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Ship Crew Management

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Per the latest engineering report:
dstahl wrote: »
The current ideas is that you'll be able to assign Officers to staff positions on the ship as recruit and assign standard crew to specific parts of your ship. Depending on the skillsets of the crew you place in different parts of your ship, it may unlock additional skills, powers, or benefits. I'm hoping this will allow a way to further customize your ship abilities and provide an alternate form of high end advancement. Its all in design discussion at the moment though - so all of that is still subject to change.

Does this mean we'll have a set amount of each type of crewmember? E.g., will we have 200 tac, 200 sci, and 200 eng, or will we be able to portion it ourselves: 400 eng, 100 sci, 100 tac, for example?

Also, what roles will there be? There's a thread here: http://forums.startrekonline.com/showthread.php?t=175402 that has some roles laid out... I would certainly expect to see chief medical officer, chief engineer, counselor, transporter chief, helmsman, and science officer as options.
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Anybody else want to speculate?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Felderburg wrote: »
    Anybody else want to speculate?

    I have no idea what new skills, powers, and bonuses will be added to the game with this kind of feature but that really took me by surprise. I'll be happy when I can make bridge officer seat assignments on the bridge so my stupid Ensign doesn't sit in the First Officer's chair anymore.

    My guess is that we'll be able to name a Chief of Medicine and see them in Sickbay, a Chief of Engineering and we'll see them in Engineering, and perhaps other not-so common titles getting places where you can visit them. What will you do when you visit your Chief of Medicine you ask? Maybe start a 30 minute buff to crew recovery rate? I have no idea, but I can't wait to see what they have in mind.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I'd be happy if I could just assign my people to be where they belong. Chief Engineer in Engineering (or, occationally, on the bridge), CMO in Sickbay, Councilor on my left, et cetera.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    My understanding is that the assignments are for noncommissioned BO candidates in your recruits bar. So that you'll want to collect (and then not use) BOs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    While we are still very much in design discussion about this - the goals are to ensure that your full ship crew is better represented in the game. Currently you have several bridge officers and a bunch of little meeples on the crew bar of the HUD.

    We've always wanted a ship's crew to have a much bigger impact on the space portion of the game, because even though your ships might be similar, your crews can be vastly different and have a different focus. Maybe you have more medical staff, or more engineers. Maybe your ship is full of exobiologists, or maybe some warp theorists. Who knows... but what I do know is that it would be pretty darn cool if I could choose who is on my crew and assign everyone to real departments on my ship and get some customization out of how I setup my ship. This also gives more of a reason to seek out specific crew members and why you might contact your recruiting channels to see who is coming up out of the academy and try to get them on your ship.

    That is it in a nutshell, but we'll have to see how it turns out! I'm sure it will be EPIC :P
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    will this system let us change the crew uniforms?

    and yes your vision is EPIC!

    would love to walk around my ship and see all my boffs doing something not just the ones on the bridge. Would also like to assign crew slots like helmsman on the bridge so the boffs don't randomly switch all the time.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    dstahl wrote: »
    While we are still very much in design discussion about this - the goals are to ensure that your full ship crew is better represented in the game. Currently you have several bridge officers and a bunch of little meeples on the crew bar of the HUD.

    We've always wanted a ship's crew to have a much bigger impact on the space portion of the game, because even though your ships might be similar, your crews can be vastly different and have a different focus. Maybe you have more medical staff, or more engineers. Maybe your ship is full of exobiologists, or maybe some warp theorists. Who knows... but what I do know is that it would be pretty darn cool if I could choose who is on my crew and assign everyone to real departments on my ship and get some customization out of how I setup my ship. This also gives more of a reason to seek out specific crew members and why you might contact your recruiting channels to see who is coming up out of the academy and try to get them on your ship.

    That is it in a nutshell, but we'll have to see how it turns out! I'm sure it will be EPIC :P

    Every thing about this post made me smile.

    While you guys are tinkering with the ship/crew-configuration code, can we also add standard ship uniforms? I know this has been asked about 927830234 times, but if you've got the dev team's fingers in the coding, maybe they can add an extra line or two before they close the hood on it :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Mineria wrote:
    will this system let us change the crew uniforms?

    and yes your vision is EPIC!

    would love to walk around my ship and see all my boffs doing something not just the ones on the bridge. Would also like to assign crew slots like helmsman on the bridge so the boffs don't randomly switch all the time.

