NPC crew loyalty

Deon Beauchamp shared this feedback 6 days ago
Not Enough Votes

I know that this is thinking far too much ahead.

If you the captain of a vessel, should your NPC crew be completely loyal to you?

Should they be responsive to the command style?

Do they mutiny if the captain's command is poor?

Could other players on the crew convince the NPC crew to disobey the captain?

(This could be useful if the captain is an NPC)


What am I asking for. -


NPCs that know when is it time to cut and run, NPCs that have honour and will stay with you to the end and others in between.

Replies (3)

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Seeing a mix of levels of obedience in NPCs will give them the appearance of having personality, creating deeper immersion. They may have priorities that supersede their intended role onboard.

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This would be fine in a story-mode, or few NPCs in multiplayer if they wove in other character-elements (that managed to be consistent) and they weren't a constant hassle, but if you have to manage a large crew or constantly attend to the crew's needs/desires to keep their loyalty then it will probably end up being too much of a grind for most people. SE2's a game about building and destruction, most folks won't come to it looking to spend a lot of time role-playing as an HR manager.

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It would be your choice if you decide to hire them or not. They do not work for free, or magically appear on your ship.

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HR is not a real job.

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For the purposes of what SE franchise is I'm going to say yes they absolutely should for most stuff. To borrow from what Tael said above, having to manage crew loyalty would be fine for a story scenario or something along those lines. But when I play SE I'm playing it to have fun and build stuff, wreck some other stuff, and enjoy being in the SE-verse. I don't find managing crew whims to be super fun in a game like SE or risk a mutiny type stuff. Cause I will freely admit in a game like SE if that were to happen I would just wipe them all out and start over or run solo. I aint got time for that.


Now if you wanted to have different NPCs with different traits of some kind, that I could see more than anything else here. If you're a miner you may want an NPC that makes your drills say 5% more efficient if they're controlling it. Pair that with another guy who can give you 5% more carry capacity on your cargo containers because he "knows how to pack them better" or something like that. If you're looking to just keep the ship running, perhaps you may want to hire a guy who gives a buff to your welder speed at no extra energy cost. Perhaps one that even reduces the cost slightly. You can have a pedigree crew trait setup if you wish to hyper specialize, or perhaps mix and match for different results.

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You like big ships, I'll guess you like multiplayer and ship fleets.

I will take it that when things are breaking you need to fix everything at the same time.

It would be good to have advanced multi-targetting.

Its good to have someone to take care of the grind.

If you do not wish to manage an NPC crew then hire an NPC crew manager to do it for you!

Getting buffs from NPCs - no, that is for other play pens, not SE.

If you enjoy a lot of empty, then stick to SE1,

I think NPCs can offer a lot of liveliness to SE2 for both single and multiplayer.

Having dumb NPCs will not help, that is most other games.

SE2s NPCs should be reactive, have there own goals and routines, even career paths, not just place holders for set interactions.

Player engagement with NPCs should be a game positive experience without being a chore.

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