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 Crew credit upkeep? 
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Joined: Wed Apr 24, 2013 3:10 pm
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This is not going to be a popular suggestion however, I think a small CR upkeep cost for your crew (salary/maintaining the robots?) would be a good idea, even say 100 CR per crew member would help stabalize make CR more relevent in the later parts of the game.


Thu Jun 05, 2014 1:13 am
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draxsiss wrote:
This is not going to be a popular suggestion however, I think a small CR upkeep cost for your crew (salary/maintaining the robots?) would be a good idea, even say 100 CR per crew member would help stabalize make CR more relevent in the later parts of the game.


So even if I had 1,000,000 total crew, you're talking about 100 million credits per day. That's a drop in the bucket compared to the 30 some odd billion upkeep I'm paying now (and that's without vortov)- not going to change the relevance of CR.

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Thu Jun 05, 2014 1:16 am
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I'm not sure how CR is irrelevant from your perspective. Could you elaborate more on this? As a player in the 980's in rank... I've found there's plenty to spend credits on and that they are quite relevant. So relevant you could say the Builder Profession exists (-50% daily ship upkeep). Three Dark Assembly Bots Total -15% (5% each); invasions costing upper ranks more and more makes credits fairly relevant in a sense you see people selling/trading exotic matter to get more.

Not only are credits relevant but the Exotic Matter drops from mineral points.... were you to have a monopoly at this present time on extra mineral points would also net you some tidy CTP/Credits in exchange for your excess exotic matter. If you feel that the 'higher ranks' could be limited credit-wise by crew maintenance as PLURVIOUS said... it might at the currently suggested rate make little difference.

Flux Probes & Temporal Flux Orbs (after you do the planetary flux mission) are an excellent way to keep some of your most valuable holdings until you add better cloak structures from legion Missions on them. Artifact points for star chart purgers, crew etc is a fairly important resource but so can other resources (minerals, exotic matter) serve an auxiliary purpose. So I'd have to ask you elaborate more to help others understand your idea proposal on how much of an impact.... you want to happen in the Credit area.

Perhaps... we could have 'services' that cost more credits but save us from repairing all our units by navigating all pages. Like a button for "Repair All Modules (40%+ Fee), Install All Modules (CTP+Energy+Extra Credits Cost [to prevent pvp in-battle complete nullification of Tactical Inner Bypass which some people hate right now cough cough Imperium] Not to say I like it in every situation but sooner or later you find out just how much they're paying for them tib's (5 blues each which adds up).

Well that's all I've got to say right now so..... :P Good luck with furthering your idea draxsiss. Try not to feed the trolls too much :)

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Thu Jun 05, 2014 6:17 am
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They get to live aboard my ship, eat, sleep, and enjoy the pleasures of life. That's payment enough XD


Thu Jun 05, 2014 10:05 pm
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draxsiss wrote:
This is not going to be a popular suggestion however, I think a small CR upkeep cost for your crew (salary/maintaining the robots?) would be a good idea, even say 100 CR per crew member would help stabalize make CR more relevent in the later parts of the game.



Uh... Invades, Colonizes, Ship Mods, Upkeep, Planet Structures, Base Donations, GTC, Kur for CTP, Em, Etc...


How more relevant can Creds get?

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Thu Jun 05, 2014 10:14 pm
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i dont wanna pay more haha unless there's incentive

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Thu Jun 05, 2014 10:23 pm
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Pennsyltucky wrote:
i dont wanna pay more haha unless there's incentive


Crew members mate and develop a school allowing spontaneous crew members to pop up randomly XD


Thu Jun 05, 2014 10:32 pm
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Toruk_Makto wrote:
Pennsyltucky wrote:
i dont wanna pay more haha unless there's incentive


Crew members mate and develop a school allowing spontaneous crew members to pop up randomly XD

I'm pretty sure that's where the Q-Pedd problem came from...

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Thu Jun 05, 2014 11:31 pm
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Chloron wrote:
Toruk_Makto wrote:
Pennsyltucky wrote:
i dont wanna pay more haha unless there's incentive


Crew members mate and develop a school allowing spontaneous crew members to pop up randomly XD

I'm pretty sure that's where the Q-Pedd problem came from...


lol true true


Fri Jun 06, 2014 1:01 am
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Perhaps just a % than, every crew increases your upkeep by 0.01% Low ranks suffer next to nothing for it, higher ranks, it allows them to work out is more crew worth ir or do I want to save money for that next invade ect. more decision making.