    Looks like you and I had exactly the same ideas when we read DStahl's post :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    dstahl wrote: »
    While we are still very much in design discussion about this - the goals are to ensure that your full ship crew is better represented in the game. Currently you have several bridge officers and a bunch of little meeples on the crew bar of the HUD.

    We've always wanted a ship's crew to have a much bigger impact on the space portion of the game, because even though your ships might be similar, your crews can be vastly different and have a different focus. Maybe you have more medical staff, or more engineers. Maybe your ship is full of exobiologists, or maybe some warp theorists. Who knows... but what I do know is that it would be pretty darn cool if I could choose who is on my crew and assign everyone to real departments on my ship and get some customization out of how I setup my ship. This also gives more of a reason to seek out specific crew members and why you might contact your recruiting channels to see who is coming up out of the academy and try to get them on your ship.

    That is it in a nutshell, but we'll have to see how it turns out! I'm sure it will be EPIC :P

    go for it dan, i think this is gonna be a great system.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    dstahl wrote: »
    While we are still very much in design discussion about this - the goals are to ensure that your full ship crew is better represented in the game. Currently you have several bridge officers and a bunch of little meeples on the crew bar of the HUD.

    We've always wanted a ship's crew to have a much bigger impact on the space portion of the game, because even though your ships might be similar, your crews can be vastly different and have a different focus. Maybe you have more medical staff, or more engineers. Maybe your ship is full of exobiologists, or maybe some warp theorists. Who knows... but what I do know is that it would be pretty darn cool if I could choose who is on my crew and assign everyone to real departments on my ship and get some customization out of how I setup my ship. This also gives more of a reason to seek out specific crew members and why you might contact your recruiting channels to see who is coming up out of the academy and try to get them on your ship.

    That is it in a nutshell, but we'll have to see how it turns out! I'm sure it will be EPIC :P

    Sounds pretty darn epic :P The kind of epic I like!!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    dstahl wrote: »
    While we are still very much in design discussion about this - the goals are to ensure that your full ship crew is better represented in the game. Currently you have several bridge officers and a bunch of little meeples on the crew bar of the HUD.

    So, confirmed then? The next playable race is Meeples?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    dstahl wrote: »
    While we are still very much in design discussion about this - the goals are to ensure that your full ship crew is better represented in the game. Currently you have several bridge officers and a bunch of little meeples on the crew bar of the HUD.

    We've always wanted a ship's crew to have a much bigger impact on the space portion of the game, because even though your ships might be similar, your crews can be vastly different and have a different focus. Maybe you have more medical staff, or more engineers. Maybe your ship is full of exobiologists, or maybe some warp theorists. Who knows... but what I do know is that it would be pretty darn cool if I could choose who is on my crew and assign everyone to real departments on my ship and get some customization out of how I setup my ship. This also gives more of a reason to seek out specific crew members and why you might contact your recruiting channels to see who is coming up out of the academy and try to get them on your ship.

    That is it in a nutshell, but we'll have to see how it turns out! I'm sure it will be EPIC :P

    You know, it might be cool if your crew was represented by a slotting system similar to the rest of your ship equipment. Create a whole new tab in the race/ship window that represents your ships crew. Say each crew item represents 10 - 20 crewmembers?

    The crew items would be divided into different categories, tactical, science, engineering. Each ship would have more or less slots for each category depending on its type. This would also be a way to provide greater differentiation between ship types.

    The crew items themselves would be named like "Bynar Engineering Team", "Andorian Security Squad", "Vulcan Survey Team" or "Gorn Maintenance Crew." There could be a huge number of these items. When a ship takes damage there is chance that one of these items might become "broken" (IE: Crew disabled) and no longer provide their bonus to the ship.

    Bonuses then would be widely varied:
    Each BO or captain power would have a specific crew type that gives it and only that specific power a bonus. So a Klingon Tactical Team might provide a bonus to the tactical team power.

