A dangerous habit of randomly writing what comes to mind is the distraction that it also causes. I was looking for a song to encompass my feelings of lonesomeness and I discovered that there are not that many songs about being happy while being alone. One of the closest ones that I came up with was 'Home on the Range' but the lyrics, when I read them made me recoil a bit. I did a few searches, side stepped, and decided to write anyway.
Cyrillian Voth did an impressive write up about the potential of ship crews in Eve where he builds up ideas laid out by others into a more coherent plan. This is a conversation that started (mostly) on twitter. It seems to me to be a side effect of the recent expansion of lore and the general interests that players have in expanding the fine detailed depth of their game.
I've read proposals for ship crews on and off over the years. I have one problem with the topic. I hate that Eve ships have crews. It was very devastated when I discovered that they did. I had always assumed that they did not. And one day I read something that said they have crews and my world rained down around me.
New Eden Crew Guidelines
I'ma science fiction junky with a great love of sentient spaceships. Thorarinn Gunnarsson's Starwolves did it for me. The first book in the series I read was Dreadnought. I still own a copy and I love it. one day I will write about sentient AIs. I did not read Ian Bank's culture books till much later and Saberhagen's Berserker series left me a bit unsatisfied because I love a good AI. I really enjoyed David Weber's Fury character but felt a bit unhappy because the ship was a reflection of the main character even thou she developed her own personality.
I love AI's. Second best is when a person can interface with the ship. Bio-engineering is amazing. That makes Dietz's Legion series amazing. I love cyborgs and telepathy and people that are half or fully machine. I just adore that fusion of science and biology. So it means that I unconsciously pushed all of that onto Eve only to discover sometime later that my ship was full of people.
Woe is me.
Beyond that I think we are looking at various avenues of what I'm going to call 'fine grained' game play. Complexity that comes out of choices and patterns to create an intricate and perhaps personal puzzle. I use perhaps because the right way is a constant source of peer pressure in Eve. But, I see the desire to have complexity at the higher level instead of the base level. Crews. Boosters. Attributes. All of these discussions have been swirling around the basic premise that the game should be playable and the complications available for those who seek improvement and gains based on knowledge. Not on the level of basic game mechanics.
I think I like the focus. I'm the lazy player that gets a flaming sword and uses it for the next seventy levels. But the details expand the world as much as the large chunks of new space and the release of new technologies.
Maybe one of them will let me be alone in my ship. For now, I'll have to tolerate others. I do admit, I'm not sure why someone wired into a pod and immersed in goo needs a living crew. I thought that was the whole purpose of the link into the pod.