Expansion/revision of the current NPC Crew system to add more possibilities and extend their use beyond combat. Currently, the NPC Crew only serve one purpose (SLF), and I believe they have far more potential in regards to their uses
<Fighter Pilot>
Can be assigned to a SLF. Performs like the current NPC fighter
<Maintenance Specialist>
Can be assigned to a single AFMU or Repair Limpet Controller and operate it automatically. The Commander of the ship sets a hull/module health percentage (0, 20, 40, 60, or 80) for the Specialist to respond to. For example:
AFMU, %20. When a module goes below %20 health, the NPC shuts it off and repairs it. They then automatically turn it back on
RLC, %60. When the ship hull (or canopy) goes below %60 health, the NPC deploys a repair limpet which targets the mothership. They can also be ordered to respond to Wing member’s hull as well, so long as the ship is in range
<Field Technician>
Can be assigned to a single Heat Sink or Shield Cell Bank and operate it automatically. The Commander of the ship sets a heat/ shield health percentage for the to respond to
<Gunner>
Can be assigned a single turret. When controlled by a gunner, turrets are more accurate, ignore chaff, and have better tracking.
This crew member can also work as a loader, automatically synthesizing ammunition for your weapons
<Systems Operator>
Can automatically operate a Discovery Scanner, Kill Warrant Scanner, Wake Scanner or Sensor.
-When assigned to the Discovery Scanner, the NPC will automatically execute a scan when you jump into an undiscovered system
-When assigned to fixed scanners such as the Kill Warrant Scanner, your target will automatically be scanned
-When assigned to the Sensors, the NPC will automatically scan ships within range regardless of your current target. As a result, most ships you select will already be pre-scanned
Crew Space
Additional crew space for a ship may vary. An Eagle will have no seats, a Hauler may have one seat, an FAS may have two while an Anaconda could have four or more. These seats are independent from the seat of the Commander and any Muti-crew commanders with them. Note that crew members would leave their posts after an hour of inactivity, preventing exploitation of AFK tactics
Crew Cost
Hiring and maintaining a crew is expensive. They take a considerable cut of your profits, but would be paid a moderate, fixed wage when inactive. Superpowers can offer special crew that are well ranked and take reduced or even zero cuts. For example, being an Admiral (not Rear Admiral) in the Federal Navy will give you access to Competent-level crew that take %0 cut. Alternatively, there could be power-aligned crews. For example, crew aligned with Aisling Duval will take less of a pay cut depending on your level with that power.
Furthermore, handing in escape pods have a small chance of revealing high-skill crew willing to work for you with a reduced cut.
Thoughts?
<Fighter Pilot>
Can be assigned to a SLF. Performs like the current NPC fighter
<Maintenance Specialist>
Can be assigned to a single AFMU or Repair Limpet Controller and operate it automatically. The Commander of the ship sets a hull/module health percentage (0, 20, 40, 60, or 80) for the Specialist to respond to. For example:
AFMU, %20. When a module goes below %20 health, the NPC shuts it off and repairs it. They then automatically turn it back on
RLC, %60. When the ship hull (or canopy) goes below %60 health, the NPC deploys a repair limpet which targets the mothership. They can also be ordered to respond to Wing member’s hull as well, so long as the ship is in range
<Field Technician>
Can be assigned to a single Heat Sink or Shield Cell Bank and operate it automatically. The Commander of the ship sets a heat/ shield health percentage for the to respond to
<Gunner>
Can be assigned a single turret. When controlled by a gunner, turrets are more accurate, ignore chaff, and have better tracking.
This crew member can also work as a loader, automatically synthesizing ammunition for your weapons
<Systems Operator>
Can automatically operate a Discovery Scanner, Kill Warrant Scanner, Wake Scanner or Sensor.
-When assigned to the Discovery Scanner, the NPC will automatically execute a scan when you jump into an undiscovered system
-When assigned to fixed scanners such as the Kill Warrant Scanner, your target will automatically be scanned
-When assigned to the Sensors, the NPC will automatically scan ships within range regardless of your current target. As a result, most ships you select will already be pre-scanned
Crew Space
Additional crew space for a ship may vary. An Eagle will have no seats, a Hauler may have one seat, an FAS may have two while an Anaconda could have four or more. These seats are independent from the seat of the Commander and any Muti-crew commanders with them. Note that crew members would leave their posts after an hour of inactivity, preventing exploitation of AFK tactics
Crew Cost
Hiring and maintaining a crew is expensive. They take a considerable cut of your profits, but would be paid a moderate, fixed wage when inactive. Superpowers can offer special crew that are well ranked and take reduced or even zero cuts. For example, being an Admiral (not Rear Admiral) in the Federal Navy will give you access to Competent-level crew that take %0 cut. Alternatively, there could be power-aligned crews. For example, crew aligned with Aisling Duval will take less of a pay cut depending on your level with that power.
Furthermore, handing in escape pods have a small chance of revealing high-skill crew willing to work for you with a reduced cut.
Thoughts?