Simplest solution with the least amount of work required by the devs: have a ship augment that improves your crew's combat capabilities. Like "Plasma Pistols: crew deals 20% more damage in boarding operations" or "Armored NBC Suit: crew takes 50% less damage from fire and enemy boarders". And of course these could also be used in some events.
Obviously not as detailed as the suggestions here, but because it's simpler and doesn't require adding an entire new section of ship upgrades, it's also much more likely to happen.
Crew Equipment
-
actionhero112
- Posts: 43
- Joined: Mon Sep 24, 2012 2:03 am
Re: Crew Equipment
I think that you should be able to designate a captain at the beginning of your journey, and he starts with a crew augment. It would give certain weight to how people treat certain events, and how you take risks in game. They shouldn't be big but noticeable and identifying.
Engi Medibot Chip: Would have the effect of the Engi Medibot augment, but only for the captain. Makes them slightly bulkier.
Then other cool ideas.
Engi Medibot Chip: Would have the effect of the Engi Medibot augment, but only for the captain. Makes them slightly bulkier.
Then other cool ideas.
-
lordrahvin
- Posts: 6
- Joined: Tue Sep 25, 2012 11:34 pm
Re: Crew Equipment
I love this whole concept.
I think it might be a good idea to tie them to the ship in some way. Perhaps have a "Lockers" or "Cargo" system which can be damaged, disabling these "crew modifications". Upgrades to this system can allow for more room for crew augmentations.
I think it might be a good idea to tie them to the ship in some way. Perhaps have a "Lockers" or "Cargo" system which can be damaged, disabling these "crew modifications". Upgrades to this system can allow for more room for crew augmentations.
-
Vost
- Posts: 16
- Joined: Tue Sep 18, 2012 6:03 am
Re: Crew Equipment
Kind of like a subsystem dedicated to crew "augmentations"? That's an interesting idea. Still, it would be difficult to balance - reducing the damage your Mantis party takes or giving a Rockman party flamethrowers (which you can already sort of do with the fire beam and fire bomb).
-
Wiseacre
- Posts: 23
- Joined: Sun Sep 23, 2012 6:01 am
Re: Crew Equipment
Mind if I use some of these ideas for my Tabletop FTL game?
-
ComboBreaker
- Posts: 19
- Joined: Mon Sep 24, 2012 9:05 pm
Re: Crew Equipment
Why the hell I would be against?Wiseacre wrote:Mind if I use some of these ideas for my Tabletop FTL game?
Besides,its not like I've suggested something extremely original and fresh.
-
Zaffre
- Posts: 144
- Joined: Tue Sep 18, 2012 5:09 pm
Re: Crew Equipment
Just a quick statement. Your crew is not your character. Your ship is. The game is spent upgrading your ship to get ready for the Rebel Flagship. Your crew come and go. Your ship does not. The crew have a level of customization but they are not the main focus of the game.