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Post by xdesperado on Feb 18, 2017 17:28:39 GMT -5
Not sure it's possible in game but feeling a bit frustrated seeing my best crew members abandon ship while newest additions to crew stay on.
Would like to see some sort of retention bonus applied for higher level/longer term members of the crew so they are less likely to jump ship after a rough trip. Maybe countered by an increased chance that new crew will abandon if there are troubles on their early voyages. Seeing level 10-11 crew members who have been with me since the start of game suddenly quit is frustrating, especially if they take important skills/talents with them that new hires can't replace without lots of leveling.
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Post by fallen on Feb 18, 2017 17:48:21 GMT -5
xdesperado - thanks for the feedback! Crew that quit on low morale is an important part of the turn over for the game, but we can evaluate if we want to include some kind of mitigation based on level. In 1.0.25, look to promote officers with the Magnetic Trait as a way to cut down on deserts. There will also be some Talents coming that will prevent it as well.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Feb 18, 2017 17:53:08 GMT -5
I had assumed that their chance to increase in pay per level-up basically was their retention bonus...
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Post by Cory Trese on Feb 18, 2017 18:31:42 GMT -5
I had assumed that their chance to increase in pay per level-up basically was their retention bonus... It is.
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Post by xdesperado on Feb 18, 2017 18:35:22 GMT -5
Wasn't behind on pay, had plenty of money to pay them, doctor them and get all the spice and "entertainment" they could handle yet they split ship soon as we landed before I took any actions.
Know that last run had been rough with some combat and running short on W-F before landing on a friendly zone where I could take care of them and the ship, but after thousands of turns/many years with me still surprised and disappointed by the loss of higher level crew that I thought were loyal. Equally surprised that some crew have stuck with me despite having traits that I'd think would predispose them to leaving such Worldsick and Pacifist.
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Post by Cory Trese on Feb 18, 2017 18:39:36 GMT -5
No just saying that their current pay rate does have an influence on how ready they are to depart.
Is this system perfect? Nope. Will we look at this and do some balancing? Certainly.
Will we remove the Crew Quit system as a balancing and mechanic? Nope.
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Post by ntsheep on Feb 18, 2017 18:47:11 GMT -5
This seem s like a good thread to put a request in since it fits. I would like to be able to pay the crew any time. Even during space travel. I have had a few times like xdesperado where it seems there was no reason for crew to leave. I've made it a policy to always pay and go to the spice hall and doctor as soon as I land when I can. Still having lots of fun though. Game is getting better with each update.
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Post by Cory Trese on Feb 18, 2017 19:05:34 GMT -5
This seem s like a good thread to put a request in since it fits. I would like to be able to pay the crew any time. Even during space travel. I have had a few times like xdesperado where it seems there was no reason for crew to leave. I've made it a policy to always pay and go to the spice hall and doctor as soon as I land when I can. Still having lots of fun though. Game is getting better with each update. There are lots of Crew positions available in the galaxy ... Crew won't always put up with terrible risks, even if they've stuck with the Captain for a long time, there are sometimes things that break those bonds. Paying will remain a Spice Hall feature -- for setting/universe, usability and balance reasons. This isn't something that has any chance of changing. We may give players the ability to use some of the Mutiny reduction features on Crew that are going to abandon.
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Post by grävling on Feb 18, 2017 23:09:50 GMT -5
Do the crew have any sort of memory? If I get badly damaged in ship-to-ship combat, healed, then badly damaged again, then healed, a few times, with the asscociated morale loss and recovery am I more likely to decide that 'spacing with that battle-hungry captain is bad for my health' than the new recruit who is healing up his first injury? Alternatively does it bother me less, because, hey, if this was the sort of thing that bothers me, I would have left a long time ago? Or do I just not have memory beyond my current morale state? Mind of Goldfish and all that?
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Post by fallen on Feb 18, 2017 23:39:16 GMT -5
grävling - that kind of "memory" will be represented through Trait mutation. Battle-scarred, Crippled, Veteran, Coward, Flashbacks, Indomitable, Xenophobia, Hates Cadar ...
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Post by Cory Trese on Feb 19, 2017 0:08:53 GMT -5
All of which you'll have a chance of getting every time you bounce.
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Post by fallen on Feb 19, 2017 0:11:26 GMT -5
All of which you'll have a chance of getting every time you bounce. Not to say that Trait mutation won't happen all over the place, in both positive and negative game events. But getting knocked out of crew combat will be particular moment where a Trait change is almost gauranteed.
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Post by grävling on Feb 19, 2017 0:41:00 GMT -5
I think that I have noticed that crew are more likely to desert on a planet owned by their faction, and the effect is even more pronounced on their home world, or at least where you first recruited them. True, or am I imposing fake signal on noise?
I also think that some of my crew's Mysterious Trait is 'desperately homesick for such and such quadrant, will bolt as soon as you go there' but I am pretty sure that one is just me wanting to see patterns where there is none.
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Post by ntsheep on Feb 19, 2017 0:41:53 GMT -5
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Post by Cory Trese on Feb 19, 2017 0:43:40 GMT -5
I think that I have noticed that crew are more likely to desert on a planet owned by their faction, and the effect is even more pronounced on their home world, or at least where you first recruited them. True, or am I imposing fake signal on noise? I also think that some of my crew's Mysterious Trait is 'desparately homesick for such and such quadrant, will bolt as soon as you go there' but I am pretty sure that one is just me wanting to see patterns where there is none. In this case you're actually detecting patterns in the game that exist. Homesick and homeworld / same Faction abandon are definitely rules. Crew are least likely to abandon on an Indy world, overall.
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