quote: Original post by kseh
I was thinking that a player might not want the crew rotations to occure if a shift change is scheduled to take place during a red alert. Even if you had crewmembers wait for their replacements before leaving, do you want to suddenly find a different character at a post with a different set of abilities? Maybe. It might be a good thing to have an uninjured character with high morale replace someone so they can limp to sick bay. Then again, maybe you need your weapon specialist to stay put no matter what. Is this an option to consider including in the list of things to turn on or off when changing status?
I see a greater need for customization. Now crew do have rest / energy cycles and suffer ill effects from exhaustion, so that, along with injury, is an issue.
Two approaches could work here: 1) You have a staff preference for Red Alerts (along with systems that are on or off). You get the right person where you want them. But if that person is ever unavailable (killed, quit, fired), then you''d have to modify the template or have it select "next closest match" (but based on what criteria for "closest?"). You also run the risk of interrupting someone in their day/night sleep cycle.
The other option is that it''s up to you to be responsible for the quality of personnel. If someone who''s crappy shows up on shift during Red Alert, this could be your responsibility for hiring them. But then, what of the case of someone who''s got a low loyalty? Well, is this again the player''s responsibility for allowing morale to drop for so long that it affected loyalty?
I''m more inclined to go with the second approach because it then heightens the need to get uniformly qualified personnel of good loyalty. The crewmember you mistreat today could be critical tomorrow.
quote:
Yes this makes sense and would be a good element to include in your game. My suggestion was shooting for yellow alert being stressfull to those on duty but not to those that are off.
I was trying for an option other than an equipment effectiveness rating adjustment. I assume you''ll have such ratings for other equipment so it''d probably be a breeze to impliment such a rating. But maybe affecting crew movements instead would open up some interesting game elements. (or it could just create new problems).
I''ll have to think on this one. I can see special cases for crew movements being restricted, like saboteur or creature infiltration, but I can see a whole lot of unintended consequences.
It''s probably easier to keep it with equipment because the main cycle that''s supposed to work is EQUIPMENT/CHARACTER INTERACTION = MORALE = LOYALTY. So the two main avenues of dealing with morale are either making money or "skilling" up your character enough to boost morale through NPC conversation and actions.
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Just waiting for the mothership...