NPC Crews : Add Module "Crew Escape Capsule" Option to Outfitting

  • Thread starter Deleted member 38366
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Deleted member 38366

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Like many others, I've trained a Crew of NPCs and invested alot of time (and Credits).

My "3 Angels for Charlie" ;) :
ELITE-CrewNPCs.jpg


Now I've grown quite attached to them and look forward to maybe one day getting them up to ELITE level. One day maybe even MultiCrew them in one Ship or assign them Ships of my fleet for personal Escort.

However (and that's a BIG however) - I would never risk them in many of the SLF-capable Ships, which I simply deem way too vulerable.
Since our Crew NPCs are basically locked into "Ironman Mode", I find myself only carrying them along in either a heavily modded Cutter, Anaconda or Corvette.

So, here's my idea :
- a new Equipment is added to Outfitting : "Crew Escape Capsule"
- power consumption and weight can be used to make it a compromise
- (added) otherwise, it could be a very expensive HighTech item
- either Internal Slot size or Grade (E-A) can vary, benefits see below [**]

Easiest implementation (Escape Capsule fitted) :
- Ship goes *Boom* and the NPC Crew simply survives just like we do

Realistic implementation (Escape Capsule fitted) :
- a Rescue Mission is automatically given to the CMDR
- has to locate the Signal Source within the System the Ship was lost
- Horizons users have to be ready for Planetary Rescue as well
- Rescue Mission type can be subject to "Hostile Ships can be sent against you" to add opposition enroute or at the Target
- Mission Objective Signal Source can be Threat 0 upto 4 if desired
[**] Quality (Internals Size or Grade) of Escape Capsule defines how much time remains to recover the Crew (Life Support duration)

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Given how much time, effort and Credits go into NPC training, I really dislike that forced "Ironman Mode".
I'd never ever risk a fully trained NPC Crew i.e. in a Keelback or a Type-9 - I'd rather lose the Ship than my Crew.

After all - the Ship is easily replacable, my Crew is not!
 
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I agree with this - especially the realistic implementation.

Nobody's going to tell me I can't install escape capsules for my crew (except FD).
 
FalconFly, "Crew Escape Capsule" something that I keep on suggesting many times on the main forum and just hope one day Frontier take up this idea. Your "realistic implementation" would be a great addition to the game.

We can only live in hope, maybe one day. :D
 

Robert Maynard

Volunteer Moderator
An alternative would be for NPC pilots to be able to jump into any spare passenger escape pods (as they have them as well as the CMDR) - so, instead of a new module, a Class 1 passenger module (of a decent standard, of course) could be used as the escape pod for the NPC pilot....
 
+1 I'd really like to see this too after just having lost my first crewman that I'd trained up.

Maybe even have a timer on the rescue pod retrieval giving you a short window to get back out there to recover them.
 
If you look closely at the ships in the game you can see that they have certian panels that say "Escape Hatch" on them, the anaconda actualy has 8 of these. Frontier is probably going to impliment this anyways but as a core internal.
 
I like the idea. Instead of being a standard "signal source" they should have a beacon, similar to the wing beacon (so that they aren't too hard to find). The beacon might only be detectable if it's in range of your sensors. Having A grade sensors would make them easier to find, compared to D grade, for example. Depending on the grade of escape pod, the time limit to pick them up might be measured in WEEKS, so that an explorer has a chance to retrieve them. I really like the idea of having a "mission" to go get them. The longer it takes to find them, the larger the chance of someone else finding them.
 
Like many others, I've trained a Crew of NPCs and invested alot of time (and Credits).

My "3 Angels for Charlie" ;) :
http://www.falconfly.de/temp/ELITE-CrewNPCs.jpg

Now I've grown quite attached to them and look forward to maybe one day getting them up to ELITE level. One day maybe even MultiCrew them in one Ship or assign them Ships of my fleet for personal Escort.

However (and that's a BIG however) - I would never risk them in many of the SLF-capable Ships, which I simply deem way too vulerable.
Since our Crew NPCs are basically locked into "Ironman Mode", I find myself only carrying them along in either a heavily modded Cutter, Anaconda or Corvette.

So, here's my idea :
- a new Equipment is added to Outfitting : "Crew Escape Capsule"
- power consumption and weight can be used to make it a compromise
- (added) otherwise, it could be a very expensive HighTech item
- either Internal Slot size or Grade (E-A) can vary, benefits see below [**]

Easiest implementation (Escape Capsule fitted) :
- Ship goes *Boom* and the NPC Crew simply survives just like we do

Realistic implementation (Escape Capsule fitted) :
- a Rescue Mission is automatically given to the CMDR
- has to locate the Signal Source within the System the Ship was lost
- Horizons users have to be ready for Planetary Rescue as well
- Rescue Mission type can be subject to "Hostile Ships can be sent against you" to add opposition enroute or at the Target
- Mission Objective Signal Source can be Threat 0 upto 4 if desired
[**] Quality (Internals Size or Grade) of Escape Capsule defines how much time remains to recover the Crew (Life Support duration)

-------------------------------------------------------------------
Given how much time, effort and Credits go into NPC training, I really dislike that forced "Ironman Mode".
I'd never ever risk a fully trained NPC Crew i.e. in a Keelback or a Type-9 - I'd rather lose the Ship than my Crew.

After all - the Ship is easily replacable, my Crew is not!

Great idea. We could then tie it into the Occupied Escape pod system. You can go looking for your own crew.....or.maybe you might find the crew of another Player or NPC, who can be returned for a hefty reward. Escape shouldn't be 100% certain though.
 
I sort of assumed that they did jump into an escape pod anyway - and ended up who-knows-where.

And that is was just their contract which terminated in the event of ship destruction.

Perhaps you can find them again in a ship lounge somewhere, and rehire them?
 
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