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how should crew be handled?

no crew, i rely only on myself and single npc's per ship where the npc IS the ship.
Total votes: 12 (13%)
few discrete crewmembers (pilot, gunner, captain, engineer etc), all named.
Total votes: 26 (28%)
few named crewmembers (captain, first mate and significant characters like chief of science and some tag along general) and large numbers of nameless crew.
Total votes: 43 (47%)
large crews but no names, everyone are numbers and statistics. only ships themselves get names.
Total votes: 10 (11%)
other. elaborate.
Total votes: 1 (1%)
Total votes: 92
Post

Re: crew size and type

#16
ravener96 wrote: we could do it like sim city (or rollecoster tychoon if that's your game, many games have done this.) where everyone is a number until you select one specific dude. you have every person with his own name and job, but you generally dont see them until you select them.
Yeah, as i imagine it it work quite similar on the highest abstraction levels, but with an bottom-up approach instead of top-down as in sim city.
So basically everyone is a person with a job, bank account etc until you abstract them down to numbers

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