Starbound

Starbound

Yet More Things For Crew to Do
Unasked for suggestions.
Just in case inspiration can somehow be drawn from my vague ramblings, thought I'd share my ideas with you. Feel free to ignore; it's your effort and time to manage after all.

First, I was thinking of a mod concept: encounters and interactions that require crew but can give a reward. Example, you find a wounded traveler. If you have a medic with you, you can heal him, he drops a reward and beams away. Otherwise he just complains he doesn't feel well.

Other examples:

Anomaly investigation for chemists and other science crew: drops materials like bio samples, eyeballs, ect if you have a chemist to help you investigate.

Suspicious Stranger: Flees, dropping contraband if you have a soldier.

Wreck: you can extract some components with a mechanic or engineer present.

Old lady: Rewards you if you have a janitor. However, the janitor beams away with her to help clean her place up so you have to revisit your ship to re-up the janitor.

Now for some suggestions more relevant to this mod:

-Geologist: improves mining power. Puts out occasional pulses to find ore.

-Environmentalist: provides free EPP effects while alive. Risky, but can free up a slot.

-Survivalist: provides occasional nutrition in the field.

-Quartermaster: would take some work, but lets you browse through all your containers on your ship from a menu.

Navigator: can be asked to find an unexplored planet of a type. I.E. I want an unexplored system with a desert planet nearby.

Fabricator: Halves craft time on your ship. Craft from in-ship storage?

Architect: Boosts max block placement range greatly.

Red-shirt Ghost: Ethereal, provides weak light, can't be killed.

Botanist: doubles plant growth rate on ship.

Cartographer: Minimap? lol. A bit too ambitious for a crew mod perhaps.

Explorer: Provides strong light and throws flares at the player periodically.

Tamer: Brings a random pet for combat support and improves the capture HP threshold.

Mechwright: Boosts starting mech energy in space battles.

Drone tech: Deploys a drone, fights with a pistol. (could be a engineer modification)

Archaeologist: Gives all fossils a feint glow.

Officer: Uses glue spray and stun bombs from peacekeeper expansion. Non-lethal cc.

Portal Tech: lets you beam up whenever while alive.

Hunter: Improves mob spawn rate and gives a better chance of hunting loot even when not using hunting gear.

Hiker: more of a walking container than anything.

Morph enthusiast: follows you in a morph ball. Can't fight.

Soldier variants:

Outlaw change: bandits are now passive until harmed. Uses heavy weapons.

Soldier: vanilla is a fine flavor.

Grenadier: uses explosives. High damage output.

Guard: High health pool, shield

Ninja: uses thrown weapons. High speed, jump and energy. Wall-climb tech?

Sentry: weak fighter.

Commander: summons two sentries in combat.
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Showing 1-6 of 6 comments
AgentKirin  [developer] 16 Feb @ 1:32pm 
I absolutely love the idea of encounters that give rewards for having certain crew types with you. It'd take some doing with Lua, but I love it. Yet more things for existing crew to do!

Some of the crew roles you've listed do have effects already present in other mods (like the minimap and planet search), but some of them are pretty neat, and could also tie into the encounters. Got a fabricator? They could help someone make things. An archaeologist could analyze some strange artifact and get it working. An officer could disarm a booby-trapped container. Stuff like that.

I'll have to see what all's doable, but this does get my gears turning. Thanks :3
Glad I could help.
could I ask you add a bard to play music in a band with/for the player at random?
(I understand if this is impossible. It's just in my head forever and I'm super incompetent with code :p )
AgentKirin  [developer] 24 May @ 8:14pm 
If I ever find out how to make NPCs play instruments, that would be a fun idea!
Thank you! Is it ok if I follow? That has been my dream NPC since I was a kid! :D
AgentKirin  [developer] 25 May @ 2:36pm 
Oh yeah, go for it. I'm glad you're interested :3
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Showing 1-6 of 6 comments
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