    Some crew items might provide passive shield bonus, hull repair, weapons damage and so on. Some might give you a better exchange rate for your onboard replicator.

    Maybe some crews could improve mission rewards?

    Maybe some rare crews could provide unique crafting abilities. Like the ability to make devices on the fly.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    dstahl wrote: »
    While we are still very much in design discussion about this - the goals are to ensure that your full ship crew is better represented in the game. Currently you have several bridge officers and a bunch of little meeples on the crew bar of the HUD.

    We've always wanted a ship's crew to have a much bigger impact on the space portion of the game, because even though your ships might be similar, your crews can be vastly different and have a different focus. Maybe you have more medical staff, or more engineers. Maybe your ship is full of exobiologists, or maybe some warp theorists. Who knows... but what I do know is that it would be pretty darn cool if I could choose who is on my crew and assign everyone to real departments on my ship and get some customization out of how I setup my ship. This also gives more of a reason to seek out specific crew members and why you might contact your recruiting channels to see who is coming up out of the academy and try to get them on your ship.

    That is it in a nutshell, but we'll have to see how it turns out! I'm sure it will be EPIC :P

    Sounds an interesting start, the proof will of course be in detail. Probably worth bringing in some specialist advice though. Crew resource management can be a tricky business to get right...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I do like the idea of having race-traits play a role in how the Bridge Officer you assign to a certain department coming into play.

    Role-playing games are all about the weight of a vast algorithm of numbers, so the more layers you can throw in there, the less "cookie-cutter" everyones' ships are.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    dstahl wrote: »
    While we are still very much in design discussion about this - the goals are to ensure that your full ship crew is better represented in the game. Currently you have several bridge officers and a bunch of little meeples on the crew bar of the HUD.

    But can my meeples jump onto your farm? oopps...wrong game.. X)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Mineria wrote:
    will this system let us change the crew uniforms?
    and yes your vision is EPIC!

    would love to walk around my ship and see all my boffs doing something not just the ones on the bridge. Would also like to assign crew slots like helmsman on the bridge so the boffs don't randomly switch all the time.

    *Shakes Dan's shoulders* THIS DAN THIS! RESPOND TO THIS!

    :)

    PS: The bolded part that is.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I fully support the crew management idea. Its very Trek and it will surely bring an additional layer to the strategy of the game and also opens many RP paths for those who enjoy it. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Dstahl,

    I am thrilled to hear this. A big part of the game for me is the whole bridge officer thing. I like to have my crew around and assign them titles and ranks. I would love to be able to assign one character as Chief Medical Officer, another as my Chief Engineer, my first Officer, Helm, Science Officer, etc. If you can work something out that includes that, I would be very happy.

    Good luck,
    Duncan
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    AaronH wrote: »
    You know, it might be cool if your crew was represented by a slotting system similar to the rest of your ship equipment. Create a whole new tab in the race/ship window that represents your ships crew. Say each crew item represents 10 - 20 crewmembers?

    The crew items would be divided into different categories, tactical, science, engineering. Each ship would have more or less slots for each category depending on its type. This would also be a way to provide greater differentiation between ship types.

    The crew items themselves would be named like "Bynar Engineering Team", "Andorian Security Squad", "Vulcan Survey Team" or "Gorn Maintenance Crew." There could be a huge number of these items. When a ship takes damage there is chance that one of these items might become "broken" (IE: Crew disabled) and no longer provide their bonus to the ship.

    Bonuses then would be widely varied:
    Each BO or captain power would have a specific crew type that gives it and only that specific power a bonus. So a Klingon Tactical Team might provide a bonus to the tactical team power.

    Some crew items might provide passive shield bonus, hull repair, weapons damage and so on. Some might give you a better exchange rate for your onboard replicator.

    Maybe some crews could improve mission rewards?

    Maybe some rare crews could provide unique crafting abilities. Like the ability to make devices on the fly.

    This is actually pretty good idea. Default slots would be generic science, tactical, or engineering (just like the generic security guy that might accompany you on the ground) and you could field a specific number of elite crew units if you had them.

