Open Brianetta opened 13 years ago
I like this idea. Realistically, almost anything performed by crew could be performed by automated systems, but a maximum cap of 80% the maximum efficiency for a task would always give a skilled operator the edge over an automated system, and justify their use.
It's explored in more depth here:
http://pioneerspacesim.net/wiki/index.php?title=Gameplay_ideas_requiring_engine_support
This led from a discussion with Rob a couple of weeks ago.
One should be able to hire, and retain, crew without having available crew spaces. They would occupy passenger cabins instead of crew cabins, enabling the player to find and hire crew members from many ports, instead of the Frontier-style long, long wait for crew on the BBS.
Crew should, ideally, have skills. Perhaps a good pilot can fly your ship as if it had an autopilot, even where one isn't fitted. Perhaps a good navigator can squeeze an extra half light year onto a long jump. Weapons officers could make use of your turrets for you during a fight.
Perhaps a crew can vary in number; a bare minimum required number of crew (a "skeleton" crew), then an optional complement which can bring the ship to full readiness. Perhaps a large ship with only one or two aboard can't use some or all weapons, or has limited acceleration, or cannot carry as much cargo.