Recruitable NPC Crew with Individual Skills and Experience
I would love recruitable NPC crew members who perform useful duties aboard ships and stations, rather than NPCs being limited to enemies. NPCs could specialize as pilots, gunners, engineers, miners, transport operators and security guards, with individual skill levels.
Players should be able to choose between hiring expensive, experienced specialists who are effective immediately and hiring cheaper beginners who improve through practical work. Experience should be gained by actually performing assigned duties, not just by being present: a gunner improves by operating weapons, a pilot by flying, an engineer by repairing, and a miner by mining.
An NPC's accumulated experience should follow that person when transferred between ships or stations. This would create meaningful long-term crew progression and make keeping experienced crew alive important. The intention is to add crew management alongside engineering, not replace player-built automation.
I like this feedback
I've expanded this crew progression idea into a connected system of faction reputation, individual ethics, loyalty, mission refusal, resignations and secret operations. A veteran should not only be skilled but also have reasons to join, remain with, or leave a captain. Full proposal: https://support.keenswh.com/spaceengineers2/pc/topic/57666-faction-reputation-npc-crew-loyalty-ethics-and-meaningful-mission-consequences
Related crew and ship ideas:
- Remote NPC pilots and mothership drones: https://support.keenswh.com/spaceengineers2/pc/topic/57382-npc-remote-pilots-operating-drones-from-a-mothership
- NPC-operated gun stations: https://support.keenswh.com/spaceengineers2/pc/topic/57383-npc-operated-gun-stations-and-skill-based-weapon-performance
- Useful NPC jobs: https://support.keenswh.com/spaceengineers2/pc/topic/57384-useful-npc-jobs-on-ships-and-bases-guards-mining-repair-and-logistics
- Physical pilots, boarding and ship capture: https://support.keenswh.com/spaceengineers2/pc/topic/45667-human-npcs#comment-119725
I've expanded this crew progression idea into a connected system of faction reputation, individual ethics, loyalty, mission refusal, resignations and secret operations. A veteran should not only be skilled but also have reasons to join, remain with, or leave a captain. Full proposal: https://support.keenswh.com/spaceengineers2/pc/topic/57666-faction-reputation-npc-crew-loyalty-ethics-and-meaningful-mission-consequences
Related crew and ship ideas:
- Remote NPC pilots and mothership drones: https://support.keenswh.com/spaceengineers2/pc/topic/57382-npc-remote-pilots-operating-drones-from-a-mothership
- NPC-operated gun stations: https://support.keenswh.com/spaceengineers2/pc/topic/57383-npc-operated-gun-stations-and-skill-based-weapon-performance
- Useful NPC jobs: https://support.keenswh.com/spaceengineers2/pc/topic/57384-useful-npc-jobs-on-ships-and-bases-guards-mining-repair-and-logistics
- Physical pilots, boarding and ship capture: https://support.keenswh.com/spaceengineers2/pc/topic/45667-human-npcs#comment-119725
Replies have been locked on this page!