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Dalek Commander
The Shinsengumi Accidental Overdose
15
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Posted - 2014.12.17 17:21:29 -
[1] - Quote
I am sure this idea has been kicked around before, but I want to see if there is support for adding onto ships slots for advanced crews. Think of these as something like implants, but for ships.
Slots per class Frigates 1 Destroyers 1 Cruisers 2 Battlecruisers 3 Battleships 4 Capital ships 5 Industrials 2 ORE 3
All tech 2 versions get an additional slot Tech 3 versions retain t1 slots. Pirate/Faction ships could varrie?
Crews have a level rating of 1-5 kinda like implants. Are player made using blueprints which use planetary goods coupled with some of the lower end sleeper salvage.
What will they do? Act like implants for capsulers but for ships. Adding 1-5% bonus to things like shields, armor, targetting, cap, weapon ranges, tracking etc.
Have them be premament like implants and rigs. Cost could be similar to implants. Also could add in rare pirate versions like Gurista or Blood Raider crews that give an extra bonus to their specialties.
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Dalek Commander
The Shinsengumi Accidental Overdose
15
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Posted - 2014.12.17 18:14:39 -
[2] - Quote
I was going with the idea of sleeper enhanced crews that had sleeper implants that would allows them to integrate with the pilot directly. The additional support from the enhanced crews is what gives the bonus. I guess sort of like the Borg, but without the creepy factor.
I kind of like your idea of having 3 slots but a point cost. Gives more flexibility. |
Dalek Commander
The Shinsengumi Accidental Overdose
15
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Posted - 2014.12.17 20:03:11 -
[3] - Quote
Agondray wrote:Ah no, because in reality you would encounter control.issues trying to do this stuff, your immortal the crew is nor are the paid to maintain clones....so the crew would just end up doing what they can to keep you from even undocking
Also this would require the ability to make a crew
This could be covered in the lore. Have the high cost of these attributed to covering additional costs for the enhanced crews. There has been so little said about ship crews and this is a great chance for ccp to explore this topic.
As for making them what I have as an idea is using a mix of planetary components and low end sleeper salvage. Also tying the social skill in so that level 5 crews would need level 5 social skill for example.
To make the crew maybe require both cybernetics and production skills. To make level 5 need cybernetics level 5.
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