Keeping the crew busy on a long journey and the like

Deon Beauchamp shared this feedback 20 days ago
Not Enough Votes

Multiplayer, co-op and NPCharacters creates new game play, but not everyone has something to do on a long journey across space leaving them spare with idle hands.


Considerations for not letting your crew get bored - for the 'are we there yet' journeys.


Contributing factors

Size of crew

Size of vessel

Predicted journey time


Task intensities

Continuous, regular, intermittent, unique.

Task areas


Hibernation/sleep - afk

Piloting and lookout scanning

Vessel repair and improvements + cleaning and painting


Small vessel creation

'Hide and seek' or 'Shoot the captain' or 'Find the warhead'


Sports and target practice

Training simulator


Resourcing

Investigating anomalies - away team


Quartermaster inventory management


In a multiplayer situation where players, that are part of a ships crew, may find themselves with not much to do, keeping them active and engaged is the correct solution. This is an important factor to address so that players always feel useful and enjoy their time in the game.


Why make this post ?

People come up with many ideas on the support forum, they may not always be a priority or appear to be relevant, but they could contribute to a game that becomes distinct and pleasing with idiosyncrasies that give the game character.

Attention should be paid to life aboard ship as players may spend a lot of time there.

Ideas that make the players time on a vessel a good experience need to come forward.


Parting question :

How do you stop a member of your crew from planting warheads on your ship?

Replies (3)

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I think this is an important topic but not sure I like your specific ideas.

I very much hope that the dev has a plan to ensure we have things to do during long flights. The ideas I had were:

1. Sleeping

2. Making complicated food/drink recipes

3. Making complicated medical recipes.

4. Making ammo.

I reckon automation should be avoided in the kitchen to ensure players are kept busy.

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I like the idea of having both an automatic and a character(manual) system for alerting to the presence in coming Reavers or whatever, a bit like the watch in the crows nest. Using a character(NPC or player) to look out for an enemy could be necessary when either radio silence is operating or a detection system is broken.

A ships roster and a to do list on a LCD may help. NPCs could pick from the list to keep occupied.

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Also, would be good to be able to grow plants inside your ship - a kind of hydroponics set up. This could also take up player time.

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Plot twist: dodgy seeds found somewhere could be from a rapidly spreading meat eating vine plant that will take over the ship.

Crew use weed killer to fight back.

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If a certain block is damaged below certain level, ONLY engineer (player or NPC) can repair it (not an automated welder block). This would add real gameplay reason to have more than 1 engineer on board.

Other than that, we can have some benefits of manually controlling weapon systems like turrets. NPC sitting somewhere on the grid can also improve certain aspects like energy use, fuel consumption and so on.

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Hmm..., do I detect hints to other posts on block repair ? :)

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Yeah, I don't remember in which topic it was tho. If you do, please link it below ;)

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