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Post by Cory Trese on Feb 14, 2017 21:07:58 GMT -5
I think the only serious drawback to the lean staffing approach is that you suffer a bigger recovery cost for dead high level crew.
However, your cost is lower, you get more concentrated XP. That said, morale loss and crew damage are not scaled out -- so if you fail and end up taking 60 Crew Damage, that's applied the same way regardless of if you have 20 Crew or 60 -- just that with the 60 Crew the overall impact is lower[*].
[*] Damage is conveyed like "His 5 Crew for 10 Damage" which is a total of 50 damage. With a Crew of 20 that's 25% of your Crew taking 10 damage. With a crew of 60, that's only 16% of your crew taking 10 damage.
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Post by Cory Trese on Feb 14, 2017 21:08:33 GMT -5
Just wait till you see how much you can customized a 12,500 mass super freighter
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Post by grävling on Feb 14, 2017 21:23:05 GMT -5
By the way something I do with my Guardian Interceptor is swap the Deflector Array for a Barracks 2 then swap the Barracks 5 for a Barracks 2. This frees up a little mass for future upgrades, allows me to have up to 30 crew instead of 28 and even with a full 30 crew I can still see what kinds of crew are available for hire in spice hall so if I'm looking for specific types like a mechanic I know they are available without having to either fire someone or run with less than a max crew. What a neat trick! Thank you. But, of course, the real fix is to let you see 2 or 3 potential hires before you decide that you want them enough to kick somebody off your ship. Should get contacts and rumours this way too, even if you end up not hiring anybody.
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Post by Cory Trese on Feb 15, 2017 2:56:45 GMT -5
What is the real fix exactly? I was working on just adding a list of the Spicehall's available crew types.
A suggestion I got today via e-mail was that we'd move recruit to something like Missions and make the dismiss button cost your Reputation with that Faction, like Abandon does today.
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Post by grävling on Feb 15, 2017 3:56:37 GMT -5
What is the real fix exactly? I was working on just adding a list of the Spicehall's available crew types. A suggestion I got today via e-mail was that we'd move recruit to something like Missions and make the dismiss button cost your Reputation with that Faction, like Abandon does today. I want to be able to interview 3 or 4 would-be start traders any time I go to the spice hall. Get a complete look at them, or maybe a hazy look at them -- cannot tell traits, perhaps?. If I find somebody I like, I hire them. If they look worse than what I have, too bad for them. This should take time. If xdesperado and I want to interview dozens of wannabes, then we still have to pay our existing crew for a month's, or several month's worth of vacation. Not sure we want a reputation loss for dismissing people. This is an incentive for getting them killed rather than dismissed. (@earthsuit will probably never let me hear the end of this, for even thinking such a thing, but remember @earthsuit, I am arguing against this behaviour. )
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Post by grävling on Feb 15, 2017 3:59:27 GMT -5
crew on 'paid vacation' should get super-happy though. As long as they are paid.
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Post by xdesperado on Feb 15, 2017 5:35:50 GMT -5
What is the real fix exactly? I was working on just adding a list of the Spicehall's available crew types. A suggestion I got today via e-mail was that we'd move recruit to something like Missions and make the dismiss button cost your Reputation with that Faction, like Abandon does today. I agree with grävling let us "interview" X number of crew each day. If you're in a hurry just grab the bodies you need first day or two. If you have money and aren't on a schedule then you can take however long you like trying to find the type of crew you want. Since time is passing rest of your crew will still be wanting paid or they are liable to walk off on you. Probably be wanting trips to Spice Hall on semi regular basis as well so there will still be some maintenance costs associated with prolonged headhunting. Also agree with grävling about seeing at least the base attributes/skills before hiring. Can keep all traits hidden until after actually hired so even with talents like discerning eye you still run risk that the great specimen of physical and mental attributes with a bunch of bonus skills may have some nasty trait like Brute or Highborn that may make them less desirable as members of your crew.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Feb 15, 2017 10:53:18 GMT -5
Considering how difficult reputation is get in ST universe, I think Rep penalty is too harsh. I do agree a disincentive is needed though. Perhaps adopt from the real world... 2 weeks pay on dismissal?
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Post by grävling on Feb 15, 2017 11:56:13 GMT -5
Considering how difficult reputation is get in ST universe, I think Rep penalty is too harsh. I do agree a disincentive is needed though. Perhaps adopt from the real world... 2 weeks pay on dismissal? That might work. But again, 'don't make me prefer you dead'....
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Post by grävling on Feb 15, 2017 11:59:46 GMT -5
and speaking of nasty traits -- if you fire crew who have them does the morale of the rest of the crew go up? Whereas if you fire Miss +2 charisma, everybody gets unhappy?
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Post by Cory Trese on Feb 15, 2017 12:03:10 GMT -5
Ultimately my goal is to take away all the advantages a player would get from dismiss/recruit pumping.
This preview hires concept, while probably hard to implement, might reduce one of the major causes.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Feb 15, 2017 12:40:40 GMT -5
Hmm... just as a thought experiment, is Dismiss really needed? If you don't want players to dismiss as a method of rerolling stats/skills, what other reasons are people dismissing for? What if there was an option to Retrain a crew member to a different class (at lower level)?
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Post by Kanly on Feb 15, 2017 12:45:38 GMT -5
How is dismiss handled in space? They leave the crew immediately but don't take up passenger room. Are they spaced? Maybe dismiss should only function when in port or a space station.
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Post by fallen on Feb 15, 2017 12:58:10 GMT -5
Hmm... just as a thought experiment, is Dismiss really needed? If you don't want players to dismiss as a method of rerolling stats/skills, what other reasons are people dismissing for? What if there was an option to Retrain a crew member to a different class (at lower level)? Dismiss is absolutely needed. Going to add or remove components, you may need to change your crew setup. There is no way we can remove dismiss. We will find a way to remove crew cycling.
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Post by fallen on Feb 15, 2017 12:58:25 GMT -5
How is dismiss handled in space? They leave the crew immediately but don't take up passenger room. Are they spaced? Maybe dismiss should only function when in port or a space station. Currently, we space them.
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