The current behavior of the crew simply deactivating when not paid or losing morale is utterly unrealistic and illogical even within the game world. The fact that they shut down like robots and wait for their death either stranded in space or under an attack, doing nothing, is unacceptable. So it is proposed to make their behavior a bit more realistic and adding to the sense of immersion and logic in the game. The following adjustments can be made:
- If the crew are not payed on a vessel with more military turret slots/ military gunner slots used than civil than they will be likely to start a mutiny and take over the vessel (effectively starting their own faction). They stop taking orders from you, and in case of a military vessel they first take over the vessel to themselves completely, after a short period of non-restored morale. After that period they either become pirates or go working for the closest military establishment.
- If the crew are not payed on a vessel with more civil turret slots/ civil gunner slots used than military than they will be likely to start a mutiny and take over the vessel except using it for more civil purposes. They retain the ability to flee from a threat, and also are likely to fly to some friendly/neutral station for protection (maybe?). They do not take your orders until they are paid. After a certain period they just disembark to a friendly station leaving the ship floating uncrewed.
- Over time, with earning veterancy the crew become more loyal. Crew who are loyal are less likely to start a mutiny and could help defend the ship if a mutiny occurs. They can withstand longer periods of lowered morale.
- Over time, with earning veterancy the crew also becomes more loyal. Crew who are loyal are less likely to start a mutiny and could help defend the ship if a mutiny occurs. They can withstand longer periods of lowered morale but will also be stronger when taking part in mutiny.
- Mutinies would behave like ship boarding except without the ship needing to be damaged first.
- on board security could also aid in preventing a mutiny from being successful, thus giving use to something that's almost useless in single player.
Stations also have a role within this:
- if profits from them start dwindling. the denial is gradual, they don't just cut loose immediately
- after 2 hours the mutiny begins (so the game can be more alive while still giving time for people to pay the crew)
- if there are more military people the station becomes its own faction
- if there are more civilians they just start gradually leaving it
- the military might also just leave it if they are surrounded by other military stations that are paid and have a much higher military rating (i.e. a station in the middle of your "country" can't found its own faction)
- if the other military stations in the area are not paid as well then they might form their own faction together, taking also the ships in the closest sectors that are not paid as well
Other:
This could be used much like the 2.0 procession power limitations and be an optional feature.
Special thanks to the discord user 'noncom', we both worked hard together in figuring this out.
Edited by Cryntolov not many people liked the idea of crew being harder to manage
Suggestion
Cryntolov
The current behavior of the crew simply deactivating when not paid or losing morale is utterly unrealistic and illogical even within the game world. The fact that they shut down like robots and wait for their death either stranded in space or under an attack, doing nothing, is unacceptable. So it is proposed to make their behavior a bit more realistic and adding to the sense of immersion and logic in the game. The following adjustments can be made:
- If the crew are not payed on a vessel with more military turret slots/ military gunner slots used than civil than they will be likely to start a mutiny and take over the vessel (effectively starting their own faction). They stop taking orders from you, and in case of a military vessel they first take over the vessel to themselves completely, after a short period of non-restored morale. After that period they either become pirates or go working for the closest military establishment.
- If the crew are not payed on a vessel with more civil turret slots/ civil gunner slots used than military than they will be likely to start a mutiny and take over the vessel except using it for more civil purposes. They retain the ability to flee from a threat, and also are likely to fly to some friendly/neutral station for protection (maybe?). They do not take your orders until they are paid. After a certain period they just disembark to a friendly station leaving the ship floating uncrewed.
- Over time, with earning veterancy the crew become more loyal. Crew who are loyal are less likely to start a mutiny and could help defend the ship if a mutiny occurs. They can withstand longer periods of lowered morale.
- Over time, with earning veterancy the crew also becomes more loyal. Crew who are loyal are less likely to start a mutiny and could help defend the ship if a mutiny occurs. They can withstand longer periods of lowered morale but will also be stronger when taking part in mutiny.
- Mutinies would behave like ship boarding except without the ship needing to be damaged first.
- on board security could also aid in preventing a mutiny from being successful, thus giving use to something that's almost useless in single player.
Stations also have a role within this:
- if profits from them start dwindling. the denial is gradual, they don't just cut loose immediately
- after 2 hours the mutiny begins (so the game can be more alive while still giving time for people to pay the crew)
- if there are more military people the station becomes its own faction
- if there are more civilians they just start gradually leaving it
- the military might also just leave it if they are surrounded by other military stations that are paid and have a much higher military rating (i.e. a station in the middle of your "country" can't found its own faction)
- if the other military stations in the area are not paid as well then they might form their own faction together, taking also the ships in the closest sectors that are not paid as well
Other:
This could be used much like the 2.0 procession power limitations and be an optional feature.
Special thanks to the discord user 'noncom', we both worked hard together in figuring this out.
not many people liked the idea of crew being harder to manage
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