    For my Lieutenant Commander science ship with a crew of 100, I would start with 10 generic teams that I could switch at will between science, engineering and tactical. Say I configured it at 2 Tactical teams, 4 engineering teams, and 4 science teams,

    Say I qualified for an elite team as a mission reward: I could switch one of the science team for a Vulcan Science Acadamy team. At Lieutenant Commander let's pretend I qualified for 3 elite teams.

    I also have to hop in about the crew uniforms. It would require six costume slots to happen, and if it was C-Store I wouldn't even care. Cyriptic knows my weakness wrt the costuming...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    dstahl wrote: »
    This also gives more of a reason to seek out specific crew members and why you might contact your recruiting channels to see who is coming up out of the academy and try to get them on your ship.

    That is it in a nutshell, but we'll have to see how it turns out! I'm sure it will be EPIC :P


    Currently at level cap I have fewer and fewer ways to recruit new crew. Is this something we will potentially see changed?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I'm pretty excited about the prospect to customize our crews and the possibility that they'll influence the ship abilities.

    Something I thought of while reading the posts in the thread is what if our BOs were the leaders of the teams on ship? Teams would be specific to what ever the BO was. This would create an automatic reflection of our ship complement in regards to tac, eng, and sci personnel. So if we as captain had a bunch of tac officers then the bulk of the ship personnel would be tac teams. Then we could get more granular from there with BO titles like chief of engineering, who's assigned team would provide a potential bonus to engineering. Or a tac weapons officer who's team provides a bonus to some kind of ship weapon or ability.

    BO assignments could also be extended to various fields, basically mirroring any of the consoles that we can upgrade ships with. So there could be a BO who specializes in spacial anomalies or one that specializes in hazard control. So beyond the traditional Chief Engineer and Chief medical officer, there are a ton of possibilities. This isn't to exclude the other rolls such as helmsman or counselor which probably wouldn't have teams assigned to them though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    When implementing this system, can we consider separating skill level from rank level?

    I absolutely love the idea of having more specific positions. That's a great beginning. But another thing that's frustrating is every member of your crew being a commander if you want access to all their skills.

    I want some ensigns to kick around!

    (and someone to call Chief)

    ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    dstahl wrote: »
    While we are still very much in design discussion about this - the goals are to ensure that your full ship crew is better represented in the game. Currently you have several bridge officers and a bunch of little meeples on the crew bar of the HUD.

    We've always wanted a ship's crew to have a much bigger impact on the space portion of the game, because even though your ships might be similar, your crews can be vastly different and have a different focus. Maybe you have more medical staff, or more engineers. Maybe your ship is full of exobiologists, or maybe some warp theorists. Who knows... but what I do know is that it would be pretty darn cool if I could choose who is on my crew and assign everyone to real departments on my ship and get some customization out of how I setup my ship. This also gives more of a reason to seek out specific crew members and why you might contact your recruiting channels to see who is coming up out of the academy and try to get them on your ship.

    That is it in a nutshell, but we'll have to see how it turns out! I'm sure it will be EPIC :P

    i have a thread somewhere that might help with ideas. im not sure if it got buried in the forums before you guys saw it or not... let me go find it

    edit: http://forums.startrekonline.com/showthread.php?t=185756
    http://forums.startrekonline.com/showthread.php?t=152254
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    dstahl wrote: »
    While we are still very much in design discussion about this - the goals are to ensure that your full ship crew is better represented in the game. Currently you have several bridge officers and a bunch of little meeples on the crew bar of the HUD.

    We've always wanted a ship's crew to have a much bigger impact on the space portion of the game, because even though your ships might be similar, your crews can be vastly different and have a different focus. Maybe you have more medical staff, or more engineers. Maybe your ship is full of exobiologists, or maybe some warp theorists. Who knows... but what I do know is that it would be pretty darn cool if I could choose who is on my crew and assign everyone to real departments on my ship and get some customization out of how I setup my ship. This also gives more of a reason to seek out specific crew members and why you might contact your recruiting channels to see who is coming up out of the academy and try to get them on your ship.

    That is it in a nutshell, but we'll have to see how it turns out! I'm sure it will be EPIC :P

    Dstahl, if you're still interested in player input in that matter... Why not have all those different divisions inside the ship? It would work like this, Medical Division, Engineering Division (which could be divided into Warp, emergency repair teams, etc..) and several different science divisions (exobiology, quantum physicists, archeologists, etc).

