credits currently owned
This leads to a scaling cost that increases with rank as well as the number of contract credits already owned. The highest cost (if I have my math right) would then be Elite (10) x 11 x 50,000 to purchase the 12th contract credit at 5.5 million credits. The discriminating commander will likely not purchase so many credits for such a high-ranking NPC pilot, unless they anticipate rapid ship loss away from a crew-lounge capable station or simply want to 'buy and forget' for a time.
Why this system?
I think you ought to be able to lose pilots - otherwise building one up wouldn't have any meaning! I also think the 'buy and forget' option of higher proficiency pilots shouldn't just be available, but actually be sensible. Building up a pilot saves you more in the long-run with profit cuts, but in a system like this they also run a higher risk of loss of contract and will cost more to maintain over time because their passive rate caps early.
For those commanders who dabble in SLF ships, or only use them for very specific tasks where credit cuts isn't as much an issue, purchasing a higher proficiency pilot is sensible - buy them, use them as needed, then cut loose if need be. The idea of a 'market' for pilots makes more sense this way.
For those commanders who rely on SLF ships frequently, building up a pilot makes more sense and will be more cost effective in the long-run...but now has a system of investment that goes beyond 'don't die'. Commanders will need to be aware of their contract credits for these investments and thus have a greater sense of ownership as well as choice.
Thoughts?
'Contract Credits'
When hiring a NPC SLF pilot, they come with a contract that stipulates their pay-cut. This idea is to add a second item to that contract: contract credits. We know that SLF pilots are themselves commanders...which would imply they don't actually die at ship death, but instead choose to leave your employment since you, uh, weren't a great employer apparently. Contract Credits are akin to 'lives' in gamer parlance. When the credits are fully expired, the pilot cancels the contract.
How It Works
All pilots come with contract credits, ranging from 3 to 12. The initial count on hire is based on their skill level, just like their initial cost and negotiated cut of profits.
- Higher Proficiency Pilots have more credits (Dangerous and above = 12)
- Lower Proficiency Pilots have less credits (Novice and below = 3)
When your ship is destroyed with a pilot onboard, you consume 1 contract credit. If this is the last contract credit, the pilot will leave your employ.
Replenishing Contract Credits
While not all pilots begin with the same number of contract credits (depending on their initial hire), they all have the same maximum of 12. Novice and lower pilots come with less credits, but hiring a more proficient pilot will yield more credits. As higher proficiency pilots cost more in profit cut, they also provide more 'chances' to lose your ship - whereas a low proficiency pilot does not, reflected in their lower cost.
Contract Credits can be replenished through two methods: a passive replenishment rate, and purchasing contract credits.
Even if a pilot has advanced to higher ranks of proficiency, their maximum 'passive' replenishment will be capped at their starting point. Again, this reflects their initial cost and quality. Contract Credits passively replenish to the original amount of the contract at a rate of 1 per week.
Additional contract credits can be purchased while docked at a station with a crew lounge. The cost of purchase is based on the following formula:
Contract Credit Cost = Rank of Pilot x n x 50,000
Rank of Pilot is a number based on numerical rank (Harmless = 1, Mostly Harmless = 2, so on...)
'n' is the number of contract credits currently owned
This leads to a scaling cost that increases with rank as well as the number of contract credits already owned. The highest cost (if I have my math right) would then be Elite (10) x 11 x 50,000 to purchase the 12th contract credit at 5.5 million credits. The discriminating commander will likely not purchase so many credits for such a high-ranking NPC pilot, unless they anticipate rapid ship loss away from a crew-lounge capable station or simply want to 'buy and forget' for a time.
Why this system?
I think you ought to be able to lose pilots - otherwise building one up wouldn't have any meaning! I also think the 'buy and forget' option of higher proficiency pilots shouldn't just be available, but actually be sensible. Building up a pilot saves you more in the long-run with profit cuts, but in a system like this they also run a higher risk of loss of contract and will cost more to maintain over time because their passive rate caps early.
For those commanders who dabble in SLF ships, or only use them for very specific tasks where credit cuts isn't as much an issue, purchasing a higher proficiency pilot is sensible - buy them, use them as needed, then cut loose if need be. The idea of a 'market' for pilots makes more sense this way.
For those commanders who rely on SLF ships frequently, building up a pilot makes more sense and will be more cost effective in the long-run...but now has a system of investment that goes beyond 'don't die'. Commanders will need to be aware of their contract credits for these investments and thus have a greater sense of ownership as well as choice.
Thoughts?