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[Suggestion] Doctors, Engineering bonuses, and more!

Posted: Sun Jun 17, 2012 3:07 am
by Mguy
Firstly I would like to say that I love the Beta so far and have already spent hours playing.

Now for my suggestions I figured out after awhile that crew in certain system rooms give some bonuses places I have not noticed this is in the med bay and in the more generic rooms. The more generic rooms are obviously because you don't have a person irl who takes care of oxygen systems or drone operation rooms those are just engineers but it would be nice if having a crew member gave some bonuses. So perhaps a generic bonus for having a crew member there like more power in that system or for drone management the drone is more powerful or something. As for doctors this kind of surprised me that you couldn't have a doctor that would make you heal faster while in the med bay that seemed like a kind of obvious thing no offense.

As I was playing I noticed myself having to go back to my ship menu to check who was good at engineering, who took care of the weapons based off their skill etc. I thought of an interesting idea (or at least I thought so :P) rather than having their skills pop up when you mouse over them maybe they could get a title? Like Repairman, Weapons Officer, Pilot, Doctor etc. after they got to a certain skill level.

I would also like to be able to customize the lay out of my ship a little bit more as well not as in the actual aesthetic just where the medbay goes or the engine room.

That's all thanks for reading :D

Re: [Suggestion] Doctors, Engineering bonuses, and more!

Posted: Sun Jun 17, 2012 5:50 am
by VladePsyker
Custom ship building is something I wouldn't mind point buy system pick a hull then pay for weapons crew augments etc etc.

As for other types of crew.
a) a race that live in vacuum, O2 is harmful, they heal in vacuum , if you get one as crew you need to vent a section of your ship so they can survive

b) healer race , give remote med level of healing to everyone in the room

c) overcharger race provide double the benefit of having a crew at station but drain one energy from whatever room they are in so you could have your weapon cooling down faster but costs one extra bar of energy.

d) sacrificer race, when they die thier body converts to energy that creates a energy shield around your ship that blocks everything until its taken down

e) teleporter race, move by teleporting can teleport over to enemy ship and back (5sec cooldown between jumps)


But I'm guessing the devs already have a boatload of ideas for such expansions not only crew but new ships mods weapons etc etc

Re: [Suggestion] Doctors, Engineering bonuses, and more!

Posted: Sun Jun 17, 2012 9:43 am
by Lambchops
As far as I recall from previous topics the devs did try to implement custom ship but found that it was a nightmare in terms of balance and not particularly fun (you can see why, there's a few enemy ships that are deliberately badly designed on purpose to be beaten easily, I don't imagine it would be fun for a player if they happened to design one of those!).

I like the idea of having a doctor for quicker healing though.

Re: [Suggestion] Doctors, Engineering bonuses, and more!

Posted: Mon Jun 18, 2012 4:11 am
by Mguy
I had another idea perhaps once the medic skill is high enough the doctor can move around the ship healing people, a lot slower than the med bay obviously.

Re: [Suggestion] Doctors, Engineering bonuses, and more!

Posted: Mon Jun 18, 2012 5:09 am
by Lestibournes
Mguy wrote:I had another idea perhaps once the medic skill is high enough the doctor can move around the ship healing people, a lot slower than the med bay obviously.

Or:
A doctor* can heal people anywhere, but does so faster at the med bay.
A medic** can only heal people in the med bay, but can slow down or halt their deterioration elsewhere.

* A special character who has a pre-existing skill that can't be acquired for healing people.
** A regular crew member who gains healing powers from experience from working in the med bay.

Re: [Suggestion] Doctors, Engineering bonuses, and more!

Posted: Mon Jun 18, 2012 5:17 am
by VladePsyker
Just so we're all clear there is an augment that basically does the job we're describing for doctors , heals anywhere on the ship at a reduce rate

Re: [Suggestion] Doctors, Engineering bonuses, and more!

Posted: Mon Jun 18, 2012 2:22 pm
by DocGratis
I would love there to be more things for crew to do...

I say playing one game where I had a large crew (side note, some indication of MAX crew possible would be helpful)

I ended up with crew just standing in areas of the ship with nothing to do.

Ideally, people in areas could boost other things (a drone boost to fire rate?, maybe some medbay bonus?)
Secondly, we should make extra "stations" in rooms that currently have bonus. They don't have to give a bonus, but it would let crew members train.

I hate when I loose a crewman, and then no one has "shield" training The extra guy could have been practicing. So if the first guy dies or has to go to sickbay he could preform skills for the boost.

Re: [Suggestion] Doctors, Engineering bonuses, and more!

Posted: Tue Jun 19, 2012 9:09 pm
by Mguy
At the root of it for me at least I would just like more stuff for my crew to do. Perhaps the ability to add more consoles to a room to double or triple the bonus.

Re: [Suggestion] Doctors, Engineering bonuses, and more!

Posted: Tue Jun 19, 2012 9:55 pm
by Battlemage15
Doctor, I don't know... but I do like the idea of a console in the Cloaker and Drone Control.

Drone Control crewman raises their rate of fire (or melee damage or repair speed, where applicable).

Cloaker crewman lowers cooldown of the Cloaker.

Re: [Suggestion] Doctors, Engineering bonuses, and more!

Posted: Tue Jun 26, 2012 6:27 pm
by Meeker
for the drone room, I'd imagine rate of fire would be fairly fixed (assuming random stuff like power generation, yada yada) but I'd love it if a drone "operator" made the damn thing a little more *accurate* as the operator would help by designating targets for the drones