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Caleb

Suggestion about Crew and skill tree

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Beta Tester
12 posts
9 battles

Okay, so me and Lucyfer got into serious discussion about WoWs commander and crew.
Idea is good. Skill progress is way to better than solution used in WoT, but it can be changed to even greater result. The point is, to make almost every ship customised to its purpose/gameplay/prefference of user etc.
We came up with an idea. 4 key Crew members for every type of ship.

 

Here is our little suggestion, how we would like it to look, with each crewmember have its own skill progress tree and function.

 

Destroyers                              Cruisers                                    Battleships                              Carriers

Commander                            Commander                              Commander                           Commander
Gunner                                   Gunner                                     Gunner                                   Fighter Officer
Engineer                                 Damage Control Officer           Damage Control Officer           Bomber Officer
Secondary Armament Officer  Secondary Armament Officer    Repair Party Officer               Aircraft Service Officer


Commander    (Maneuvers, Stealth, Crew Boosts)
Gunner        (Reload, Accuracy, Turn Rate, Crit Chance etc)
Engineer    (Speed, Agility, Accel/Decel etc)
Sec. Arm Off.    (AA, Torps, Secondary Battery, Smokes/Specials etc)
Dam. Ctrl. Off. (Damage control % efficency, CD etc, firefighting/flood managing etc, -time to restore damaged modules)
Rep.Party. Off.    (Passive repairs, Active repair CD and % eff, chance to restore destroyed modules)
Fighter Off.    (Damage and surv of Fighter Squads, Speed etc, +1 Fighter in squad)
Bomber Officer    (Damage and surv of TB Squads, Speed, Evasion, +1...)

Aircraft Service Officer (Aircraft Service Time, Service Safety)


We will add new ideas by the time we will agree on them. For example:

 

  Engineer        
  Tier 1   Smoke #1 (Active: 2 charges) Last Resort #1 (Active: +5% Speed, +5% Acc/Dec)  
  Tier 2   Smoke #2 (+1 charge, -10% CD) Evasive Maneuvers (Passive: +3% Turn Rate, +3% Rudder Shift)  
  Tier 3   Smoke #3 (+1 charge, -10% CD) Last Resort #2 (+5% Turn Rate, - 10% CD) Engine Management (+5% Acc/Dec)
  Tier 4   Smoke #4 (+10% duration) Engine Conservation (-5% to destroy Engine on hit)  
  Tier 5   Less Visible Exhaust Fumes (+5% Stealth when in move) Last Resort #3 (+3% to all previous bonuses, -5% CD)  
           
  Secondary Armament Officer        
  Tier 1   Torp.Tubes Management (+10% T.Tube Aiming Speed)   Defensive AA Fire #1 (Active: +20% AA Damage)
  Tier 2   Torp.Tubes Expertise (-10% T.Tube Reload)   Focused AA Fire (+5% AA Damage on selected (ctrl+clicked) target)
  Tier 3   Long Lance (+10% Torpedo Range) Incendiary Warheads (+3% to cause fire on hit) Defensive AA Fire #2 (-30% CD)
  Tier 4   Magnetic Fuses (Torpedos explode when near-miss, dealing minor damage)   Covering AA Fire (+5% AA Damage for every ally in AA radius with that skill)
  Tier 5   Overloaded Warheads (Torps: +10% Reload, -5% Speed, +10% Damage) Gyrotorps (+% chance to cause flooding) Defensive AA Fire #3 (+20% AA Range, +5% AA Damage)
 

 

What do You think? We need ideas for WG.

Edited by Caleb
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Beta Tester
14 posts
3,256 battles

We where thinking about making tb and db officer one crewmember (bomber officer) . And give CV Engineer .

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Beta Tester
280 posts
619 battles

Sounds good to have an actual crew and not be lone on the ship surrounded by some "robots".

 

Any ideas on how the individual crew member would aquire a skill point.

I'm asking, because  ATM the "whole" ships crew aquires a skill point based on XP earned.

