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Post by Kanly on Feb 15, 2017 13:02:35 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. That's brutal.
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Post by fallen on Feb 15, 2017 13:04:51 GMT -5
@kanly - currently, just a working implementation. Down the line, I'd expect a warning and a penalty to ripple thru the crew. It is unnecessary.
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Post by tenbsmith on Feb 15, 2017 13:17:35 GMT -5
Dismiss is essential to good management/leadership in real world team building. In ST2, I dismiss crew who loose morale easily and are slow to recover. Less frequently, I need to reshuffle my crew to meet a need for my ship/team. Either way, I can't afford to have these people on my team.
Dismiss/recruit pumping should be nerfed.
When dismissing player could have the option to provide a severance package of 3 months salary. AND, if you don't provide the severance package, you loose reputation. If you go around hiring and firing people arbitrarily, your reputation will take a hit.
Another approach would be to change the Friendly Banter Talent, so that it is driven by something other than recruitment. Maybe visiting the Spice Den. Maybe there's a small chance of discovering a new contact each time you make planet fall and interact with any planet side service--starport, spice den, doctor, mission or contact.
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Post by fallen on Feb 15, 2017 13:22:05 GMT -5
Another approach would be to change the Friendly Banter Talent, so that it is driven by something other than recruitment. Maybe visiting the Spice Den. Maybe there's a small chance of discovering a new contact each time you make planet fall and interact with any planet side service--starport, spice den, doctor, mission or contact. Agree on all points, and I will fix this. I did not realize how this Talent was incorrectly linked to the recruit/dismiss cycle.
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Post by grävling on Feb 15, 2017 13:33:06 GMT -5
Well, that will get rid of my #1 reason to fire crew. YAY. I still have some real hard cases though who panic in battle, constantly lower morale, and are accident-prone. I figure I can let them be somebody else's burden and get somebody else. I find that as my crew improves, I run out of the need for pilots, though my need for gunnery skills grows. Firing Pilot 4 and getting another gunner is useful then.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Feb 15, 2017 15:08:53 GMT -5
When dismissing player could have the option to provide a severance package of 3 months salary. AND, if you don't provide the severance package, you loose reputation. If you go around hiring and firing people arbitrarily, your reputation will take a hit. 3 months is a LOT considering crew are paid weekly. I'd suggest 2-4 weeks' pay. Perhaps dismissal without pay/severance should lower crew Morale (on top of, or instead of Rep), since it signals employment insecurity.
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Post by fallen on Feb 15, 2017 15:09:57 GMT -5
Well, that will get rid of my #1 reason to fire crew. YAY. I still have some real hard cases though who panic in battle, constantly lower morale, and are accident-prone. I figure I can let them be somebody else's burden and get somebody else. I find that as my crew improves, I run out of the need for pilots, though my need for gunnery skills grows. Firing Pilot 4 and getting another gunner is useful then. As time goes on and the full Trait set starts to mutate into place, I am excited this will help us deliver on something we talked about a lot in the KickStarter. That this natural "weeding out" process converts your crew into a realistic cast of characters who would hang around the type of Captain you are. If you are a murderous pirate, you're boat will be full of those with Merciless, Savage, Looter, Mean-Spirited, and those who desire law, peace, pacifism, honor will be pushed out. Of course, would work the other way -- the Merciless Savage would quit the pacifist merchant crew eventually as well. Really looking forward to getting the Motivation Engine fully turned on!
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Post by bobc on Feb 15, 2017 15:33:25 GMT -5
How many traits will a crew member's personality support?
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Post by fallen on Feb 15, 2017 15:38:14 GMT -5
6
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Post by xdesperado on Feb 15, 2017 16:42:23 GMT -5
Unless we get a better idea regarding the Attributes, Skills and possibly even traits for crew prior to hiring them and an option to decline possible hires for not meeting our standards I'm opposed to any penalties for dismissing crew regardless of how long they may have been on board. Real life you have a chance to do intervues, background checks, reference checks, etc. all prior to hiring a person and even after someone is hired most businesses now days have a training/trial/whatever you want to call it period of 30-180 days when they can release a new hire without cause. Telling me I have to take whatever schmuck that shows up on my gangplank with no prior information about them and that I'll be penalized if I toss them off the ship 15 minutes or 15 days later is just not my idea of fun.
Currently those who can't be bothered/don't care about the minute details of crew management can just take whatever and go with it while I'm still free to micro manage to my hearts content. Please don't do away with that ability for me or start placing penalties on me for trying to play in a manner that suits me.
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Post by fallen on Feb 15, 2017 17:05:01 GMT -5
xdesperado - Thanks for the feedback! We'll keep working on it.
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Post by Deleted on Feb 15, 2017 19:06:17 GMT -5
fallen , I am absolutely with xdesperado here about both crew hiring (and firing) and crew growth. One of the things I LIKE about ST2 is this ability to take an active part in developing the crew. Since you have made the crew such an important part of the game, I would ask that you NOT disallow us to examine and reject / fire a crewman. From a former military officer's perspective, having this level of control is an integral part of how effectively your ship will operate. I want to hire crew that meet my requirements, and fire those who do not. I want to develop crew skills so that they will actually be helpful in defining the role I want my captain to fulfill. Perhaps there could be a default setting which would to allow the game to make the training choices for you. Through no fault of your own, however, an AI for crew development is bound to fail the unorthodox captain. It may work for a bit to develop crew members provided the captain stays true to his original, declared profession. He may begin his career as a merchant but finds out, through his constant viewing of Errol Flynn movies and reading "The Short Life and Good Times of Edward Teach", that what he really wants to do is be a dashing pirate, raiding his enemies' Man-O-Wars, carrying away the bonnie lasses, making mutineers walk the plank, and tossing dead crewmen atop the booty he buries. Not to mention shouting "Arrgh" and "Shiver me timbers" when ever he feels like it and not be judged by the folks on the bridge. The AI couldn't account for that.
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Post by fallen on Feb 15, 2017 19:31:58 GMT -5
@earthsuit - thanks for the feedback! Definitely agree, it is very important to give you control over managing your crew. But, it isn't realistic that there are an endless stream of hire-and-fire recruits just waiting for you on every world. See ST RPG, as an example. Recruits dry up.
Looking forward to improvements here to strike a good balance.
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Post by Cory Trese on Feb 15, 2017 19:35:20 GMT -5
I know we can kill this hire-fire pump in a way that is good for everyone.
I'm 100% sure we can do it.
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