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Injury mechanics: Keep it or remove it?

marcel314marcel314 Member Posts: 181 Arc User
I know they could do something like that you need to be repaired/healed before you can enter a pve queue but i wait for this since years.
In fact, repairing/healing in general seems to be another pointless clicking in uis like rep or r&d projects and i think we got far too many anyway.

Just remove it.
Post edited by marcel314 on
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Comments

  • supergirl1611supergirl1611 Member Posts: 809 Arc User
    edited May 2015
    I agree if you sustain an injury in a previous PvE mission you should not be allowed to enter another arena until you have healed those injuries. Although it is funny sometimes to see people in advanced with 8-9 ship injuries being killed in secs respawn and die instantly again. Sadly they don't take the hint or learn
  • thlaylierahthlaylierah Member Posts: 2,984 Arc User
    edited May 2015
    sophlogimo wrote: »
    Or better yet, replace it with a better damage mechanic.

    Yes, like my ship death automatically clears all Iconian spam from the area!

    Seriously, without their continuous spam they are pathetic, especially the giant "Battleships" that teleport away from my little Escort all the time.
  • fatman592fatman592 Member Posts: 1,207 Arc User
    edited May 2015
    Injuries are a pointless mechanic for sure, and I'd be happy to see it removed.

    It's like to see difficulty chaged to the following:

    Normal: On hitting 0% hull, your ship is temporally disabled for 5-10 seconds. The disable cannot be cleared or countered. After the lockout period ends, you are granted a 50% damage resistance temporally and restored to 50% hull.

    Advanced: On hitting 0% hull your ship blows up as normal, and wait for respawn. You receive increasing respawn delays as you continue to die.

    Elite: On hitting 0% hull your ship blows up, you do not respawn for the rest of the queued event. Players enter a spectator mode.

    Edit: Add a clause that assesses an AFK ban for not making it past 20% of the match.

    Or how abut you can only get rewards if you're alive at the end. I like this one.
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited May 2015
    You guys are all forgetting that Injuries were implemented as a feature requested by the players, as a means of having a death penalty.

    Before, people would just die and respawn because there was no consequence (other than having to run back, but that's whatever). The injuries were designed as a means to provide an incentive to pop your heals, break off, search for cover, etc to prevent yourself from dying in the first place and to provide an added difficulty layer for Advanced/Elite queues.

    Were the implemented well? That's up to you to decide - but it was the players that asked for it and brought it about in the first place.
  • redvengeredvenge Member Posts: 1,425 Arc User
    edited May 2015
    fatman592 wrote: »
    ...Elite: On hitting 0% hull your ship blows up, you do not respawn for the rest of the queued event. Players enter a spectator mode.

    Hmm...

    The Elite ques already have lots of issues. I think such a mechanic is every AFK-er's wet dream. Might want to take it back to the drawing board.
  • nightkennightken Member Posts: 2,824 Arc User
    edited May 2015
    As a rule I say remove. Injury systems are always either a money sink or fake difficult. If someone one gets out breath running a marathon you don't break their leg to make it challenging.

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  • fatman592fatman592 Member Posts: 1,207 Arc User
    edited May 2015
    redvenge wrote: »
    Hmm...

    The Elite ques already have lots of issues. I think such a mechanic is every AFK-er's wet dream. Might want to take it back to the drawing board.

    Add a clause that assesses an AFK ban for not making it past 20% of the match.

    Or how abut you can only get rewards if you're alive at the end. I like this one.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited May 2015
    The injury/repair construct doesn't make any sense in this game. It feels like a placeholder mechanic for a risk/reward model that was forgotten and never revisited.

    Having said that, anytime Cryptic revisits anything it becomes a dil sink, so I rather they just keep ignoring it.
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited May 2015
    Replace it so you cant join a queue while injured. Now, that would be an improvement.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited May 2015
    praxi5 wrote: »
    You guys are all forgetting that Injuries were implemented as a feature requested by the players, as a means of having a death penalty..

    Yeah, some people believed it was an absolute neccessity for.. Oh, I don't really know or care what.

    I strongly suspect that most of the people that demanded it and were really serious about it either changed their feeling on the importance of "death penalties", or abandonded the game.

    STO has never tried to be a game of harsh consequences, and the gameplay can not really be called that immersive. It's fun, however, and it would be just as fun (or possibly more so) without the injury system.

    Quite possibly the only other mechanic less important to the game than injuries are crew sizes an crew damage.
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  • darthraiderxxxdarthraiderxxx Member Posts: 200 Arc User
    edited May 2015
    Get rid of it. It is either just an annoying click thing or even more annonying when someone shows up to a pug with a bunch of them.

