Hello,
I actually have two suggestions. Both of them would be huge improvements if it can be implemented.
I actually have two suggestions. Both of them would be huge improvements if it can be implemented.
- Multiple Fighter Crews: For some of the bigger ships there are options for significantly bigger hangers that can hold 2-3 fighter bays. My suggestion is allow players to hire as many crew as there are fighter bays. This way if a federal corvette has three fighter slots available, they can use all three. This would add an incentive to have the bigger hanger and sacrifice the large bay. I believe this wouldn't change any major game mechanics.
- Large ship Crews: This one would be a little of a mechanic change. But most players have multiple ships for different activities. What I am suggesting is to have the ability to hire a large ship AI pilot to run specific missions to make money while the player does not have that ship active. To incentivize players to do it themselves, there could be a reduced profit margin to pay for the pilots, a period of time the ship is unavailable, and risk factors that could lead the ship getting damaged. An example of how this work would be there are 4 general tasks a pilot can do. They could Transport cargo, Transport people, Mine, or Bounty hunt. When you hire a pilot, you hire them for one of the four of those missions. Players than could spec out their ships to increase profit and/or decrease the risk. They could then send them out and they would receive money per mission/per hour. If a player would want to use that ship they can recall it mid mission but there would be a fine and a wait time of X mins.