EVE Crews: A lore-accurate* API-linked crew simulator

I’ve done some work on the ship destruction loop, so crew survival is more nuanced and the event is more visible and impactful.

Previously, crew survival was a flat rate that was quite generous (30-40% survival), but now crew survival numbers are more closely linked to the hull type, in accordance with canonical sources (which is bad news for frigates and smaller who only have a 5% survival rate).

I’m planning to introduce some purchasable gear that can increase the survivability of officers and crews. I envisage a lot of the problem is recovery. The capsuleer has the benefit of an escape pod that can self-propel to safety, but that is tech that is typically beyond the baseliner crews and they have to drift at the mercy of the elements and pray that Search and Rescue operatives detect their beacons before slavers or Sansha harvesters do.

1 Like

I’ll… weigh in. I may not use the tool but I feel like I should contribute with lore knowledge as given.

the crew survival rates, like the crew numbers, are no longer accurate, the survival rates were relatively correct contemporary to the period of the crew chart’s release but several developments have skewed up survival rates but to an unspecified yet ‘significant’ degree, changes in emergency procedures, hardened survival systems, additional mandated survival and safety gear(life support backup units, auto-integrity preservation seals, and core temperature regulators to name a few largely becoming standardized ship materials after the triglavian invasion, even if they’re not represented in build mats for everything they are now the norm on most ships)

I hope that’s helpful

As for ‘drifting escape pods’, per old old lore crew survival pods do have warp drives, as far back as the chronicle ‘All These Lives Are Fit To Ruin’, and I’d wager that’s gotten better still as well as the decades have gone on

1 Like

@Lauralite_Anne_Brezia I appreciate this feedback and it’s good to know that the lore has documented improvements to safety technology. I think this creates a good opportunity to explore, giving me grounds to have something of a gameplay ramp/tech tree for the acquisition of more modern safety tech to bring old survival rates more in line with the new ones you describe.

After all, just because the technology now exists, doesn’t mean it would have been adopted uniformly across all New Eden. While many ships coming off the production line today may come fitted with the latest safety features, older ships likely need retrofitting. Even new ships might be built to a budget, or not have the blueprints refined to the same degree.

Fertile creative ground. Thanks.

I… caved and gave the app a shot.

Some initial impressions, there’s good stuff there conceptually

I still think that as you learn more, you should fully cut out any vibecoding bits with personal code, and imho should completely avoid genAI visual or audio assets.

Some problems noticed, the ‘berth numbers’ are aggressively small compared to the actual sizes of ships, though I do get that you’re building off the old crew number sheet for that, I’ll pull the exact statements from Delegate Zero a few years back when I get a chance.

additionally… it reads the Odysseus as a cruiser… and a minmatar cruiser at that, where its a specialized battlecruiser with massive holds and accommodation points for extended expeditionary work. It also doesn’t read the fleet hangar, smb, or expedition hold at all for items, SMB I can sort of understand not being read(though it would be neat because ships in there affecting things would be interesting), but not really Fleet hangar and expedition hold not getting read, esp with expedition hold being able to carry passenger and other comodity items

1 Like

aaand, had a fun little bug, had antibiotics in hold, had an event related to that about adding them to ship stores, okay, said to remove from cargohold to make that click properly. did so

undocked about five minutes later and it still registered them in cargo and crew lost mass loyalty and morale ‘because they were lied to’

edit: this seems to be a recurring issue with anything related to ‘remove from cargo/trash to complete’ events as the manifest will not update even after having done the thing

Hi @Lauralite_Anne_Brezia, Apologies for the slow response (new job, kids back to school, etcetera). I’m sorry to hear that your crew are on the turn due to issues beyond your control. I’ve addressed this below.

I did take on board all last week’s feedback and worked toward fixing as much of it as time and tokens allowed.

Fixed: the Odysseus classification, v1.69.417. This should now read as a Servant Sisters of EVE battlecruiser with all the exploration trimmings rather than the Minmatar cruiser (which is the default fallback if the app doesn’t recognise a ship). I’ll be completely honest with you: this one slipped through the net because I’d never even heard of it. It’s very exciting to discover a new ship in-game, and now I want one (although I’m hesitant after losing my Stratios to a high-sec gank many years ago).

