Crew Discussion

Foxxling

Scientist
Creator
Ok so we already have crew members implemented. Before it gets to the point the devs will have to edit a giant host of followers to fit into certain types of scenes that the community will likely have written (if they're not already)


Job Tags - Simple, what is the person's role on the ship beyond being a special sex scene dispenser. Jobs like guard, mechanic, merchant, slave, prostitute and/or pilot. An NPC would be able to have multiple job designations like Anno is a merchant with combat training so if she gets some guard scenes written she'd be good for that (or she can go the CoC route and you just don't have incidents when she's the guard)


Lead Job designation - Lets say there is an event where the player has to call a character with the job title mechanic... but you have 3 characters who are mechanics. we could have each event demand that you list the buttons for all available characters with the job type mechanic or we could have way to designate a lead mechanic or a lead guard. That way when there are scenes where you are on ship and need a merchant or a guard but you have several the game will automatically select the one you've designated as your lead. This, however, should be a slot like designation where a person can only fill one slot at a time. This is because scenes where you have need of two jobs (lets say during a scene you get caught in the bast radius of a dying star due to the black void deploying a dooms day device and you have need of a pilot and a mechanic) If Samuel is both your lead pilot and your lead mechanic he'd appear to be in two places at once in the scene. For players who don't have crew there would be alternate versions of the scene that neither penalizes nor rewards them for playing solo.


Crew.Parser: A good way to handle events. For instance a parser call like [crew.theGuy] (poor example I know) would return "the guys" "the girls" "the guy" "the girl" "the crew" depending on the recognized gender and number of your followers. This would be useful for non-companion specific ship events like, lets say, an assailaint getting onto your ship and putting it in lockdown.


I'll leave you guys with these questions

  • What kind of crew scenes would you guys/gals like to see?
  • how heavily involved do you want your crew in day to day operations of the ship?
  • what kind of crew jobs would you guys/gals like to see?
  • How best to handle events that would obviously effect your crew because my brain came up with this but that doesn't make it the best way.
  • Also what kind sci-fi crew stuff have you seen in popular media that you'd like to see mirrored and adapted for TiTs?

*** None of this is endorsed by team Fen nor is it guarenteed to get into the game merely because the community wants it. To an extent threads like this are helpful in communicating to the devs what we want but if they choose to go another direction remember: They do kinda/sorta/sometimes know what they are doing


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EmperorG

Well-Known Member
Sep 6, 2015
1,235
398
36
You're on a roll with these treads Foxxling! Good to get an idea of what the players would like to see, now on to your questions:

  • What kind of crew scenes would you guys/gals like to see?

    Ship repair/maintenance scenes, scuttlebutt/watercooler conversations with my crew gossiping about the latest news/adventures.

[*]how heavily involved do you want your crew in day to day operations of the ship?

  • As in how much impact they should have? Or how often they get described in scenes involving my ship? 
  • Enough that it feels like they're doing something other than free-loading would be my general answer to this.

[*]what kind of crew jobs would you guys/gals like to see?

  • Bess's available jobs give a great example of things I'd like to see, though the crew jobs that the crew from Mass Effect had is another good example to use.

[*]How best to handle events that would obviously effect your crew because my brain came up with this but that doesn't make it the best way.

  • Not too sure myself on how to answer that, my brain understands what you mean but I got nothing.

[*]Also what kind sci-fi crew stuff have you seen in popular media that you'd like to see mirrored and adapted for TiTs?

  • Mass Effect is a good example for when we get bigger ships, Firefly is good for a smaller one, Spaceballs/Starwars showed us what a two-three man team can do in reference to the Millenium Falcon/Spaceball One.


Hopefully I gave the answers you were looking for here.
 

Savin

Master Analmander
Staff member
Aug 26, 2015
6,263
10,231
Ok so we already have crew members implemented. Before it gets to the point the devs will have to edit a giant host of followers to fit into certain types of scenes that the community will likely have written (if they're not already)

TBH I don't see any new followers getting added at all before space/ship systems get handled. (Other than Yammi, anyway, and she's been Fenproved since the dark ages.) Hand So is kind of reliant on them, and I'm not aware of any full-blown followers ready to go otherwise. Crew additions are basically at the bottom of the priority pole on our side, and probably should be for everyone else until ship systems are sorted.


