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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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More Types of Crew for PoBs

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More Types of Crew for PoBs
Offline Spectre
09-25-2019, 03:27 AM,
#1
CR
Posts: 2,311
Threads: 345
Joined: Jul 2013

Potentially good idea, potentially bad.

Allow Pilots, Slaves, and other non-passenger commodities to take the place of crew for PoB.

Could allow for OCs to be spiffy, or for pilots to be used for stuff other than cheap profit.
Discuss.

#BringBackTheCommonwealth
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Offline Mr.Cardaminum
09-25-2019, 03:59 AM,
#2
QC|
Posts: 237
Threads: 33
Joined: Mar 2019

IMHO, redundant. inRP slaves are not necessarily qualified for the base maintenance as they can come from all sorts of backgrounds while base due to being automatic would require some specialists. Same applies for pilots - kowning how to fly is not what you need on a POB. Economically wise, also just redundant as crew is both easily buyable or farmable on cap missions.
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Offline Moka
09-25-2019, 04:04 AM,
#3
Member
Posts: 143
Threads: 16
Joined: Nov 2016

I disagree Mr Cardi, I think Civilian Pilots could be used as for example; Truck Drivers are licenced to drive heavy vehicles, but also do other things in their job that require a certain set of skills. IE my role in this company is that I manage a yard full of containers, not only does my license suggests that I am a truck driver, but I also repair the trucks, organize office work and delegate tasks to other staff.

I think using "civilian" pilots allows a vague coverage on that entire idea.
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Offline Mr.Cardaminum
09-25-2019, 04:13 AM,
#4
QC|
Posts: 237
Threads: 33
Joined: Mar 2019

That depends on how hi-tech the base is. If it is mostly automatic (which you would expect in Disco setting) - then there are two main options: 1) it is either that simple that anyone can do it; 2) it is that difficult that you need specialists for it, not just random captives. IMHO, better commodity to be used in POBs are like scientists, administrators, diplomats, VIPs - those are specialised units that can be meaningful inRP.
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Offline Busy Miner
09-25-2019, 06:20 AM, (This post was last modified: 09-25-2019, 06:24 AM by Busy Miner.)
#5
Gold-digger
Posts: 147
Threads: 5
Joined: Oct 2017

Won't happen. Devs won't touch the flimsy scripts of the POBs that are held together by spit, duct tape and the prayers of the programmers. Ideas like that, like robot-crew that doesn't need Food/Water/Oxygen or replacement of F/W/O by a single commodity have been voted down already. A hodgepodge of Crew and other personnel would require a hell of a scripting job.
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Online LaWey
09-25-2019, 09:33 AM, (This post was last modified: 09-25-2019, 09:35 AM by LaWey.)
#6
SCEC studying YOU
Posts: 1,274
Threads: 66
Joined: Jan 2018

Yes..and no. Commodities defined in config. Question only, is additional crew entry (base_crew_item = commodity_crew) could be added without burning.

Any shit beyond (like robots crew interaction with FOW) require coding for sure.
Code:
[general]
debug = 0
status_path_html = C:\Discovery\Freelancer\WEB\base_status.html
status_path_json = C:\stats\base_status.json
status_export_type = 2
tick_time = 20
damage_per_tick = 100
construction_shiparch = dsy_lifter
construction_item = commodity_plasfoam, 140
construction_item = commodity_industrial_hardware, 140
construction_item = commodity_reinforced_alloys, 100
construction_item = commodity_high_performance_alloys, 140
construction_item = commodity_optronic_arrays, 50
construction_item = commodity_heatsinks, 50
construction_item = commodity_diodes, 30
base_repair_item = commodity_reinforced_alloys, 2
base_repair_item = commodity_robotic_hardware, 2
base_repair_item = commodity_hull_segments, 2
base_crew_item = commodity_crew
base_crew_consumption_item = commodity_oxygen, 1
base_crew_consumption_item = commodity_water, 1
base_crew_food_item = commodity_food, 1
base_crew_food_item = commodity_luxury_food, 1
base_crew_food_item = commodity_rice, 1
base_crew_food_item = commodity_gaianlife, 1
base_crew_food_item = commodity_synthpaste, 1
shield_power_item = commodity_h_fuel, 3
shield_power_item = commodity_deuterium, 4
shield_power_item = commodity_mox_rh, 2
shield_power_item = commodity_mox_fuel, 2
shield_power_item = commodity_gallic_fuel, 2
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Offline Laz
09-25-2019, 09:43 AM,
#7
(Sorta) Retired Code Monkey
Posts: 1,905
Threads: 106
Joined: Jan 2014

Crew is a single item. Adding more will overwrite the last item listed. The plugin will have to be edited to allow for multiple.

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Offline Groshyr
09-25-2019, 10:02 AM,
#8
Member
Posts: 3,834
Threads: 381
Joined: Mar 2018

Better suggest how to sell ships on pobs, also, you could construct them before selling. Oh, it's EVE meachanics...
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Online LaWey
09-25-2019, 10:10 AM,
#9
SCEC studying YOU
Posts: 1,274
Threads: 66
Joined: Jan 2018

(09-25-2019, 09:43 AM)Laz Wrote: Crew is a single item. Adding more will overwrite the last item listed. The plugin will have to be edited to allow for multiple.
Thanks. Now we have final answer why its impossibru.
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Offline Laz
09-25-2019, 10:21 AM, (This post was last modified: 09-25-2019, 10:22 AM by Laz.)
#10
(Sorta) Retired Code Monkey
Posts: 1,905
Threads: 106
Joined: Jan 2014

(09-25-2019, 10:02 AM)Groshyr Wrote: Better suggest how to sell ships on pobs, also, you could construct them before selling. Oh, it's EVE mechanics...

I already made this as a proof of concept in my pob rework. It's very much possible, and not actually hard to do. I also got around the 3 ship limit (sort of).

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