Fixed: the fleet hangar and the expedition hold, v1.69.418. These should now be properly detected and read for event-triggering content. Subject to further testing. I’ll try it with my Orca or DST, but can’t test directly with an Odysseus.

Fixed: Misreading cargo changes, v1.69.420. This one is a bit trickier and is only ‘fixed’ insofar as it can be. A limitation of EVE Crews game design is that it is limited by the availability of ESI information via server ticks, and cargo manifest updates are hourly. This event-triggered-by-cargo loop was a foundational gameplay device from early development, and could now be made more responsive by creating an associated item in the Ship’s Stores, which can be read constantly. The other (dream) option is to make a locally installable version of EVE Crews, which would be so much better in many ways (or - even better - get Fenris to develop the idea themselves). For now, I hope your crew is a little more predictable.

I’ve not done anything with Ship Maintenance Bays, but there are some interesting ideas here for future features.

I’ve also not addressed passenger berth issues yet, and I recognise the existing system needs more thought and polish. Your Delegate Zero info would be interesting on this.

Thanks again for your feedback, and for checking out my work despite your understandable reservations.

1 Like

Well, it’s been a while since I last posted a report…

I currently have 176 sessions logged and don’t have any issues to post, everything seems to be working fine and I think Eve Crews is in a good state right now…

And yes, as a Minmatar Capsuleer I still have 100% Faction specific crew consisting of Minmatar Officers and Minmatar Naval Enlisted crew members operating mainly in Minmatar ships…


Even though Department Chiefs doing mission site Boarding / Station Away Ops still get damaged and placed in Med Bay, I’m glad to say at least they’re not being easily killed now…

Speaking of which, even though he’s not being killed, my Veteran Security Chief still get’s hurt at various times doing Boarding / Station Away Ops which places him in Med Bay for a couple of sessions… He’s also failed a few times… He’s not weak and due to his traits I would think he’d have a much higher chance of success, especially since he’s an experienced Veteran Officer compared to being a Standard Officer..

Also after serving 150 sessions, my Medical Officer still has the Miserable trait… Personally I think the XO would have worked on helping him to improve / remove that trait, especially since it affects Moral…

As for generating positive Operating Funds per session, that seems to be working pretty good now on most sessions… My only observation for a more User Friendly interface would be making the ISK amount on the Bridge page display in red or green colors… Green if session fund generation is positive, red if session fund generation is negative…

Lastly I’m proud to announce that after completing 150 sessions, my XO was promoted to CR-6…

Not sure if it’s a bug but ‘Slots 8/6’ for XO Hull Adaptations shows in red color and I can’t add any more… If it is a bug, please don’t change it to where my XO only has 6 Hull Adaptations…

I will say that as a Nomadic Explorer / Mission Runner, I actually pilot a lot of different Hull Classes… I think with the proper amount of CC experience, the XO should be able to gain as many Hull Adaptations as needed while serving with a Capsuleer…

Anyway, that’s pretty much it for this report… I’ll post another report after completing 200 sessions…

DMC
o7

1 Like

Hey DMC,

This is the best thing I’ve read all week. Thanks for saying so.

I’ve logged all your feedback and added it to the pile of fixes and improvements on the slate.

The last 6 months have been an incredibly rewarding learning experience for me and I’ve been very grateful for all your support and feedback.

EVE Crews – what’s coming next

The crew interaction rebalance wrapped up with v1.69.434. It was the longest run of work the project has had: department cohesion, crew alignment, per-department recruitment orders, the Notorious trait, the XO loyalty trace, and the friction between pirate crews and the empires they came from. With that finished, I’ve gone back through my notes, the bug list and this thread to put together a picture of what comes next.

A word on pace first. I have less time now than I had over the summer, so I’m not putting dates on any of this. Everything below has a plan behind it, and the fixes will come first.

Most of what I set out to build when the project began in April is now in the game: XO promotion and the Active Reserve, the passenger trade with its Hospitality department and Chief Purser, and a first version of the colony mode.

Fixes in the queue

Several of these came from reports in this thread, most of them from DeMichael Crimson’s 176-session write-up.