That said, Fen's said he wants crewmen to act like status effects/buffs in ship encounters. Like Anno giving you bonus shields, or Reaha repelling/distracting (with sex) enemy boarders. That sort of thing. Regardless, the PC's ship will (probably) always be operable solo (or with some sort of basic AI built-in), so companion NPCs will never be strictly necessary... which also means its likely they won't be TOO heavily involved in operations. (Excepting capital ships; fuck only knows how that's gonna work). 
 

Foxxling

Scientist
Creator
ou're on a roll with these treads Foxxling! Good to get an idea of what the players would like to see, now on to your questions:

  • What kind of crew scenes would you guys/gals like to see?

    Ship repair/maintenance scenes, scuttlebutt/watercooler conversations with my crew gossiping about the latest news/adventures.

[*]how heavily involved do you want your crew in day to day operations of the ship?

  • As in how much impact they should have? Or how often they get described in scenes involving my ship? 
  • Enough that it feels like they're doing something other than free-loading would be my general answer to this.

[*]what kind of crew jobs would you guys/gals like to see?

  • Bess's available jobs give a great example of things I'd like to see, though the crew jobs that the crew from Mass Effect had is another good example to use.

[*]How best to handle events that would obviously effect your crew because my brain came up with this but that doesn't make it the best way.

  • Not too sure myself on how to answer that, my brain understands what you mean but I got nothing.

[*]Also what kind sci-fi crew stuff have you seen in popular media that you'd like to see mirrored and adapted for TiTs?

  • Mass Effect is a good example for when we get bigger ships, Firefly is good for a smaller one, Spaceballs/Starwars showed us what a two-three man team can do in reference to the Millenium Falcon/Spaceball One.


Hopefully I gave the answers you were looking for here

For the water cooler/skuttlebutt convos there could be a common area where you can go chill and various crew members. I personally wouldn't do it though, not because its a bad idea (its a gr8 idea) but in this medium I think it would either repetitive or seem out of place. Its one thing to be playing a 3D game and you walk around and hear things, in a text based game i don't know if it would seem as immersive or not.


But I fucking love Fire Fly's crew because of the interpersonal relationships and just plane ole good writing. In this medium its harder to do this but not impossible. I'll try not to harp on/lament a great show being forced to reduce its multi season plans into one movie.


Personally I also like the crew of Mass Effect but that's obvious to anyone who has been on the forums long enough

TBH I don't see any new followers getting added at all before space/ship systems get handled. (Other than Yammi, anyway, and she's been Fenproved since the dark ages.) Hand So is kind of reliant on them, and I'm not aware of any full-blown followers ready to go otherwise. Crew additions are basically at the bottom of the priority pole on our side, and probably should be for everyone else until ship systems are sorted.


That said, Fen's said he wants crewmen to act like status effects/buffs in ship encounters. Like Anno giving you bonus shields, or Reaha repelling/distracting (with sex) enemy boarders. That sort of thing. Regardless, the PC's ship will (probably) always be operable solo (or with some sort of basic AI built-in), so companion NPCs will never be strictly necessary... which also means its likely they won't be TOO heavily involved in operations. (Excepting capital ships; fuck only knows how that's gonna work). 

The thought about status effects/buffs in ship encounters is very interesting.


I have been using a similar method for the followers I'm going to be writing but it is purely stat based. The status effects thing though is intriguing. In the Ships Stuffs thread I made I said certain crewmembers may have an impact on your ship's stats, perks and/or utility but what about in combat skills?


Like if you have a certain mechanic who specializes in shield technology you have the option to instantly restore shields. Or if you have a different mechanic who has increased the maneuvering capability of your ship you can pull a Crazy Ivan for an increased escape chance.


An operative could act as a buff against enemy hacking. Guards defend against boarding parties... this has almost infinite applications and may need to be narrowed by job type
 

Afier

Well-Known Member
Sep 4, 2015
54
38
If crew/companions are desired to be non-necessary, then it's just a matter of building combat that takes 7+ turns of mashing "Fight" to win, if at a lesser profit margin, and having the crew provide perks or even abilities that bring down the turn clock to 3 or 5 turns and ensure better rewards (by which I mean take less damage and thus spend less of your spoils on repairs).


In keeping with the game's sensibilities, having options to defeat enemies in "standard" combat, boarding actions, or lust are analogous to the options the game provides for ground combat, and thus having crew that would support those strategies (like having a crew member that'll beam porn over to distract the enemy).