As has been generally suggested elsewhere: I'd like to see crew on my ships manning functional systems consoles, providing in-play bonuses. I'm starting a new thread to present some specific ideas that lead in that direction.
Specialties:
Experience and consoles:
In a way, you are crafting your crew just like everything else. You start out with an untrained cadet who gives no bonuses and has no experience in any of the specialties.
Specialties:
- Cadet: No bonuses
- Engineer: Energy efficiency or output bonuses
- Pilot: Improved maneuverability
- Tactical: Improved weapon cool-down and damage
- Science: Improved Scanner efficiency
- Miner: Improved mining /refining yields
- Medical: Healing and recovery of crew
- Command: Improved crew morale. Improved crew bonuses.
Experience and consoles:
In a way, you are crafting your crew just like everything else. You start out with an untrained cadet who gives no bonuses and has no experience in any of the specialties.
- Crews gain experience while attached to a console depending on the type of console they are attached to.
- Weapons control consoles give tactical experience. Engineering consoles give engineering experience, etc.
- Experience accrues for time at the console, depending on how hostile the sector is. No experience for peaceful. Rapid advancement for time in a hostile sector with active enemy AIs. Experience bonuses to all specialty scores for the whole crew on entering a previously unexplored sector.
- Crews gain command rank by advancing beyond a threshold score in at least 3 other disciplines.
- Command station: Acts as a BobbyAI. Ship will maneuver and fire in the presence of enemies. Bonus modifiers to crew bonuses.
- Damage control (engineering): Allows the ship to recover HP, rate based on experience
- Jump drive: Reduced recharge time, and increased jump range, both based on experience.
- Helm: Increased ship turning rates. (required for Command station to control the ship)
- Science station: Auto runs a dialog on sector change informing of sector status, enemies and anomalies in neighboring sectors. Reports on ore and resources in sector bodies.
- Medical station: Damaged crew heal of damage over time. Crew killed in combat have a percentage chance to respawn.
- Drive station (engineering): bonuses to speed and acceleration.
- Weapons station (tactical): Required for command station to control the ships weapons Bonuses to damage and cooldown.
- Security station: (tactical): Crew guards position, then engages any enemy AIs or players with hand weapons.
- Remote control (tactical/pilot): Allows a player or crew member to take control of a turret or small craft attached to a slaved mount point. (drones!)
- Unified operations (tactical/pilot/command): combined command/helm/weapons all in one. Only uses the experience of a single Crewman. Loses functions if another station of that type exists. For instance it can't be used to steer the craft if a helm station exists, or fire the main weapons if a weapons station exists. Great for small craft where space is at a premium. Great for large craft as an emergency station should one of the other 3 be destroyed. expensive.
- A life support block that allows crews to be helmetless within x radius. Crew bonuses are nerfed while they wear a helmet.
- Space plague: Picked up by going helmetless on some planets. Communicable on board ships. Easily curable if you have a doctor, otherwise reduces NPC bonus and health until they die.
- Pay: More experienced crew become more expensive, slowly draining your credit balance until they leave you. Happy crew work cheaper. An experienced captain can keep your labor costs down by keeping morale up.
- NPCs could be assigned to their station by the traditional c/v method or by a "t" menu option where crew assignments, including backups could be edited, lust like we currently use the T menu to combine/slave ships subsystems..
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