  • XO hull adaptations. The adaptive drill event could grant adaptations past the XO’s slot limit, which is how DeMichael’s XO reached 8 of 6 slots. That event will respect the cap from now on. Nobody loses anything: adaptations already paid for in Command Citations stay exactly where they are.
  • XO mentoring on older saves. An old save migration reset the count of officers an XO has served with. That stops established XOs from earning Mentor, and Mentor unlocks the rehabilitation programme for officers carrying traits like Miserable. Correcting the count should open that programme up to long-running crews.
  • Officer traits on away ops. Most positive officer traits currently have no effect on station away ops, and three entries in the risk table name traits no officer can hold. Boarding uses a separate model with its own table, and in that one Relentless makes an officer more likely to get hurt. The two models should agree, and an officer’s traits should count in both. Whether experience and rarity should count as well is also on the table.
  • Crew composition checks. The check that decides whether Minmatar crew object to slaves in the hold misreads ship-wide numbers on any ship that doesn’t have exactly three crewed departments. It will be changed to use the ship’s actual headcount.
  • Recruitment pricing. Filling every department at once can miss the Authoritarian press-gang discount earned by filling each deck in turn. Separately, the ‘outside region’ labels on the recruitment screen can disagree with the quoted price. Both will be brought into line.

Quality of life

  • Department headers with hard numbers, such as ‘DEPLETED (89/125)’, and dormant departments no longer shown in the same red as a genuine fault.
  • Empty berths drawn as an empty locker, so a vacancy no longer looks like a crew member.
  • A departure entry and a session divider in the ship’s log, so each voyage reads from start to finish.
  • Each department panel showing its own standing recruitment orders and what the last rotation brought aboard.
  • A memorial rite that acknowledges how long ago the officer died, for when the ship has been too busy to hold it straight away.
  • A clearer signal on the Bridge for whether a session made or lost ISK.
  • Loyalty history that stops reporting the same session’s change twice.
  • A cleaner start-up, without the brief flash of a raw system number or of a new ship’s name on the old hull.
  • A new name for ‘Bring Home’ on Shore Leave, since EVE already uses ‘home’ for something else.

Features on the horizon

Ship’s Stores as an event trigger. I mentioned this earlier in the thread. Cargo events depend on ESI’s hourly asset cache, so they’re slow to respond and largely out of the player’s hands. Linking events to items arriving in the Ship’s Stores means the player’s own actions, such as boarding, acquisition details and colony work, can bring them about. The cargo triggers stay as they are, and this adds a second route in.

Survival technology. Lauralite’s point about post-Triglavian safety standards opened up something I’m keen to build: a progression for fitting a ship with modern survival equipment, so crew survival improves as the capsuleer invests in it. New technology existing doesn’t mean every ship in New Eden has it. The same chronicle also ties a crew member’s chances to where their pod sits on the hull, and I’d like to model that too.

Passengers in a ship loss. At the moment the survival report covers crew only. Charter passengers will get their own outcome, with consequences for the capsuleer’s reputation as a carrier.

Hull accuracy. Blockade Runners and Deep Space Transports currently share one hull class, even though one of them is roughly twice the size of the other. Splitting them is overdue. The Odysseus deserves accommodation that matches its expedition hold. Berth numbers across the board will be reviewed once Lauralite’s Delegate Zero sources arrive. I’m also looking at the ship maintenance bay, so that the ships inside it can mean something to the crew.

Docked sessions. A session that can pass while docked, so station operations resolve and medbay patients recover without an undock. This touches nearly every system in the game, so it will get a design pass of its own before any code is written.

Longer-term tidying. A proper use for biomass reserves, which at present only accumulate. I also want to consolidate the Bridge and Crew tab panels that currently show overlapping information.

Further out

These are the bigger ideas. Each needs design work before any code, and some may change shape along the way.

EVE Colonies, rethought. The colony mode works, but it has grown more complicated than it should be, and I want to redesign it before building anything more on top of it. Several plans wait on that redesign: colonial faction standings, recruiting planetary specialists, and incidents at stations and stargates that pull the ship and its colonies into the same story.