    Then you would have BASIC crew requirements, like 1/10th or 1/20th of the crew on your ship need to be engineers for the ship to be able to self-repair, and the more engineers you "hire" the faster the self-repair would go..

    Here's a brief example of a ship with space for 260 crew:

    Engineering: Requires at least 60 basic engineers. Engineering facilities would hold up to 100 (100 basic or 60 basic + 40 specialists) .

    Medical: Requires at least 20, with space for up to 60.

    Science: Requires at least 60 all-purpose scientists, up to 100 (same as engineering)

    Tactical: Requires at least 40 all-purpose with up to 80 (80 all purpose, or 40/40 with specialists)

    Command: Requires at least 60 general command crew with up to 80.


    Now, each field would have 3 or 4 specialized sub-fields. An example for engineering would be: Warp Theorists, which would boost navigation. Emergency Repair Teams which would boost repair time and Defense Field Specialists, which would boost shield strenght and/or regeneration time. Basic Engineers would boost all of the above, but at 33% efficiency for each area.

    I don't know much how Science works, but i would suggest having one area for each type of deflector in the game, again with all-purpose scientists giving bonus to all types, in a balanced manner.

    Tactical could have one area for each DAMAGE type (Disruptor, phaser, polaron, etc..) or one area for each WEAPON type (cannon, beam, turret, pulse, torpedo, etc). Again, all purpose = bonus to all but reduced in each.

    Command and Medical perhaps wouldn't need specialized areas. Medical would only boost crew heal rate, and Command could boost crew effectiveness. However, Command could also have special areas which boost Morale, and reduced penalty for one crew type working in another area as an emergency (Say you lost too much medics, and replaced them with science crew, which work as medics but of course at an reduced effectiveness)


    Ah yes, and you would have a few slots (In the example above, 20 slots) for special crew. Like exobiologists, archeologists, quantum physicists, etc who would give bonus for each of the anomalies one can find while exploring. Say you have 20 quantum physicists.. you would find 40% more of a specific type of anomalies than normal


    But of course, people who studied exobiology wouldn't be able to work in engineering, although they would give a small bonus in medical for emergency situations.


    You could also dedicate one of your officers to the chief position of each one of the several areas, with each giving a special kind of bonus to one of the special areas (with rarer officers giving MORE bonuses to MORE areas. Spock anyone? Chief Science Officer AND First Officer?). One engineering officer would be the chief engineer, one tactical officer would be the security chief (tactical chief), one science officer would be the medical chief and another would be science chief (although medical officers wouldn't have a console on the bridge) and, of course, one command officer would be the First Officer, which is XO. (Perhaps even a ship counselor, in case you guys implement things like Morale)



    And of course, you would acquire these crew members at a starbase, or fresh from Starfleet Academy at a specific cost. Maybe having different quality with different prices for specialists.

    We, of course, would be able to mix and match all these crew members to our heart desire. Maybe have only the basic requirements in all areas, but maxing out my Engineering crew on a science ship.. or even max out engineering on a cruiser..




    Well, that's a rough idea i gave you guys right there, you could improve upon it with things like different number of slots for each type of ship (an Exploration Cruiser could have more special slots than a Tactical Cruiser, for instance, which would have more Tactical slots) and effectiveness of each area for different roles (Science crew would have improved effectiveness in a science ship, Tactical crew in an escort.. engineering crew in a cruiser, etc..)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Varrangian wrote: »
    Currently at level cap I have fewer and fewer ways to recruit new crew. Is this something we will potentially see changed?

    Mission replay looks to have bridge officers as rewards for some missions. It's a low level thing now (white BOs for lowbie missions) but they're still adding rewards and I could see higher level missions awarding repeatable, random, epic BOs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    dstahl wrote: »
    While we are still very much in design discussion about this - the goals are to ensure that your full ship crew is better represented in the game. Currently you have several bridge officers and a bunch of little meeples on the crew bar of the HUD.

