Crew Control and Drafting
Hey Folks! Michael and I had a chance to talk today, and spec out some of what we can tackle next. And I did a bit of crew selection reworking during the rest of the day.
One of the next things we might tackle is crew "doing their job," so to speak. There are things they need to do to keep the ship running, and setting things up so they do them when appropriate is the first step. Once in place, he'd like to look into whether he can introduce interesting drama during the execution of those tasks. There was a brief period in which we both mused about literally adding random fires to the ship periodically which, while hilarious to both of us, also poses a risk to me overengineering a fire feature. So we might stick with damaged wall repair in the short term.
Anyway, I also started reshaping crew controls and selection today. It's a bit like Rimworld mixed with Sims now.
First, you now only control the captain directly. Clicking on other things does nothing, and any context menu opened on an object assumes it's the captain doing it. This is the part like Sims.
Second, you can "draft" crew. Assuming they are a member of your crew, you can opt to take direct control of them by drafting them. Once that's done, they are now a thing you can click on and select, and any context menu opened now assumes they are doing it. This way, you can command an away team to go around and do stuff, or force crew to do tasks at consoles, etc. This is the more Rimworld-like part.
Next steps might be to make this drafting contingent on how they feel about you, and their current status. If you've micromanaged them too much, maybe they won't do what you say for a while? If they're cowering in fear, maybe they need a pep talk first?
Just hypothetical right now, but we think it might be both realistic and fun to play with. We shall see!