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a few suggestions for the crew system

SystemSystem Member, NoReporting Posts: 178,019 Arc User
i posted some stuff in a tread that i thought deserved a thread of its own for consideration and suggestions.

the first relates to how the transport system could be implemented using In-ship mode as well as out of ship mode (tactical mode) mechanics, which could potentially tie into the crew system: involving the transporter chief and shuttle/cargo bay technician.

the second part involves how medical systems could be implemented using ships doctor.

here goes:

1. i think there should be an option or choice that can be considered each time a character has to transport:
this could involve 3 forms: site to site transport, ship mode travel to the transporter room, ship mode travel to shuttle bay

-site to site transport; very basic, representing departure in an as-is state, as it is in the game currently (but can be done from within ship mode as well)

-transporter room: upon reaching the transporter room, you are given an option or some kind of benefit; maybe 1 extra ability/item to transport along (representing the ability to select small equipment from gear lockers in the transport room [or representing the size of item that can fit in the transporter pad]).
if you dont want anything, skip the locker inventory and go directly to the transport pad.

-shuttle bay: going to the shuttle bay to fly in a shuttle allows you 2 extra abilities/items (representing an increase in supplies you can bring with you on your mission- shuttle space). if you dont want anything, then skip shuttle bay mission equipment bays and board the shuttle directly.

Medical/science shuttle for science
Workbee/maintenance shuttle for engineering
Infiltration/tactical shuttle for tactical

you could purchase or earn shuttle types, perhaps based on missions and/or class. each has its own set of inherent benefits. also, certain situations may require you to use a shuttle. those who do not want to travel, can opt out (missing the option to select gear) but get a basic/generic shuttle for simply launching through ship mode.

perhaps flying the shuttle through atmosphere/ asteroids, traffic, etc. provides small craft piloting experience, with bonuses.

these are just examples. the point is, that each choice provides a level of convenience which compensates/trades for the efforts put in to achieve it for each mission.

so site to side is easy to do, therefore you go as is
transporter room is a few rooms away, but the small time spent to get there provides a medium bonus of some kind
going to the shuttle is a few decks away, but provides you with a high benefit of some kind

2. I think that there should be a ships doctor and medical bay. i also believe that ship doctors should have their own expert areas. so when taken on an away team, they can perform certain medical functions;
-Dermal: treats anything affecting the skin or outer body
-Orthopedic: treats anything relating to bones
-Surgeon: treats anything relating to internal
-Infection Specialist: treats anything relating to illness
-Neurologist: treats anything affecting the mind, brain, nerves
Perhaps each skill can also provide defense and/or combat bonuses relating to their field.

i think things like med kits and hyposprays, also equipment and scanned anomalies relating to biology and medical could be taken to the sickbay inventory. each doctor can use these items to treat crew and away teams on the fly.

so, you get 4 hyposprays, 3 dermal regenerators, 6 DNA sequences in your inventory. you then go to your sickbay and transfer them out of your normal inventory and into your sickbay inventory. this allows your chief medical officer access to this equipment. Now when your CMO has a dermal specialist and orthopedic skill, they can use the items out of their inventory relating to those specialties. so, when picked on your away team, and you or your officers become injured, they can use that material to instantly heal those injuries. any injuries that are not trained to their skill list yet will require a trip to a starbase.

if they are not picked on the away team, you have to beam back to the ship and go to sickbay for treatment.

now, some bonus down the line could allow you to transport a medical team (with varying skills) down temporarily, when not in combat. once treated, they leave. Note: the inventory items are used by this team as well.

these systems could be used in other ship locations too, such as engineering.

- these officers can not only treat your character and away team, but also npcs. they can even provide combat or defensive bonuses relating to their field. that way, if you are on normal mode there are still benefits to picking the CMO on away teams.

a space station Doctor can heal all afflictions at once (or multiple, but not all) for simple energy credit "cost"
perhaps they can also provide materials for your sickbay inventory, in case you run out. again, using energy credits.
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