    We've always wanted a ship's crew to have a much bigger impact on the space portion of the game, because even though your ships might be similar, your crews can be vastly different and have a different focus. Maybe you have more medical staff, or more engineers. Maybe your ship is full of exobiologists, or maybe some warp theorists. Who knows... but what I do know is that it would be pretty darn cool if I could choose who is on my crew and assign everyone to real departments on my ship and get some customization out of how I setup my ship. This also gives more of a reason to seek out specific crew members and why you might contact your recruiting channels to see who is coming up out of the academy and try to get them on your ship.

    That is it in a nutshell, but we'll have to see how it turns out! I'm sure it will be EPIC :P

    Too cool! That will be quite epic.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    dstahl wrote: »
    While we are still very much in design discussion about this - the goals are to ensure that your full ship crew is better represented in the game. Currently you have several bridge officers and a bunch of little meeples on the crew bar of the HUD.

    We've always wanted a ship's crew to have a much bigger impact on the space portion of the game, because even though your ships might be similar, your crews can be vastly different and have a different focus. Maybe you have more medical staff, or more engineers. Maybe your ship is full of exobiologists, or maybe some warp theorists. Who knows... but what I do know is that it would be pretty darn cool if I could choose who is on my crew and assign everyone to real departments on my ship and get some customization out of how I setup my ship. This also gives more of a reason to seek out specific crew members and why you might contact your recruiting channels to see who is coming up out of the academy and try to get them on your ship.

    That is it in a nutshell, but we'll have to see how it turns out! I'm sure it will be EPIC :P

    In thh ST Game Dominion wars you were able to select Additional Crerw Members and assign them to a department, (Command, Science and Secuity) Does this mean we will get the ability to Capture NPC ships in missions?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Ruivo wrote:
    A bunch of stuff I like.

    This is pretty much what I would want to see. A base amount of crew in each division, and the rest up to you. I would say we shouldn't invent new specialties, maybe give them new names, but the crew you assign should tie in to existing skills. So you've got your basic crew, which take up maybe 20% or so, and then you can assign either more generalists, or specialists. Iif you decide to have a bunch of Warp Theorists, you would get bonuses to the Warp Core Training skill. With a bunch of astrophysicists, you get a bonus to Starship Operations Training.

    The question here, though, is how BOs tie into this. Sure we have a Chief Engineer, which gives a general bonus to engineering stats. But what about the other 3 Eng BOs I have? Do we get to assign them to other departments? Perhaps one becomes the Operations Manager. Are BO traits going to have an effect? For example, if I have a Chief Engineer with the Warp Theorist trait, will I get an extra boost to Warp Core Training, or will I have to assign some generic Warp Theorist crewmembers to my ship?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    dstahl wrote: »
    While we are still very much in design discussion about this - the goals are to ensure that your full ship crew is better represented in the game. Currently you have several bridge officers and a bunch of little meeples on the crew bar of the HUD.

    We've always wanted a ship's crew to have a much bigger impact on the space portion of the game, because even though your ships might be similar, your crews can be vastly different and have a different focus. Maybe you have more medical staff, or more engineers. Maybe your ship is full of exobiologists, or maybe some warp theorists. Who knows... but what I do know is that it would be pretty darn cool if I could choose who is on my crew and assign everyone to real departments on my ship and get some customization out of how I setup my ship. This also gives more of a reason to seek out specific crew members and why you might contact your recruiting channels to see who is coming up out of the academy and try to get them on your ship.

    That is it in a nutshell, but we'll have to see how it turns out! I'm sure it will be EPIC :P

    Please be sure to include race and sex in the selection criteria. It would be nice to deck out an all-Vulcan crew or an all-female crew. Or an all-female Vulcan crew if so desired.

    And before anybody else goes there.... Yes, that Captain with the all-Orion Slave Girl crew IS a bit disturbed. :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Mikus wrote:
    Please be sure to include race and sex in the selection criteria. It would be nice to deck out an all-Vulcan crew or an all-female crew. Or an all-female Vulcan crew if so desired.

    And before anybody else goes there.... Yes, that Captain with the all-Orion Slave Girl crew IS a bit disturbed. :p

    I like that idea too.. would work out specially with Klingons.
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