Crew Skills

General discussion about the game.
Snake Plissken
Posts: 104
Joined: Fri Apr 20, 2012 5:58 pm

Crew Skills

Postby Snake Plissken » Thu Jun 14, 2012 4:07 pm

I was under the impression that the crew would gain in exp with systems they worked on. I cant see a way to bring up any exp window for them. Is this not implimented or is it just unseen at the moment?
Wintersong
Posts: 15
Joined: Tue May 01, 2012 11:38 am

Re: Crew Skills

Postby Wintersong » Thu Jun 14, 2012 4:15 pm

In the Ship screen you can check the Crew. Hovering the mouse over their icon show how are their skills. I got 3 mates to yellow by keeping them always in the same post/task.
Justin
Site Admin
Posts: 265
Joined: Thu Apr 19, 2012 9:52 am

Re: Crew Skills

Postby Justin » Thu Jun 14, 2012 4:26 pm

Yeah it's super basic right now. This is one feature we need to iterate on. I'm thinking the next steps for crew skills are to:
- Make progress more visible from the main game screen (somehow)
- Maybe split the leveling into multiple tiers rather than a simple "unmastered"/"mastered" system like it is now

It's been a low priority so far but we'll get to it eventually.
If you're having hull problems, I feel bad for you son. I've got 99 problems but a breach ain't one.
Warbird
Posts: 223
Joined: Mon Apr 23, 2012 12:23 am

Re: Crew Skills

Postby Warbird » Thu Jun 14, 2012 4:49 pm

Mayhaps making a visual effect when the crewmemeber levels up or is gaining experience. I wasn't really aware they gained any until I saw this.

On a side note, does leaving a person manning a system allow for better performance of said system?
Image
Justin
Site Admin
Posts: 265
Joined: Thu Apr 19, 2012 9:52 am

Re: Crew Skills

Postby Justin » Thu Jun 14, 2012 5:03 pm

There is a (pretty cute) animation when you level up. But since that can happen maybe only a few times in a run, its pretty hard to notice. We need to add a sound effect for it.

And yes, manning a system improves performance. It's only obvious with engines/weapons where you can see the impact directly in the evasion/weapon charge bars.

More room for clarity improvement.
If you're having hull problems, I feel bad for you son. I've got 99 problems but a breach ain't one.
Wintersong
Posts: 15
Joined: Tue May 01, 2012 11:38 am

Re: Crew Skills

Postby Wintersong » Thu Jun 14, 2012 5:19 pm

I noticed my first "master" when the crew figure over the weapon systems turned yellow. At first I thought it was something wrong until I checked the Crew window. Didn't notice any animation for the level up. :( Some sound or having the name to the left flash could help.

Splitting the system of "Unmastered"/"Mastered" in tiers? Could be interesting to get early access to some more minor bonuses untill you fully unlock the whole bonus. But I haven't played enough to have a real opinion about it.
abe
Posts: 4
Joined: Sat Apr 21, 2012 3:32 am

Re: Crew Skills

Postby abe » Thu Jun 14, 2012 5:29 pm

Hovering over the crew names on the left part of the main screen could bring up a little box below the names with that crew member's experience.
Lestibournes
Posts: 67
Joined: Wed Jun 06, 2012 7:02 pm

Re: Crew Skills

Postby Lestibournes » Thu Jun 14, 2012 6:39 pm

I would represent skill as a percentage of maximum potential, and make it so that repairing a system would also help increase skill in using it. I would also make it so that there is a separate skill for repairing each particular system as well as a global engineering skill. It would be nice if each crew member started with a different skill set.
ThePsuedoMonkey
Posts: 53
Joined: Thu May 31, 2012 3:41 am

Re: Crew Skills

Postby ThePsuedoMonkey » Fri Jun 15, 2012 12:23 am

Might I suggest:
unskilled/proficient/specialist/expert/master/grandmaster
And you could put a hard limit on how far you can progress in separate skills (e.g. cannot specialize in more than one, learning additional skill areas takes more time with greater mastery in one area, that's probably plenty). Specialists get an icon by their name, correlating to which skill they specialized in.