Re: Crew discussion 2012
Posted: Fri Mar 09, 2012 9:16 pm
Note to self: Don't confuse Sid meier with Russ Meyer.
Edit: Inappropriate.
Edit: Inappropriate.
For information and discussion about Oolite.
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A ship's cook could also increase profits from passenger runs – people will pay more for decent grub on the voyage. And perhaps (if this is doable) a navigator could make jumps take less time, making it easier to take on timed cargo deliveries ... if it's not doable, then maybe it could increase the amount of time available for a given contract.El Viejo wrote:A somewhat light-hearted suggestion for crew: don't forget the catering.
A steward to run the mess, with associated costs. Crew won't stay too long if the service in the mess is not good enough.
What, have a big ugly fishy thing in a tank of orange smoke? Cooooool!Disembodied wrote:...a navigator could make jumps take less time...
Do you mean employee rights (I suspect not) or morale?Fatleaf wrote:Then we are into the realms of moral.
Spell check alertSandJ wrote:Do you mean employee rights (I suspect not) or morale?Fatleaf wrote:Then we are into the realms of moral.
If going down that route, there's experience too.
I have recently been playing the iOS version of Pirates!. Its model is more or less what we are talking/I am thinking about: you have a crew that needs to be kept happy (there only by plundering enough and increasing the crew's share though--need to find a different model for Oolite), otherwise they mutiny and leave. And you have various specialists that increase your odds more or less along the lines I was talking about earlier. You either find those specialists on other ships that you defeated and entered, or in the ports' bars (same goes for crew). Maybe the unnamed crew aspect is not even relevant for Oolite, just the specialists are.SandJ wrote:Do you mean employee rights (I suspect not) or morale?Fatleaf wrote:Then we are into the realms of moral.
If going down that route, there's experience too.
Perhaps some crewmembers (the better ones?) get paid a salary and a share of the profits? So if the profits aren't coming in at a decent rate, they might start to look for work elsewhere.maik wrote:I have recently been playing the iOS version of Pirates!. Its model is more or less what we are talking/I am thinking about: you have a crew that needs to be kept happy (there only by plundering enough and increasing the crew's share though--need to find a different model for Oolite), otherwise they mutiny and leave. And you have various specialists that increase your odds more or less along the lines I was talking about earlier. You either find those specialists on other ships that you defeated and entered, or in the ports' bars (same goes for crew). Maybe the unnamed crew aspect is not even relevant for Oolite, just the specialists are.
Hmm. There's the makings of a pirate version of Hired Guns there. Build up a good enough bounty on your own head and other independent space dogs will volunteer to join you. Combined bounty / booty between you (they scoop cargo too and the spoils are shared as credits, somehow) ensures more 'volunteers'; a fall-off in liberated booty results in one of the other vying for the position of Cap'n, the 'fleet' splits and turns on you. And Heavens help you if you fall from Fugitive to Offender - they'll all attack you at once.maik wrote:[I have recently been playing the iOS version of Pirates!. Its model is more or less what we are talking/I am thinking about: you have a crew that needs to be kept happy (there only by plundering enough and increasing the crew's share though--need to find a different model for Oolite), otherwise they mutiny and leave.
That's kind of what I'm thinking. In parallel with the advanced radar/targeting equipment, I've been working on a role for a communications operator. They'd be able to listen out for any signals from other ships and depending on their skill they may be able to decipher something about the source. So for example, they might be able to tell if some radio traffic relates to a commercial freighter talking to its escorts, or if it seems police/military-related. This capability would extend beyond radar range, so once the direction to a signal has been established, you can try getting closer to investigate and also get your radar operator to start a regular sweep to try and get a proper fix on the source. It's only once you get within 30km when the IFF (plus the scanner targeting enhancement) will give you the full picture of what the target is.Commander Wilmot wrote:What if one of the crew members was a sensor technician specialist? When the player has one on duty, maybe the scanner display could extend over a larger area (though this would not be doable in the current version I assume.) Such a person could also run Ramirez's proposed advanced targeting scanner.
haha! SimOolite!Cmdr James wrote:I can see a place for a (oh dear) Frontier like crew requirement, with large ships needing more staff. I could also see the possibility of flying with a reduced crew (each missing crewman leaves one turret unmanned perhaps) but many of these ideas seem to me to be taking the game too far in a direction I dont like. We could have crew requiring food, demanding salary changes, going on strike, learning new skills, and getting killed. But if I wanted to play the Sims, then I would do so.