Dont forget the crew ;-)

barley worth a post but i just thought of it before i was going to bed, prolly falls in the details card for each ship, but how bout crew size. just sumthing letting me know how many crew are on board, maybe the number goes down if u take damage, but mainly it'd be sweet to see say for example, 100 crew on a flack frigate, and 10,000 on a cap ship, or more or less, adjusting the numbers to make it feel right of course. just lil details, thats what made gal civ awsome was the lil attention to details.
13,109 views 47 replies
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cool idea


(not following the kosc crowd)

oh and just an idea thats prolly a bit silly...
be kinda cool if off larger ships escape pods appeared on destruction. just an even tinier little detail. lol I'll be asking for little frozen corpses floatin in space next   
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they already had the corpse idea, sry
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ruin my day. I always thought they just meant like dead ships woot for peeps who are too lazy too read then.
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ruin my day. I always thought they just meant like dead ships


I'm reasonably sure thats what they actually meant.
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ahh you see I was being petty, wanting to zoom in onto little frozen human/alien corpses floating around in space. prolly not possible, but would be cool.
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and have it slam into your camera and explode with blood and gore... yah... im sure everyone would love that. XD
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It would be cool if the crew actually mattered in combat. One of the cooler things about Star Trek Armada was that you could beam crew to enemy ships and take them over. I dont know if transporter tech exist in the Sins universe but it would be a cool aspect of game play.
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I really like the idea if you had to maintain a certain amount of crew on each ship and after each battle if heavy losses were taken you'd have to take that ship back to your shipyard or some thing to replenish them.
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or have baby machines on all ur ships...
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Maybe crew could be tied to how much repair the ship can get while out in space, say the ship took a lot of damage , but 80% of the crew is a live, the ship with proper research of repair techniques, could repair the ship up to 80%. Returning to a repair yard would re-crew the ship and repair it the rest of the way.

It would make weapons like the radation special ability of the one capital ship even more valuable.
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The crew info's not on the infocard, but I believe it's represented in another display that's been disabled for the beta.
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The crew info's not on the infocard, but I believe it's represented in another display that's been disabled for the beta.


*entire body convulses uncontrollably*

WHY!!!!!!!!

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cause they like to torture us

i think it would be cool if there was some sort of animation that showed how 'reloaded' your ships are, never realized how nice it was to know till i played WiC
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reloaded ?

what are you talking about....

do you mean ETA till the guns are ready to fire?
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si, and speaking of IRC, wanna WIC?
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some of us have to work...

cool down times are implemented on the ships special abilities , but I also would like to see them if you mouse over a ship and its info card comes up... but then what about ships with multiple guns?
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theyre the devs, they can think of it, besides, how hard could that be?
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It would be cool if the crew actually mattered in combat. One of the cooler things about Star Trek Armada was that you could beam crew to enemy ships and take them over.


I can't think of what game(s) it was, but you could also assault enemy ships, sending in marines to attempt to capture their ships.

Thing is, how far do you want to micromanage logistics in the game. Crews, supplies, battle damage, etc. While it could be nice, I think I'm happy with the abstract. I'm the leader of a great star empire, I don't bother with trivial matters. That's for peons.

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well, marines could and probably would be automatic, it would just look cool and give you another branch or two on the research tree.
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It's been awhile since I've played either, but I'm thinking of Star Fleet Battles (pen & paper version and the PC game) and Space Empires IV. I know in SFB Marines could attempt to capture and take control or knock out specific systems. I know in SEIV there was also that granularity.

Thing is I think that type of ship interaction might be beyond the scope of the game.

Think about the planetary invasions. We don't have the option to send in ground troops to assault a planet and occupy them. We just obliterate them. Again, might just be an abstraction of what's really going on. Maybe the planet's population isn't really obliterated, just the % that's willing to pay taxes and work for the enemy.
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i absolutly loved Star Trek: Armada. I would love to see something similar implimented in this game. however i do see the draw backs of needing to micro manage. it shouldnt be to hard to set the space marines or anti-personel droids (so you dont have to loose crew) to automatic. however then every ship with its shields down would start loosing crew... and so would you if you were attacking with actual marines. i love the idea, but it would have to be thought out carfully.
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i love the idea, but it would have to be thought out carfully.


and thats why we have the devs, and cmon, how hard could it possibly be?
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I would just like to see some thing in the game that prevents one player from massing a large fleet and steem rolling through the entire map in one go. If they add some thing, be it either "crew" or "supplies", just some thing that forces you or the other player to return a fleet to the players own empire, after a certain amount of time fighting.

Note I don't have the beta so if there is some thing like this in the game already sorry.