NPC crew interaction in large ship Bridges.

Was looking at the bridge of the T-7 thinking it was a shame I don't have a couple of NPC's standing around back there. I would like to be able to set "directives" or general orders for them, say, for example, "Honk on arrival to star" or you know, something simple. That could be for a position of something like Science officer. And maybe the other one could be more of a navigator, I could set "Select Random high wake target on successful interdiction", or maybe, they could help with route planning or something. Just so all that bridge space isn't empty. Of course, only ships that are large enough to have space on the bridge for these would be able to have them. Could hire them from the crew lounge along with the pilots. [IMGUR]https://imgur.com/gx8iP6x[/IMGUR]
 
Was looking at the bridge of the T-7 thinking it was a shame I don't have a couple of NPC's standing around back there. I would like to be able to set "directives" or general orders for them, say, for example, "Honk on arrival to star" or you know, something simple. That could be for a position of something like Science officer. And maybe the other one could be more of a navigator, I could set "Select Random high wake target on successful interdiction", or maybe, they could help with route planning or something. Just so all that bridge space isn't empty. Of course, only ships that are large enough to have space on the bridge for these would be able to have them. Could hire them from the crew lounge along with the pilots.

Check this out.

https://forums.frontier.co.uk/showthread.php/424480-Make-npc-crew-more-useful-when-not-used/?page=1
 
Any many, many other threads. The general consensus is that we want the pilots to be both useful and seen.

One of the better suggestions was to have the crew specialized (either training or personal traits I guess) and bring bonuses to the ship's abilities.
 
Any many, many other threads. The general consensus is that we want the pilots to be both useful and seen.

One of the better suggestions was to have the crew specialized (either training or personal traits I guess) and bring bonuses to the ship's abilities.

-1 from me sorry, to this especially. I prefer the "realistic" nature of the game, and having random traits that apply inexplicable bonuses due to the presence of an entity is off putting (too RPG-y). I also prefer flying my own ship; if I wanted to delegate, or cooperate, I'd play ST: Bridge Crew. In all honesty, I'd go as far as saying I'd have prefered if FDev put a Combat AI module in the game instead of hiring crew members at all; get your own ship you damn parasites!

Also, AFAIK, FDev hate the idea of automating the game, and I'm inclined to agree with that position, personally.
 
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