 

With your idea, every crew member would gain a single skill point, I assume.

This will enable the crew to aquire skills much faster.

In other words the availlable skills would "run out" soon, hence fully trained crews after a complete grind within one techtree branch.

 

The current system has few skills, but also a steep progression curve, have a look:

skill_point_retraining.jpg

 

Also retraining will become quite expensive for skilled crews.

 

 

 

Edited by azakow
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Beta Tester
847 posts

I want to micromanage every single member of my battleship crew. Until my cook gets the rank 3-star-cook. ;) :):D

 

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Beta Tester
12 posts
9 battles

Good thinking here azakow, thanks.
Skill retraining prices depends on WG policy about earning money, so I would like to leave this to them.
Here's a solution for too fast skill aquisition - steps. More perks with lesser passive bonuses, and some perks that will unlock active skills.

For example:
Progressive perks for Commanders:
Lev 1. Crew Control - +2% efficiency for rest of the crew. (cost 1 point)
Lev 2. Crew Control - +5% efficiency for rest of the crew. (cost 3 points)
Situational Awareness - Makes You know if You're spotted (cost 3 points)
etc.

 

If WG can make like 3 progressive skilltree branches for every officer, that would make situation when every crewmember gain a points simultaneously, manageable.
For example, said Commander, would be like:
Maneuvering skilltree,
Stealth skilltree,
Crew Control skiltree.

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Beta Tester
14 posts
3,256 battles

We need more skills for sure we have few ideas
like

short fuses (give more dmg to hits that pirce right throu armor)
make skills that activated ingame like smoke and cruiser bonus to aa unlocked by realy cheap 1st tier perks

bulge engienier (lower dmg of ea torpedo or give some sunk dmg at start for ea torpedo hit)
slow pasiv repair for bbs
interceptor fighters skill halve lunching time of fighters
aa cover  active skill for cruiser that will give -to dmg for planes for one ally for few secs
gyro torps skill that willl give more chance to flood on torp hit
incendiary warheads that give chance to put enemy on fire by torp
btw if carrier is serviceing its aircrafts it shuld have like +20% crit chance and 50% fire chance when hit (we culd ad skills that will lower those values on aircraft maintance officer)
etc ...
idea need alot of thinking but realy can give some new demention and diversity to ea ship
if you guys have some sugestions for skills perks plz post them here
 

Edited by Lucyfer
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Beta Tester
385 posts
2,478 battles

Rather than specific crewmen, why not "departments"

 

ie Officers, Gunners (primary), Gunners (secondary), Engineering, Damage Control. For a CV swap out Gunners (primary) for Aircrew. But of course you'd have to come up with more skills or change to a more WoT style of leveling and skilling.

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Beta Tester
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I'm pretty sure I read somewhere that in the release there would be several officers of your crew instead of a captain and his ghost ship. Hopefully there's more variety in skills to pick from, because right now the progression is fairly obvious.

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Beta Tester
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Rather than specific crewmen, why not "departments"

 

ie Officers, Gunners (primary), Gunners (secondary), Engineering, Damage Control. For a CV swap out Gunners (primary) for Aircrew. But of course you'd have to come up with more skills or change to a more WoT style of leveling and skilling.

 

Departments, like You said, are excellent idea, more realistic in my oppinion, and makes more sense to me as whole.

Only problem is, that 'personalised' crew is more attractive to players on many levels.

Come to think of it, after a final release, how much people will roll their crewmembers just to have Austin Powers as Commander and Peter Parker as Gunnery Officer, etc. :)

 

I'm pretty sure I read somewhere that in the release there would be several officers of your crew instead of a captain and his ghost ship. Hopefully there's more variety in skills to pick from, because right now the progression is fairly obvious.

 

I hope so. Ill try to read trough all of the "Suggestions" part of forum (which I passed cuz I had "Player" rank, and it wasnt available to me by the time I posted) and try to work them.

And, You're probably right. There is much more to unlock in Player Profile, not available by now, and its possibly the crew, gold ammo (piaster ammo sounds like... well...) etc.