Fri Jun 06, 2014 7:11 pm
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No

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Fri Jun 06, 2014 11:42 pm
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Major Kirrahe wrote:
I'm not sure how CR is irrelevant from your perspective. Could you elaborate more on this?


look at it this way

100 cr pr crew,.... 1.000.000 crew (and only a few players actualy have that) = 100 mil cr / day upkeep

1 Heavy Quasi-Chaotic Blaster = 900 mil to 1 bil cr / day
1 Heavy Thetacron Cannon = 222 to 250 mil cr / day upkeep
1 Trans-Entropy Drive - Mark III = 428 to 500 mil cr / day upkeep

the Vortov, Hired Mercenary (rank 100) = 9.9 bil cr / day upkeep


when you look at the cost of some of those systems, do you realy think 100 mil upkeep from crew will make any difrence

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Sat Jun 07, 2014 1:58 pm
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So maybe my persent idea instead. 0.01% upkeep cost per crew member, more people in your ship more ware and tare your equipment is going to get. After all having 1 person fire your guns is less intensive than 10000,


Sat Jun 07, 2014 8:46 pm
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draxsiss wrote:
So maybe my persent idea instead. 0.01% upkeep cost per crew member, more people in your ship more ware and tare your equipment is going to get. After all having 1 person fire your guns is less intensive than 10000,


0.01 % increase in upkeep per crew member..... hmmmm

Good Morning Boys & Girls, and welcome to another episode of;

"Why It's A Bad Idea To Alter Game Mechanics Of Established Games"

Today's episode;

"Crew Costs & Upkeep"

An idea of 0.01 % upkeep increase per crew member. So every 100 crew = 1% increase to your upkeep. So every 10,000 crew = 100% increase to your upkeep.

dissobissothik has an upkeep of 5 Billion, and he has 10k crew. If 10k is a 100% increase in upkeep, then his new upkeep is 10,000,000,000

The Sun Tzu has an upkeep of 40 Billion, and he has 400k crew. If 400k is a 4000% increase in upkeep, then his new upkeep is 1,600,000,000,000,000(?).

For those not good at math, that is 1 Quadrillion, 600 Trillion Credits For Upkeep.

I believe the door to my class is located over there.... :arrow:

................

A 0.001% increase per crew member would mean an overall upkeep increase of 400% for someone with 400k Crew, and that's still far too much upkeep, at 160 Bil, that would wipe out pretty much everyone in this game who runs a large ship build.

A 0.0001% increase per crew member would mean an overall upkeep increase of 40% for someone with 400k Crew, which would be just 56 Bil credits for upkeep per day, but at that small of a % increase per crew member, it wouldn't have an affect on anyone except those that have;

A) Played a long time.
B) High APH.
C) A High Rank.

Basically anyone that has a large crew and runs a LSB would be taken out of the game completely.

Overall it's something that just doesn't seem particularly viable at all, which is why changing mechanics just does not work, especially if all you change is one aspect of the game.


Sat Jun 07, 2014 9:54 pm
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Pennsyltucky wrote:
i dont wanna pay more haha unless there's incentive


what about hired Captains/Commanders?
viewtopic.php?p=326085#p326085

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Sat Jun 07, 2014 10:55 pm
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Flux wrote:
Pennsyltucky wrote:
i dont wanna pay more haha unless there's incentive


what about hired Captains/Commanders?
viewtopic.php?p=326085#p326085


This sounds cool :)

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Sat Jun 07, 2014 11:02 pm
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draxsiss wrote:
So maybe my persent idea instead. 0.01% upkeep cost per crew member, more people in your ship more ware and tare your equipment is going to get. After all having 1 person fire your guns is less intensive than 10000,


lets take a look at how mutch that would cost you with 1.000.000 crew

1.000.000 * 0.01% = +10.000 %

so with my present 30 biil upkeep, 1 mil crew would make it 3.000 bil pr day :(

do we realy need to explain why that would be a bad idear




if you want to put an upkeep on crew, the right cost would proberly be somewere around 10.000 cr / day pr crew member
at that Price 1.000.000 crew = 10 bil upkeep, that's more or less the same you pay for your vortov

but why, if you have 1.000.000 crew, your invasion cost is proberly also 50 bil+ pr planet you invade

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Sun Jun 08, 2014 4:00 am
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DarkMar wrote:
draxsiss wrote:
So maybe my persent idea instead. 0.01% upkeep cost per crew member, more people in your ship more ware and tare your equipment is going to get. After all having 1 person fire your guns is less intensive than 10000,


lets take a look at how mutch that would cost you with 1.000.000 crew

1.000.000 * 0.01% = +10.000 %

so with my present 30 biil upkeep, 1 mil crew would make it 3.000 bil pr day :(

do we realy need to explain why that would be a bad idear




if you want to put an upkeep on crew, the right cost would proberly be somewere around 10.000 cr / day pr crew member
at that Price 1.000.000 crew = 10 bil upkeep, that's more or less the same you pay for your vortov

but why, if you have 1.000.000 crew, your invasion cost is proberly also 50 bil+ pr planet you invade

I'm willing to wager all the ctp I have that noone(excluding darkstar) has 1m crew.


Sun Jun 08, 2014 4:27 am
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stuffybeary wrote:
I'm willing to wager all the ctp I have that noone(excluding darkstar) has 1m crew.


hmmm...You sure about that? Mento had 120k crew in sept 2012...

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Sun Jun 08, 2014 5:24 am
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his atk also was never above 400k...so unless he had 400k TOs (He probably had around 300k iirc), 300k Helmsmen (extremely unlikely) and 300k Engineers (Which we know he didnt have)


Sun Jun 08, 2014 5:42 am
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