Re: Crew discussion 2012
Posted: Sat Dec 17, 2022 3:29 pm
And it all costs credits...Astrobe wrote: ↑Sat Dec 17, 2022 2:05 pmSo a crew is something you have to have for big ships; not in order to increase its efficiency, but to function correctly. A single pilot cannot drive the ship 24/7 so you need at least a couple of copilots in addition to the commander. You need a couple of mechanics to maintain the engines, and perhaps another couple of people for general ship maintenance. All these people are busy when they are not sleeping, so now you need a cook, someone to cleanup the rooms, change the sheets and someone to do the laundry. They also fall ill or hurt themselves, so you need at least a medic. When your crew becomes big, it has to be split into teams, so now you need managers.
I solved this, at least to my own satisfaction Masslock Reimagined
Well that's at the heart of it for me...Astrobe wrote: ↑Sat Dec 17, 2022 2:05 pmManaging their schedule so that there's always someone to do the job when something happens, including crew members randomly becoming sick (with higher chances if they don't sleep or don't eat enough or the ship is too hot) could be interesting. Crew's happiness (boosted with credits or beer) could also be part of the equation. I would go for a slight bonus (in terms of ship maintenance costs for instance, but in-flight ship properties like e.g. energy regen could be considered) if the player does well, and a slight malus if they don't.
Redspear wrote: ↑Wed Dec 14, 2022 9:35 pmDo you/I/we want to play at crew management? Especially when there are 42+ members to consider?
I'm not suggesting that there is a right answer to such a question but rather that it's an important one.
For me personally, it's a no but I wouldn't mind hiring generic crew replacements (like topping up fuel it's a simple top up, rather than vetting individual candidates) after an eject or a particularly damaging combat.