 

btw if carrier is serviceing its aircrafts it shuld have like +20% crit chance and 50% fire chance when hit (we culd ad skills that will lower those values on aircraft maintance officer)

 

The main reason of sank CVs in a war, as far as I know... I'd stick with +% fire chance and possible detonation of aircraft torps though.

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Beta Tester
14 posts
3,256 battles

magnetic fuse to torps that will alow detonate torp that nearly miss and do little dmg aswell

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Beta Tester
12 posts
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Okay, we had some ideas about general way, which officers (or departments) can go.

 

Commander
    Maneuvering
        Agility Bonus (ship turn rate)
        Speed Bonus (accel/decel)
        Visibility (bonuses to stealth/spotting)
    Crew Managing
        Crew Bonus (slight passive bonus to crew efficiency)
        Emergency Crew Manageing (larger active bonus to crew efficiency, with cooldown)

Gunnery Officer
    Cannon Battery Opperation
        Reload Rate Bonus

        Battery Turn Rate Bonus
        Accuracy Bonus (lesser spread, good for BBs in state a game is now)
        Pinpoint Accuracy (higher chance to crit)

    Ammunition Manageing
        Damage Bonus
        Ammo Conservation (-% chance of storages blown etc)

Engineer (Destroyer only)
    Advanced Maneuvering (more bonuses to speed acc/decel etc)
    Smokescreens (cuz its not a smoke grenades, smoke goes from engine ;)

Secondary Armament Officer
    AA Batteries
    Torpedos

Damage Control Officer
    Module Repairs (repairing damaged module)
    Special Conditions Manageing (firefighting/flooding manage)

Repair Officer (Battleships only)
    Hull Conservation (small over-time HP regen, on-wish active repair, as it is now)
    Emergency Repairs (Chance to restore destroyed module)

Fighter Officer (Carriers only)
    Fighters Pilots Training (survival and evasion of fighter squads)
    Fighters Maintenance (Damage and speed of said units)
    
Bomber Officer (Carriers only)
    Bombers Pilots Training
    Bombers Maintenance

Aircraft Service Officer (Carriers only)
    Aircraft Servicing (duh)
    Servicing Safety (- negatives for being hit when servicing aricraft onboard)

Edited by Caleb
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Beta Tester
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Is there any mod/admin here , that could tell us if there is posibility that WG could implement change like this on curent development level of the game ?

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Players
381 posts

What's wrong with how it is now?

I hated the idea in WOT of having to skill up all your crew it just seems an unnecessary complication . There just needs to be a simple way to do it and just having the ship commander doing all the upgrades works fine. Add more perks if you want.

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Beta Tester
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What's wrong with how it is now?

I hated the idea in WOT of having to skill up all your crew it just seems an unnecessary complication . There just needs to be a simple way to do it and just having the ship commander doing all the upgrades works fine. Add more perks if you want.

 

You're not the fan of rpg games I can tell. :(

Remember, that this 'unnecesary complication' makes difference between just grinding to another ship, and planning ahead whole experience, experiment with different skills and such.
Personally, I didnt enjoy WoT idea of skills, with that pesky 95-100% grinding. WoWs way, leveling, is way better.

The only disadvantage of whole skills and perks idea is, that its giving another edge over people who are not playing much (the first is overall expertise gained by playing), but, its another way to keep us near the game.

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Players
381 posts

 

You're not the fan of rpg games I can tell. :(

Remember, that this 'unnecesary complication' makes difference between just grinding to another ship, and planning ahead whole experience, experiment with different skills and such.
Personally, I didnt enjoy WoT idea of skills, with that pesky 95-100% grinding. WoWs way, leveling, is way better.

The only disadvantage of whole skills and perks idea is, that its giving another edge over people who are not playing much (the first is overall expertise gained by playing), but, its another way to keep us near the game.

If people need some meaningless set of crew stats to pad out a game then that's their issue. But just because it says 5 crew members with their own stats instead of 1 with 5 lots of stats makes no difference.  It's still about the grind to get them. 

