This Idea has been abandoned and will no longer be modified. I understand why it shouldn't be added to the game for balance reasons and will no longer input new components or modifications
I apologize for ultimately wasting people's time with this.
I apologize for ultimately wasting people's time with this.
For my first Idea, why not have the enemy ships the players encounters be partly populated by generic ships that have slightly randomized loadouts, such as different weapons that fill the same role on the ship. Also the player can encounter multiple hostile ships and would have to choose a target when attacking in the ship. They could show up more often if the player has a larger fleet, so the player isn't going to steamroll the single enemies they find with four ships (Mentioned later)
Onto the second Idea, Why not have it possible to command a fleet of ships, instead of only one. This will provide some motivation to purchase multiple ships, other then just one ship to go with until you find an upgrade, and allow players to deal with the aforementioned hostile fleets more easily. Also, it could allow you to manage who is on which ship, and see who can do what on the ship, such as piloting (allowing the ship to be a part of a fleet), turret gunning (operating turrets), repairs (restoring ship's armor in combat), or tech (utilizing active ship modules). You'll only be allowed to have four ships (Including your own) active in a fleet. Also the ship you're on has full capabilities minus turrets. Also certain Crew members can offer extra bonuses such as negotiation with certain factions, Adding new options in space events, or even affecting the entire fleet's travel time.
As for who can do what I'm going to make a list now:
- Example : Normal Abilities (Bonus Effects + Qualifiers)
- Amber: None
- Anno: Turrets, Tech (Allows you to trade in certain Space Events/ Gives you a better deal)
- Bess/Ben: Tech (If part of crew) (Extra effect depends on Crew role taken, Such as 10% less crew/ship costs if accountant)
- Celise: None
- Kase: Tech
- Mitzi: None
- Nova: None
- Olympia: Piloting, Turrets, Repairs, and Tech (Can't be removed from the sidewinder)
- Paige: Piloting, Turrets, Tech (None if eyesight is not restored) (Speeds up fleet travel time by 25% + Pirate negotiation)
- Pippa: None
- Pexiga: None
- Penny: Turrets, Tech (Negotiation with U.G.C Ships, allowing new options when encountering them)
- Ramis: Turrets
- Reaha: Turrets
- Sera: Turrets (Same effect as Anno)
- Sheeka: Turrets, Tech, Repairs (Allows you to fix up things encountered in space)
- Seigewulfe: Turrets, Tech
- Varmint: None
- Yammi: None (Increases crew's Preformance in all tasks by 15%)
If I got any of the crew members capabilities wrong, or new crew members are added, Please tell me so I can fix the issue
Third Idea: Added after-words upon the realization that some recruit-able characters might not be desired by everyone, How about Randomly generated Crew members that can be hired for a fee. How you go about obtaining these characters is quite simple, on Tavros station there will be a a board showcasing people looking for work, as well as displaying their proficencies. Similar to Unique crew members, they also have roles they can fill on the ship, however which roles they can fill will be dependent on what the character generated with, and these skills add to their cost for hiring, price additions are as follows:
Piloting - 10,000 Credits
Turrets - 1,000 Credits
Tech - 1,000 Credits
Repairs - 3,000 Credits
The actually generation would be their race, gender, name, skills, and variations of physical components, such as eye color, hair , fur/skin color, height, etc. They don't really need to be extremely genetically modified, to save the headaches that might cause.
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