Crews

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.

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Sandlapper
Dyson Forest
Posts: 243
Joined: Sat Nov 01, 2003 11:50 pm
Location: South Carolina, USA

#31 Post by Sandlapper »

Two more thoughts, how about spliting a large ship's experienced crew among several smaller ships to raise their overall experience level; and vice versa combine several small ships to form one large experienced crew.

iamrobk
Space Dragon
Posts: 289
Joined: Sun Sep 07, 2003 12:27 pm

#32 Post by iamrobk »

Remember KISS, though.....we can't have it get too complex.

Getix
Space Floater
Posts: 29
Joined: Sun Jan 02, 2005 9:43 pm
Location: Italy

#33 Post by Getix »

Sandlapper wrote:Two more thoughts, how about spliting a large ship's experienced crew among several smaller ships to raise their overall experience level; and vice versa combine several small ships to form one large experienced crew.
Tactics can be different...

So, let's say you got a Carrier, ok? The Captain of the Carrier is transfered to a Destroyer, which has got no fighters and uses missiles/cannons..

That officier will ned time to adapt to the new situation, so penality on EXP will be quite "heavy" (like, let's say, 60%?)
Getix "The Cromist", (20, 90, Italy, MI)
FIAT CROMA CHT (called Laura) Acrobatic Driver - 32,5 kKm/243 KKm
"A Croma is Forever"

Impaler
Creative Contributor
Posts: 1060
Joined: Sun Jun 29, 2003 12:40 am
Location: Tucson, Arizona USA

#34 Post by Impaler »

Here is an apratches for alowing us to mix and swap experiences and inexperienced crew between different ship and the "pool" which can be though of as just another "ship" in this sense (except guys loss experience rather then gain it).


Create a Second kind of Cadet called an "Elite" or something. These guys are just like normal Cadets accept they now hold all the experience, the gaining of experience and the lossing of it is simply represented by the conversion of Cadets into Elites and visa versa. the Experience of any given group of Cadets/Elites can be expressed by a % from 0 to 100 that represents the % of Elites in the group. When you wish to Equip a ship with guys you specify the % experience you wish (I am assuming here that the raw numbers will be fixed if not you would need to input the total quantiy and the %).

Creating a new ship draws Cadets/Elites out of your Imperial pool, the default % will be the % experience of your Imperial pool so their will be no change in that pool and all the ships will have equal experience.

Changing a ships experience (like taking all the good guys out of your old ships and putting them in new ships) will do a switcharoo between Cadets and Elites between the ship and the Imperail pool (all exchanges are ship to Pool never Ship to Ship). Strait out Mothballing with just dump all the the personel back the the pool. Their might be some delays involved ofcorse and loss of Elites due to "Tec Shock" when they are taken off a ship (some kind of Tec-Shock penalty seems apropriate, it could be applied either when you take guys off or put them onto a ship maybe both).

Lastly we will need yet another Structure, a "StarFleet Academy" or something of that sort that can create Elites outside of Battle. It works just like a Cadet making Building but is ofcorse much much more expensive (it could be an upgrade of the Cadet Training Grounds).

Oh and all of this stuff works equaly well for armies.
Fear is the Mind Killer - Frank Herbert -Dune

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