Wetware - CPU from pilot rather than the ship, for ship's crew

Discussion in 'Suggestions' started by Average, Feb 20, 2020.

  1. Average

    Average Commander

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    What if the CPU was supplied by the pilot(s), instead of by the ship's core/CPU extenders? Effectively using their brain as a form of 'wetware' plugged in to control the ship through the pilot seat.

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    Why? This could allow/encourage:

    • Ship's crew - To fly bigger / higher tier ships, recruit a crew! NPC (single player) or player crew (multiplayer) could be used. Each crew member in a seat supplies additional CPU.
    • More social gameplay - Using a player crew encourages social gameplay, by rewarding teamwork with CPU.
    • Bigger ships - without disturbing game balance or losing FPS. Why? Two small CVs = one big CV. Same total number of blocks, same number of pilots, (potentially) same number of guns or other stuff you can afford, because your ships halved when your CPU doubled. So you can build a huge ship that only flies when your whole faction cooperates.
    • CPU armour modules - To have more personal CPU supply, upgrade a 'pilot module' that sits in your armour. Later, if the game introduces skill training, they can integrate with this too.
    • Better game progression - Progression revolves around you rather than your ship. This encourages you to own more ships (and more specialised ships). It also doesn't set you back hours of gameplay if your rare CPU extender gets taken out when you lose a ship. CPU components would simply be used to build or upgrade pilot module instead of extenders.
    • Hostile ship take-over - On servers that want it, get more people seated than the owner (NPC or player), take over the ship.

    You would offer server owners the ability to limit the maximum crew and tweak how much CPU each extra player added. Adding a little less CPU for each extra crew member could ensure small ships would still remain useful in late-game. I think you would also want to add more things for passengers to do to ensure crew have fun, such as scanning, navigation, communication with NPC etc.

    Moving to NPC crew also creates potential for some great story/quest dialog in single player too, such as crew that trigger missions, or faction-based crews you become captain of.

    In my opinion, you would still need to link the ship's abilities/weapons with its size. You should also need to achieve ship variety/specialization through a natural limitation. CPU doesn't really do any of this currently (it's more about progression). But you could use power/generators to do this:
    https://empyriononline.com/threads/...hats-scalable-balanced-and-specialised.92175/

    In summary, make flying ships social and fun, give them a crew!

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    #1
    Last edited: Feb 21, 2020
    stubert812 likes this.
  2. stubert812

    stubert812 Lieutenant

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    That would be a cool idea instead of the CPU extenders you need npc types to make a bigger ship. So for example you need an Engineer /Helmsman (or woman) Give it a right click for options of style (alien/human) or just have your faction to help. If they dye it lessens the performance of your vehicle. Nice thought Average

    You could also transfer your crew to different ships that would make it easier at the start of the game.

    Ah now I read it more closely I like the idea of it being based on you rather than the ship.
     
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  3. Average

    Average Commander

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    Lessening the efficiency of the ship without leaving it dead in the water is another advantage, good point. Someone in discord mentioned that a player disconnecting would be a problem, but I think if you instead had players in separate CVs a disconnect is more severe, as there's no chance to do anything much to rescue that person's CV. At least with a reduced efficiency there is still a chance to run :p
     
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