So there are quite a few "crew" threads floating around. Sadly, most of them are getting buried and are in of themselves rather incomplete. As such, I thought it'd be worth the while to coalesces these ideas into one big idea pool thread. These are ideas I've had myself, ideas I've seen in other threads, and ideas I've seen in mods. If you have an idea, submit it and I'll add it to this post. GENERAL - Crew Outfit Management: This is the one that's requiested over and over and over. Add a button to SAIL that lets you manage each crew's outfit individually, similar to the Create-A-Friend mod. You would manage both the worn armor and the social armor, as well as giving them up to two weapons (A ranged and melee weapon specficially) as well as a specific job function for certain classes (located above their head. We'll call this the "class icon") as well as an instrument at the bottom left with a vehicle icon in the lower right. - Ability to permanently fire/reject crew members: Maybe I don't want to have another chemist on board? Or simply don't want another glitch on board? You should have the ability to reject colonists/npcs permanently, instead of them constantly wearing the suits around my colonies. I want that islander NPC to go back to being an islander. - Landing Crew Management Rather than having to track down every crew member, simply select followers from the crew menu. - Choose what class you want an NPC to be when you recruit them: instead of leaving it to a dice-throw (or having to resort to using the "Job Offers" mod,) you instead can choose a small list of 3-9 possible choices of what you want this crew member to be, giving you a little more freedom in choosing what you want. - 'Self' Recruit (SP only): If you go into the same place where you left another character (IE If you go to the Outpost) you can not only find that character but also recruit them. For balance reasons you can only have 1-3 of these characters at a time in your crew. AI Changes: - Quit following me around like lost puppies on the ship: even when they aren't supposed to be following me, I find they often do anyway. Since I ship-base, this also gets really irritating since they tend to get in my way when I'm trying to access my storage boxes and stations. - Spread Out: Actually populate the whole ship instead of just the teleporter area. - Crew Band: When you play an instrument, your entire crew whips out instruments and plays along. - Crew Members Carpool: When you use a vehicle with multiple seats, crew members will attempt to fill those seats. If they cannot, they'll attempt to use their own vehicles if it concides with the type you currently have (IE if you have a hovercar out they'll attempt to use one too. They won't use a mech if you use a hovercar or vise-versa.) CREW CLASS CHANGES: - Chemist: Remove subtypes. Which chem is used is determined through the class icon. By default this is random, but you can assign it to others, including "random" or "custom" (IE something you made in FU). On Ship change: No longer injects you with chems out of the blue, but instead gives you random stims. Traveling Benefit: Same as default, but more often and injects all crew members not just you. Throws bombs and chemical beakers in combat. Weapon Types: Bombs, Beakers, chemical squirt gun - Engineer: Too similar to the Mechanic. On Ship change: He'll randomly invent things. OR through the class icon you can activate a workbench that will let you deconstruct items (similar to the "Universal Uncrafter" mod). Also, he will tinker with random crafting stations to increase their efficiency. By this I mean that they'll randomly refund certain components when crafting items. Further tinkerings will increase this chance. Beware though, removing the station will reset it. Traveling Benefit: Comes with a walker mech by default. During combat he'll attempt to use it if he's not restricted by ceiling space. OR is constantly accompanied by a powerful drone that acts like a pet and assists him during combat. Weapon Types: Magnaorb - Janitor: Currently completely useless. On Ship change: He'll randomly find items on the ship. Bits of ore, bits of creatures that somehow managed to latch on to the ship, etc. Traveling Benefit: All crew members will glow. When you mine, you will randomly acquire two ores or blocks instead of just 1 (%1 chance per block, 4% chance per ore). (survival mode only) If you die while on planet, The janitor will recover a portion of it. Weapon Types: Daggers, Pistols - Mechanic: On Ship: Same as default. But also randomly generates auto-cores. Also, will tinker with random workbenches, giving them a chance to randomly produce two items instead of one when you craft something with them. . Further tinkerings will increase this chance. Beware though, removing the station will reset it. Traveling Benefit: Gives vehicles that you and your crew possess a sort of "repair-regeneration", repairing vehicles when they're not in use. Weapon Types: Daggers, Pistols - Medic: Not much to change here. On Ship: No change. Traveling Benefit: Regen is automatic for all crew members after they fall below 50% health. Otherwise no real changes. Weapon Types: Daggers, Pistols - Outlaw: Quartermaster: Too similar to the soldier. Also, why would you keep an "outlaw" on your ship? On Ship: Is your crew's quatermaster. Using the class icon will open up a trade menu. Traveling Benefit: Weapon Types: Any (default shortsword and shotgun) - Soldier: On Ship: By default however comes with better gear than most other NPCs. On top of this, when on ship he will randomly upgrade his (and the other crew member's) gear. Note this only applies to crew members with default gear. Traveling Benefit: Crew members 25% deal more damage to enemies. Soldiers deal 100% more damage than other crew members. Weapon Types: Broadswords, Hammers, Spears, Heavy Weapons, Grenade Launchers, Rocket Launchers - Tailor: On Ship: Current job will be the "default" suit. Using him will only change people wearing the default vanity (social) clothing, and not their underarmors or anyone with customized social armors. Will randomly supply you with leather, string, woven fabric, canvas, or synthetic materials. Will also sell clothes (See below) Off Ship: If you interact or scan NPCs, the Tailor will then sell whatever they were wearing back on the ship. They have to be with you for this to happen though. Weapon Types: Whip (default), pistol, dagger. New Crew Types: - Chef: On Ship: Will randomly give you a meal when on ship. Can purchase meals from him. Traveling Benefit: Anything he kills will yield meat, bacon, fish, or alien tentacles. Enemies are more likely to drop these things when killed by you or your other crew members. Weapon Types: Butcher Knife, Hunting Bow. - Bard: On Ship: Will randomly play music. Traveling Benefit: Better prices with merchants of all kinds. Certain enemies that would be normally hostile may ignore you. - Wizard: Only NPC that cannot use weapons or vehicles. On Ship: Casts random spells on player and crewmembers. (somewhat like the Chemist) Off Ship: Attacks with spells. Summons monsters, uses staffs, causes frenzy on certain enemies, causes certain enemies to flee in terror, etc. If the player uses a hovercar, they will summon a flying monster and ride that. Weapon Types: Staffs, Spells.