listen: the logic is flawed. You can't make crew very relevant. Because the difference between old and new players would be too big.
So, you'll still be stuck in the current situation. When crew gives minor boosts.
the main complain regarding the current crew skills is that, well... you basically pick the same crap on all tanks regardless. Ok, you won't pick camo on heavies; whatever.
Instead of reinventing the wheel, just give free 6th sense; for new players who can't afford training manuals/directive. And modify/add skills/perks. So at least it gives us the illusion of having a choice. Because, once again, the boost will still have to be minor. So it'll be an illusion anyway.
smooth ride(staple skill, right?): makes a 0.15 on tank traverse become 0.144. Yes, I dutifully wasted a lot of time/credits/free xp training crews to get said smooth ride. Yes, I'm perfectly aware tank is pretty much the same with or without smooth ride. No, I don't want to waste 3 days sorting crews for, again... inevitably minor bonuses.
If the purpouse of crew 2.0 is the same as of eq 2.0, it can definitely be done without modifying the original structure from 1.0. Just add more options so we have the illusion we got some tiny advantage when we got to the 5th skill and everyone'll be happy.
very important:
- missions rework. All those dmg internal modules/crewmembers have to be reworked. Anyone thought about that?
- tank balance rework. Tank x is balanced, among other stuff, by the fact loader/whatever else dies every couple of minutes. Now... there's no loader, so he can't die. Anyone thought about that?
- med kits. I sit on... couple of M invested in med kits. What do I do with them? Revive whom exactly?
- medals;
- missions that require you don't have injured crew members/modules at the end;
- all the critical hit mechanic;
etc.
why I don't think it's a plan for all this?
Edited by snowlywhite, 13 January 2021 - 08:35 PM.