You can have crew stay in their ships long term only if it includes a bed, head and galley, and really for immersion and play experience, you want your crew to be able to gather together. IMHO, one of the reasons flying a Polaris is a significant step up from a Lib is the pool table. I don’t think you’re going to have trouble as a Captain, convincing your crew to come hang out on a ship with a pool table. The Lib is going to prove more challenging, but if players see it as a stepping stone to a bigger, better ship; they’ll likely be okay with it.
I think the Lib is going to be easier to find success with. 3 Eclipse are going to find most targets easier and safer than the Polaris. There’s far less chance of losing the base ship and Eclipse are extremely hard to defend against. The Polaris could get too close, take hits from their target and go poof in seconds. I’m pretty sure that’s what CIG intends if it gets caught by the Void Bombers. The Idris should offer the best of both worlds—better play experience aboard a nicer ship, and better hunting with a more potent complement of carried ships.
As to these numbers Richard is noting, they do change some things. I’m not sure I can agree with the changes. I get what he’s saying, but the Polaris was originally designed for 27 players and it can’t function optimally with many less. Especially if you plan to fly spotters, you can’t manage this ship with a dozen players. So I dunno what to say. We need to wait and see.
IMHO, it is not a good use of the crew’s time to “hunt” for opponents like Vanduul unless CIG has them always turn up, which is not realistic. Rather, I would employ spotters to scout out Vanduul and light them up with their radar, so the Polaris has a clean shot from 20-30 kms. This requires more crew—most of the difference we’re talking about. If CIG won’t allow you to put an extra ten pilots on the Polaris and Idris, they’re gonna get a lot of fucking complaints about realism and failure to deliver what they’ve promised. Cap ships normally have hundreds or thousands of people on them. 8 is not enough.
Chris was absolutely clear a decade ago that captaining a capital ship was not an experience for the average player. It is an experience for teams and for leaders. Placing cap ships in the hands of a single player, or even half dozen players, is not part of the game design.
If petro-dollar pantywastes can purchase pay to win Javelins and walk all over every other player, the game is doomed. The assurance people can’t simply drop cash and kill everyone around them is that you need to be a charismatic leader who is actually leading, to Captain a cap ship.
Note there is some danger of this original design criteria being lost. We see it with Legacy Armor. Notions like legacy armor that grants special advantages to players who work hard, and skills like running that improve when a player uses them, are both at war with the notion of the skillless game we were sold. When you make a game skill based you firmly place it in the hands of twelve year-olds and others with no adult responsibilities: pajama boys playing fifteen hours a day while living in momma’s basement will come and dominate the game. That is not the vision Chris sold us.