- Edited
Looking at the trello, crew behavior customization is planned for the next update number! I'm very excited for this, and I'm sure many other players are too. Walt may already have a finished idea for how this would work, but this is a crew behavior customization proposal which I think is worth considering, that uses crew quarters to avoid dealing with any new UI:
players can assign a single target to each crew quarters, similarly to weapons. Crew quarters can only be targeted on crew-passable parts on their own ship. Crew assigned targets are saved with the ship design.
if crew are assigned to a weapon, thruster, or similar, they will focus on supplying that part with power/ammo. So if I assign a crew bunks to a small cannon, those crew will prioritize supplying ammo to that small cannon (and power to the ammo factory) over all other jobs.
if crew are assigned to a reactor or factory, they will focus on delivering that part's power/ammo to any other nearby parts that need it.
if crew are assigned to a fire extinguisher, they will grab fire extinguishers from anywhere and focus on fighting fires anywhere on the ship (preferring fires near the targeted fire extinguisher). Otherwise, assigned crew will only fight fires if it interferes with their job.
if crew are not assigned to any part (their crew quarters either has no target or is destroyed), they behave like they do currently.
if there are excess crew (either their assigned part doesn't need crew right now, or too many crew are assigned to that particular part), they can help out with other nearby parts, but will never stray far from their assigned target.
crew are permanently linked to their crew quarters, instead of wandering around between them. Crew are included in the cost of quarters instead of being hired separately. Dead or permanently separated crew count as "damage" to the quarters, and can be "repaired". Selecting a crew quarters will highlight the crew who are linked to that quarters, wherever on the ship they may be.
So basically instead of having a separate UI for crew, players can assign crew by targeting the crew quarters. I think this approach to crew behavior customization has a lot of strengths:
it's easy for players. Targeting crew quarters is an intuitive way to assign crew since it makes use of existing UI and mechanics, rather than having a separate crew behavior UI that players need to learn. This also makes it unintrusive, so new players aren't immediately overwhelmed by the amount of menus and buttons at their disposal - important IMO since the learning curve is already very steep.
it makes different sized crew quarters actually different. Right now bunks and quarters are basically identical - one is a tiny bit bigger, the other a tiny bit cheaper - and if crew barracks are added in the future they'll be just as boring.
But if one bunk/quarters/barracks can only be assigned to one weapon/reactor/thruster at the same time, that means that crew bunks are much more flexible than crew barracks - and could be given a price tag to match. This adds much more depth to ship design for experienced players, while not overwhelming new players with UI and options.it gives crew quarters a reason to exist, and prevents (or heavily discourages) crew quarter ejection strategies. If you eject your crew quarters, you lose the ability to assign your crew.
when boarding is added, this makes it simple and obvious how to choose targets for your boarders. Just select some crew quarters and target them where you want them to go on the enemy ship. Same deal when repelling boarders.
it is (I assume) faster to program and less at risk of bugs than having a separate UI and crew behavior menu.