So I dig this. Its a clever way to address the lack of meaningful extrinsic rewards available through the colonization mechanic. Mechanical benefits aside; the pirate bay should work well thematically as the more mercenary alternative to the pro-social questing and colonization progression. It makes sense within the lore that's being established right now, there's going to be a need for new protectorate personnel as well as a need for refugee housing following the tentapocalypse . Can't wait to see what this means for modding. There have been requests for mods which would allow players to bring the Avians they rescue from the tower areas back to their ship. Implementing that sort of mechanic could add a huge incentive to exploring some of the random dungeons, another feature which players really enjoy but find lacking in viable (meaning not vastly easier to get elsewhere) extrinsic rewards. Out of curiosity, how would you like to gain the crew members? Farm Florans like pod-people? Craft them from Glitch fossils? Finally, I'm glad to see so so many reactionary posts that dismiss or diminish this feature out of hand. Because I've been itching for a reason to use this quote :
Hotfix by TanzNukeTerror: http://community.playstarbound.com/resources/cheerful-giraffe-nightly-fix.3397/ Drag the downloaded modpack file into the mods folder within giraffe_storage in your Starbound - Unstable installation.
I'd love a good Navigator that could spend days upon days scouring my Nav Charts to find me a Blue Colored Size 2,000 Extreme Difficulty Moon for me then Bookmark it! Also wouldn't say no to a good Doctor considering i'm good at getting myself beat up. (& killed...)
It, like many things in Starbound since it first showed up, has a lot of potential for really cool (hopefully functional) game options. Also like most of those things, I really really hope it lives up to its potential.
i can finally make my army grow MUHOHAHAHA!! by the way will achievements ever be a thing in starbound also not only easy ones and not only hard ones
ITS HAPPENING Wait so, this is a supplement to Konoko and Nuru and the hover chair girl, or is it different?
there's going to be a need for new protectorate personnel as well as a need for refugee housing following the tentapocalypse that sounds like something Japan would experience
We should definitely be able to outfit them, armor and weapons, as well as determine who does and does not come with you (waits on your ship) at any given time. Also, simple commands, such as Attack At Will, Stop, Defend this Spot, Target My Target, etc. Maybe they shouldn't be any and all villagers, but specific ones that you can find anywhere, whether it be in villages, colonies, biome specific, or temples. If they are any and all, then there should also be special ones you can find. If they die, it should take time for them to respawn on the ship, but they should not necessarily die easily. Having a communicator to call/command them would be nice. I have been requesting these kind of crew mates since they started making Starbound.
Humn.... Very nice, wondering if we will have a captain style pvp were we control small groups of troups with itens and 3 options, advance, stand your ground or retreat. In a two colonys fight pvp. Just imaginating were this can go. But i am already very happy with the results of this game. Looking foward to play all your games, i buy starbound in the initial fase and i am very proud for seeing you all blossoming into a great team and a great publisher. Always looking for your games. Also i am very glad for Stardew Release date and looking foward to play this too. I feel honored to see how all your games evolved.
Very cool! Everyone else has come up with some really neat ideas for the crew mechanic, so I'll just chip in to say I'm glad there's an incentive to build colonies throughout the game instead of just at the end when there's nothing else to do. I kept wanting to build but getting distracted by gathering ore and equipment and never felt like I had enough resources to make it worth it, and never fully took advantage of the colonies or questing system. I'm really looking forward to seeing where this goes and what effect it will have on the player progression (and it's great that you guys already anticipated a problem by giving players an alternative if they'd rather save pixels than build houses)
To expand on the post. The basic idea right now is that colonists will ask to join your crew if they're happy enough with you. Once they're on your ship, you can talk to them and have them follow you down to planets as backup, or stay on board whenever you like. We're exploring the viability of colonists taking on roles that provide ship based benefits. Things like health recovery whilst on the ship, fuel efficiency, faster travel time and so on. As well as providing hyper convenient stores and utility.