Crew moments as they happen. The game already tracks when a department loses the officer holding it together, or when a new hire settles a troubled deck, but it records those changes quietly. I want the XO to notice them and say so at the moment they happen.

Player-written events. The long-term aim is a published event format, so that players can write events of their own for the game to run.

Translation-friendly pages. Making the app work cleanly with browser translation tools, for players who don’t read English.

A local version. At present EVE Crews learns what happened from ESI, which updates on server timers, and from game logs submitted by hand after a session. The EVE client already writes those logs to disk as it plays. A version installed alongside the client could read them as they are written, so the crew can react to a fight while it is still going on, and to a change in the hold without waiting an hour for ESI to catch up. It is the furthest away of anything here, and the idea I find most exciting (well, second only to Fenris Games actually including a crew feature officially in-game).

Several of the fixes above exist because someone here wrote down what they saw, and a report with a screenshot is still the fastest route to a fix. Please keep them coming.

1 Like

Thank you very much, I’ve actually had fun with it… Well, most of the time :wink:… I will admit there were a few times that it got frustrating… Course that should be expected when in the process of finding issues to be fixed…

As I said earlier, Eve Crews seems to be in a good place right now but as you mentioned, still needs more polish applied…

Well, I sincerely hope you plan on staying active with this thread… Anyway, it’s a bit early for my actual report but due to your post it seems best that I should mention this now…

Lately I’ve been spending more time in my Tech 2 Covert Ops Cheetah Frigate doing a lot of probe scanning, mainly looking for Deepflow Rifts and regular Hacking sites… While the Boarding option appears to work well with submitting a TDR, it seems I’ve encountered some issues with the Survey option…

The first issue is the TDR didn’t register my scan / loot retrieval after completing a Relic site while still located within the site… I then next completed a Data site and the Survey option registered the TDR while still within the site… However there was no mention of it in the Log or any extra ISK payment for submitting that TDR…

The next issue I noticed is that while piloting that ship, the Operating Funds generation is negative… I even did a Passenger Charter to hopefully offset it but still had negative Operating Funds generation.. Course due to my last report, I haven’t actually been keeping track of Operating Funds generation and just recently noticed it…

While a Combat ship generates ISK after a session is logged by submitting a TDR, I think piloting a ship hull with scan / probe bonus should also generate TDR ISK payment per session, mainly for operating in a Science mode capacity even if no sites are encountered… I think the Survey option TDR should give a bonus to the Science mode Operating Funds ISK generation based on the loot value collected from the sites…

Anyway, like I said earlier, I haven’t been watching Operating Funds generation since my last report but I will definitely once again keep track of it… Currently I’ve logged Session 180 and will submit another report after logging Session 200..

DMC
o7

1 Like

Thanks, DMC. I’ll keep an eye on the thread, even if my replies come a little slower than they did over the summer.

Your Cheetah report revealed two genuine faults. The first is that the app doesn’t recognise most relic-site loot. Relic sites mostly yield salvage materials, and none of those items matches anything the cargo reader knows, so a hold full of relic loot looks as though no exploration happened. Data sites fare better because datacores are recognised, which fits what you saw. The second fault is that the backup check on your game log, which was meant to catch site activity before the cargo data catches up, has stopped working. EVE only refreshes cargo data about once an hour, so anything looted recently can be missed.

It’s not surprising - the survey function was one of the very first player-triggered ESI-reading features that was introduced, and it’s not been revisited since. It’s long overdue a polish.

The missing ISK is partly a presentation problem. The Survey submission in space marks the ship as surveying, and the payment occurs with the TDR you file once docked. Nothing on screen tells you that, and the survey leaves no mention in the log, so I’ll fix both. Relic loot affects that payment too: because the app can’t see it, a relic run is currently paid at the lower logistics rate.

On operating funds, you’ve found a real gap in the economy. Officer costs stay the same whatever you fly, and a frigate has room for very few specialist crew to earn with. The TDR bounty also works from bounties and mission rewards, and exploration pays through loot sales, so the app can’t see what an explorer actually earns. Your idea of a bonus tied to loot value goes straight at that problem. It’s a balance change, so I want to look at the numbers before settling on an approach, but it’s on the list.

Looking forward to the session 200 report.

o7

1 Like