Wot made no sense as the crew all ground up with no actual need or user controlled game mechanic to influence the outcome anyway. So 1 or 30 crew makes no difference.  The game still gives Xp to them so 1 or 5 crew matters not to the game. When all is said and done it's just random names and numbers we see on screen which the game ignores and just uses the stats it needs. 

 

But in game like this I grind the vehicle and don't worry about the crew. The vehicle is the draw for me not crew stats.  So a nice simple means for perks like the current beta system is fine. 

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Beta Tester
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So just like WoT?

 

You get a number of specialist positions that are somewhat interchangeable with other vehicles.

 

Highly doubt that the game will go to open play with just one crew member per ship, think of the gold people could sink into retraining.

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Beta Tester
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As for crews, I would go with:

 

All

Captain - strategic decision level and crew competence (leading)

Helmsman - steering and stability of ship (ship controls)

Radio Operator - Intelligence gathering/distributing (includes scout aircraft efficiency)

Gunnery Crew - entire crew in charge of cannons  (repairs / loading / accuracy / ammunitions)

Machine Crew - entire crew in charge of the machine room (repairs on inner systems / engine performance)

 

Optional:

Emergency Repairs Crew (flooding / fire): assists other crews

 

Carrier extras:

Deck crew - entire crew in charge of deck operations on the carrier (take-off / landing / turn-around time / repairs to aircraft / reloading aircraft deck fires)

Wing commander - Aircraft performance during operations

Edited by Figment

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Beta Tester
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I do agree that ships need to have more oficires then only one capitan.

And i think that you need to have a capiten from the start from your first ship not to get one in the middle of the tiers.

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Beta Tester
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And i think that you need to have a capiten from the start from your first ship not to get one in the middle of the tiers.

I liked the way they have put it for us.

The player is slowly introduced to the game and it's features (coop, randoms, credits, missions, free XP, commander, upgrades) - a mandatory kind of training, which does not look like it.

Edited by azakow
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[FIFO]
Beta Tester
435 posts
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suggestion looks great and I love customization options (currently developing a wide range of skills to see how they work, however for the somewhat more difficult to see effects of skills and equipment (-% fire, +20% damage against aircraft, fire chances, improved accuracy)..I would need a training room and a willing victim to shoot at), naturally the skills and selected tiers should be tested thoroughly 

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Beta Tester
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If people need some meaningless set of crew stats to pad out a game then that's their issue. But just because it says 5 crew members with their own stats instead of 1 with 5 lots of stats makes no difference.  It's still about the grind to get them. 

Wot made no sense as the crew all ground up with no actual need or user controlled game mechanic to influence the outcome anyway. So 1 or 30 crew makes no difference.  The game still gives Xp to them so 1 or 5 crew matters not to the game. When all is said and done it's just random names and numbers we see on screen which the game ignores and just uses the stats it needs. 

 

But in game like this I grind the vehicle and don't worry about the crew. The vehicle is the draw for me not crew stats.  So a nice simple means for perks like the current beta system is fine. 

Meaningless?!

Well how come PPL can pad out their game then?

 

No difference, whether you have 1 or 5 crew?!

A look at the XP progression diagramm will, show that the skill system here is even "steeper".

It has always been about grinding for vehicles and skills.

And 5 crews obtaining 5 skills by the pattern above is certainly beter than 1 crew obtaining 1 skill.

 

It made no difference to have skilled crew in WoT?!

My experience was very different in terms of vehicle handling and so on.

Now mixing this with "you have no influence on the outcome" is purely a problem at the keyboard.

Good crew skills certainly helped in WoT.

The major problem is teamplay, which influences the outcome even more.

 

Crew skills are random numbers, which are ignored by the game?!

... insert fanboy answer here ...

 

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Beta Tester
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My thinging was you can personalise your crew so you culd have same ship as oponent but still get advantage/disadvantage on the field you think you r good/bad at ;]

Edited by Lucyfer

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