Sensible addition... short-term crew-contracts

i would not be suprised at all, if this has been suggested before...

but what about the idea of short-term crew contracts?

ie, instead of being a on-until-dismissed/death high price, there is a with-insurance (plot/believeability -wise) for the families , debtors, etc of the crew...

low cost to the hirER ... low cost to the employer, the player ...

contract... of a small number of options ;

#1# n days 1-? ....
#2# length of a CG (normally a week)
#3# a number of flights?


the advantages of this additional system ( so NOT ONLY, replacing - adding this as well as permanent-employment)

could be multiple ;

1 it could be cross-reference matched with combinations of GPs, governemnts, and faction types for more realism.

(it would make sense that not all governments would allow it , since a cheaper price on risking someone's life is at least questionable )



2 with a range of minimum skill-difficulty HIGHER than the long-term-contracts, it would mean that you can get good quality at a lower price,

but not for as long as you could have, had you planned better and bought someone permanently.

(punishment for bad planning on the other side of the coin )



3 it would allow for more use of the gunner-accuracy feature, (especially if that is made better than it already is), for new players / players that find fighting difficult, which would be more accomodating for players with disabilities, or just as a more reliable option when playing relaxed, etc.



4 it would allow for more risk taking, on the small scale (low impact) , for players new to the game, wanting MORE FLEXIBILITY, but not the binding cost, to try things out, or when doing something more risky than their usual missions/actions, etc, when trying new things (when otherwise reluctant/finding things too difficult, etc) .



4-2 when experienced players would also be able to not have to invest as much in someone they might only use a few times, and then dismiss, (so as to not have to split one's pay-outs ) ... it would also have the advantage of not costing as much for short term protection, BUT ;

when doing what it does in point(4) , it would not create much of an advantage for experienced players, in terms of any significant combat / unfair advantage , imapct - experienced players can afford permenent contracts anyway, but it seems rediculous, to SAVE money by dissmissing them, only to have to pay full price, 5 minutes later.

:(

it's an example, that people already try exploiting HANDING IN, credits / missions, or simply get their NPC killed, to avoid the share. instant kill-credits reduction, works, but this would take care of the other end, without removing risk/cost entirely (which would be taking out too much)

** the simultaneous fact that (4) , would only create a bit more flexibility for noobs, and those struggling with combat, etc, would add something more flexible for them, when they're trying new craft/combinations out, but it would not add anything at the HIGH skill level, especially in terms of higher-end weapons/systems, in PvP. **

it would normally(by quantity) only have much of an impact, in low-end PvE ... but would make the idea of hiring MORE APPEALING ... since i'm sure, many players change their mind about even having a fighter-bay + pilot, to prevent the huge amount more, that one loses to their share.

i am sure, to many, that that APPEAL, is lost, soon after you realize how much you share. that would remain, but not with AS MUCH a initial cost, in case you change your mind, etc - the balance, soto speak, IN RISKING HIRING THEM... thought of as a risk ITSELF...

would be reduced. - that's the idea, in a nutshell.



the share-system should remain, but short term contracts would be more realistic for short term gambles, as well as short term defence.

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5 The insurance ( for them ), would add a little touch in terms of realism / believeability - gamblers with debts... emperial slaves, suicidal Kumo-sufferants, etc, would make good highER-risk contract fighters, etc.



it would add a nice CONTRAST , to the way the character, already adds something in terms of what kinds of pressures/oppertunities, the trillions and trillions of NPCs are meant to be surviving IN.

the contrast of risk, would add another layer of... something - whose Galatic Power, cares more about life?

etc.



life SHOULD be cheap, in Delaine / Some empire ... but it should be more prescious, in others.

for example, in the Groms, they would VALUE PILOT SKILL ... in order to prevent more smuggling - the better skilled pilots are, the more successful bounty hunters, they would facilitate / nuture. so they would demand a higher skill level minimum, to protect many pilots in training, to become better, and not be wasted, etc, and to try to reduce the exploitation of the short-term cost.


THAT, would add a interesting layer of... impact, for us to take on board, in terms of policy-impact , in terms of the story.

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SOUNDS COMPLICATED... but ;

all you'd need to do, is use what's already there, and add a second option/balance/cost-ranges , and write a few more character-stories.

MOST of this impact, would come from how awesome an idea it is... *chuff chuff* :D
 
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