Mining or transporting orders to FC crew

I had an idea of unifying ship and FC crew and make them able to obtain ranks/grow skills. So the more experienced the crew, the more owner has to pay (salary), the more passive bonuses they provide.

Markdown (GitHub flavored):
- Similarly to ship crew FC crew will level up based on their experience
  (time spent serving at the carrier, distance travelled, repairs done etc individual to every crew job on board of FC).
- One can hire more experienced crew asap or train them (upkeep depends on the level).
- Experienced crew provide some bonuses:
  - *bridge crew/navigator* unlocks planing short route and jump more than one jump at a time
    (but also can fail e.g. when circumstances change, not enough fuel, system full etc).
    Similar request https://forums.frontier.co.uk/threads/fleet-carrier-create-an-auto-jump-system.610614/
  - *tritium depot officer* can refill tritium from market, master can slowly collect tritium from nearby stations, elite - from icy rings.
  - *commodity trading* may have different number of active buy/sell orders and slightly change total cargo storage size based
     on the level (like ability to use more compact storage).
  - *refuel/armory crew* may sell premium fuel/ammo spending materials from commander storage at premium (high) cost (a way to sell ship materials)
  - *repair crew* may remember a number of engineering blueprints (special effects) to apply without the need to visit a specific engineer.
  - *shipyard/outfitting crew* may allow to sell pre-upgraded ships/modules (a number of items active on stock depending on the level).
  - *redemption officer* may give some missions (added to mission board) to improve reputation with given (hostile/unfriendy) faction.
  - *pioneer supplies* officer may sell pre-upgraded gears (a number of items for sale per day depends on the level as well as price range, to be set by owner).
  - *secure warehouse officer* could attract more NPC to donate/sell stolen goods while carrier is located in anarchy/low-sec system.
  - *universal cartographics officer* may give some hints of the nearby systems (where to mine certain minerals,
     the higher level the more information). The information is based on other commanders exploration/scan data.
  - *vista genomics officer* is similar to the previous one providing details for systems/planets likely to have biological activity.
 
I had an idea of unifying ship and FC crew and make them able to obtain ranks/grow skills. So the more experienced the crew, the more owner has to pay (salary), the more passive bonuses they provide.

Markdown (GitHub flavored):
- Similarly to ship crew FC crew will level up based on their experience
  (time spent serving at the carrier, distance travelled, repairs done etc individual to every crew job on board of FC).
- One can hire more experienced crew asap or train them (upkeep depends on the level).
- Experienced crew provide some bonuses:
  - *bridge crew/navigator* unlocks planing short route and jump more than one jump at a time
    (but also can fail e.g. when circumstances change, not enough fuel, system full etc).
    Similar request https://forums.frontier.co.uk/threads/fleet-carrier-create-an-auto-jump-system.610614/
  - *tritium depot officer* can refill tritium from market, master can slowly collect tritium from nearby stations, elite - from icy rings.
  - *commodity trading* may have different number of active buy/sell orders and slightly change total cargo storage size based
     on the level (like ability to use more compact storage).
  - *refuel/armory crew* may sell premium fuel/ammo spending materials from commander storage at premium (high) cost (a way to sell ship materials)
  - *repair crew* may remember a number of engineering blueprints (special effects) to apply without the need to visit a specific engineer.
  - *shipyard/outfitting crew* may allow to sell pre-upgraded ships/modules (a number of items active on stock depending on the level).
  - *redemption officer* may give some missions (added to mission board) to improve reputation with given (hostile/unfriendy) faction.
  - *pioneer supplies* officer may sell pre-upgraded gears (a number of items for sale per day depends on the level as well as price range, to be set by owner).
  - *secure warehouse officer* could attract more NPC to donate/sell stolen goods while carrier is located in anarchy/low-sec system.
  - *universal cartographics officer* may give some hints of the nearby systems (where to mine certain minerals,
     the higher level the more information). The information is based on other commanders exploration/scan data.
  - *vista genomics officer* is similar to the previous one providing details for systems/planets likely to have biological activity.
Thats an interesting idea. I like it.
 
I had an idea of unifying ship and FC crew and make them able to obtain ranks/grow skills. So the more experienced the crew, the more owner has to pay (salary), the more passive bonuses they provide.

Markdown (GitHub flavored):
- Similarly to ship crew FC crew will level up based on their experience
  (time spent serving at the carrier, distance travelled, repairs done etc individual to every crew job on board of FC).
- One can hire more experienced crew asap or train them (upkeep depends on the level).
- Experienced crew provide some bonuses:
  - *bridge crew/navigator* unlocks planing short route and jump more than one jump at a time
    (but also can fail e.g. when circumstances change, not enough fuel, system full etc).
    Similar request https://forums.frontier.co.uk/threads/fleet-carrier-create-an-auto-jump-system.610614/
  - *tritium depot officer* can refill tritium from market, master can slowly collect tritium from nearby stations, elite - from icy rings.
  - *commodity trading* may have different number of active buy/sell orders and slightly change total cargo storage size based
     on the level (like ability to use more compact storage).
  - *refuel/armory crew* may sell premium fuel/ammo spending materials from commander storage at premium (high) cost (a way to sell ship materials)
  - *repair crew* may remember a number of engineering blueprints (special effects) to apply without the need to visit a specific engineer.
  - *shipyard/outfitting crew* may allow to sell pre-upgraded ships/modules (a number of items active on stock depending on the level).
  - *redemption officer* may give some missions (added to mission board) to improve reputation with given (hostile/unfriendy) faction.
  - *pioneer supplies* officer may sell pre-upgraded gears (a number of items for sale per day depends on the level as well as price range, to be set by owner).
  - *secure warehouse officer* could attract more NPC to donate/sell stolen goods while carrier is located in anarchy/low-sec system.
  - *universal cartographics officer* may give some hints of the nearby systems (where to mine certain minerals,
     the higher level the more information). The information is based on other commanders exploration/scan data.
  - *vista genomics officer* is similar to the previous one providing details for systems/planets likely to have biological activity.
Reminds me of my idea of being able to promote the SLF flying crew to 'chief security officer' in charge of SLF CAP around the carrier. Could also choose which SLFs they fly.
 
Reminds me of my idea of being able to promote the SLF flying crew to 'chief security officer' in charge of SLF CAP around the carrier. Could also choose which SLFs they fly.
I thought of having whole new concept of carrier security and maintenance. And local carrier mission board with missions supposed to produce effects on the carrier maintenance and security. By default the security level is set and provided by system security forces (when available) and can be overriden by owner. In addition to enabling/disabling carrier navigation beacon to hide it from system map/panel when needed - making it only discoverable in supercruise at close proximity (e.g. < 10ls).
 
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