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Spcialty Crewmen
http://galaxylegion.com/forum/viewtopic.php?f=6&t=12876
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Author:  Fralo [ Thu Sep 08, 2011 9:30 pm ]
Post subject:  Spcialty Crewmen

Just thought of this. Some people say that they wanted unique crewmen on board their ship. Sort of like the bridge officers of Star Trek Online. How about this...

All ships have "crew space" which they get 1 unit of every few decks. They can then research speciatly crewmen, or get them as rewards. Every specialty crewmember takes up some crew space. They function simialrly to modules. They have upkeep, and can be "uninstalled". If they cannot be paid, they leave to find work elsewhere, and disappear. Each one offers extra stats, or unique rewards.

1st Officer-3 space. Adds 10 attack, defense, and energy.

Repair Worker-2 space-takes 5 seconds off repair timer.

There could also be faction specific, unique named commanders. While you wouldn't have to be a member of these races to get the commander, they would take up 1 less space if they belong to the same race as you.

Faction-Vygoid. Name-Xoleck. 5 space, adds 20 research, and increases research cap by 1,000. A brilliant scientists, Xoleck is eager to work for cheap. But, he takes up a lot of space, and often gets in other researcher's ways.

Faction-Sillixx. Name-Kelesh. 6 space, adds an extra deck every 10 decks, and decreases one module's size by 2. Kelesh is some kind of engineer. She somehow knows ways to put things back together with only half the parts. She makes modules "smaller" in order to have them fit better.

Faction Zolazin. Name. Bolor. 3 space. Adds 15 scan, 15 cloak, and 5 energy. A skilled officer, Bolor has played with radiation since a young age. He knows all kinds of ways to hide a ship, or figure out ways to find even the most heavily cloaked ships.

Those are my suggestions. Feedback?

Author:  sao kahn [ Thu Sep 08, 2011 9:39 pm ]
Post subject:  Re: Spcialty Crewmen

you didn't mention Riker for the humans and I know that would be infringement on Star Trek but it would still be funny to see

Author:  Alz [ Fri Sep 09, 2011 2:02 am ]
Post subject:  Re: Spcialty Crewmen

I like the idea but instead how about haveing 4 slots (engineers, Helmsmen, Scientists, Tactical officers) each slot gains +1 space for each 100 crew of that type you have? Decks are already so dam good this would make crew more relevant.

Author:  blakespon [ Sat Sep 10, 2011 12:53 am ]
Post subject:  Re: Spcialty Crewmen

plus 1 now maybe ill have more crew than just androids

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