    Replace the current injury/death system with an actual repair system where your teammates have to repair your ship to get you back in the match. And by giving engineers a faster repair bonus they might as well become a bit for useful in space.
  • questeriusquesterius Member Posts: 8,309 Arc User
    edited May 2015
    Some people may not know, forget or run out.

    If you lack the basic knowledge to heal injuries or are too lazy to resupply then you have no place in advanced or elite STF.

    Personally i would even remove the ability to enter normal queues in order to force people to learn.
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  • bendalekbendalek Member Posts: 1,781 Arc User
    edited May 2015
    The injury/repair construct doesn't make any sense in this game. It feels like a placeholder mechanic for a risk/reward model that was forgotten and never revisited.

    Having said that, anytime Cryptic revisits anything it becomes a dil sink, so I rather they just keep ignoring it.

    This^ sounds the most plausible. I'd say it was implemented (at the players request) and never updated or revisited since. Like the "Crew Mechanic" that even the Devs themselves admit is totally 'borked', it's one of the things they might one day look into.

    Past experience however suggests that if they do, it'll either be a totally inconsequential change, or more likely it'll completely 'farf' up the game.

    My advice? Lave it alone, and accept it as a WAI "Feature" :D
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  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited May 2015
    woodwhity wrote: »
    Replace it so you cant join a queue while injured. Now, that would be an improvement.

    sooooo much this!!!!


    I would also like to see minor damage be on a timer. It's weird that my crew cant fix anything unless I use a part or take the ship into spacedock.
  • iconiansiconians Member Posts: 6,987 Arc User
    edited May 2015
    I always preferred the crew mechanic to be used as the death penalty in the game (at least for space). Obviously, it'd need to be retooled so sneezing on your ship the wrong way wouldn't result in 40% of your crewmen getting too injured to work.

    If you get blown up, you lose a portion of your crew for good. They don't come back as zombies. Your disabled crew (the ones in orange) gradually get replaced by holograms, or are healed (difficult to tell the difference, which is the point). If you get blown up with more crewmembers in the orange, the greater your permanent crew loss.

    If you want new crew, you can visit a starbase and get crew replenished for free.

    Or you can pay energy credits and have a shuttle (or convoy of shuttles) show up in space that replenishes your permanently dead crew. This has the same mechanics of getting healed at a starbase or using components.

    The crew mechanic passive/active ship repair math would also need to be retooled, obviously.

    If you have 0 alive crew, your ship simply does not get repaired unless you're using regeneration traits, equipment, or set bonuses. Engineering Team, Tac Team, Science Team, Intel team, Boarding Party, etc. simply becomes grayed out on your boffs/power tray. Hangars are grayed out. Anything tied to the crew mechanic simply does not work unless you replenish your dead crew.

    The ground injury death penalty is just fine, imo. But yes, the queue should decline your request to enter a ground PvE match if you have a certain amount of injuries.
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  • nadiezjanadiezja Member Posts: 629 Arc User
    edited May 2015
    Injuries are both frustrating and meaningless... they're extra clicks that cost next to nothing in terms of resources.

    A death penalty needs to either not exist at all or to be much more severe than STO's injury system. Since STO, on the whole, is a casual game (you play in small chunks and reach max level very quickly), I lean toward "not exist at all."
  • lianthelialianthelia Member Posts: 7,825 Arc User
    edited May 2015
    fatman592 wrote: »
    Add a clause that assesses an AFK ban for not making it past 20% of the match.

    Or how abut you can only get rewards if you're alive at the end. I like this one.

    May as well just eject someone who dies from the match so maybe someone else can replace them...if you're going that far.
  • crypticarmsmancrypticarmsman Member Posts: 4,111 Arc User
    edited May 2015
    marcel314 wrote: »
    I know they could do something like that you need to be repaired/healed before you can enter a pve queue but i wait for this since years.
    In fact, repairing/healing in general seems to be another pointless clicking in uis like rep or r&d projects and i think we got far too many anyway.

    Just remove it.

    Or you just play on 'Normal'...problem solved.

    Seriously, are you really complaining that after a death on advanced/elite you might have to bother to look at you ship/character instead of just running back to spam your spacebar?
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  • e30erneste30ernest Member Posts: 1,794 Arc User
    edited May 2015
    iconians wrote: »
    I always preferred the crew mechanic to be used as the death penalty in the game (at least for space). Obviously, it'd need to be retooled so sneezing on your ship the wrong way wouldn't result in 40% of your crewmen getting too injured to work.

    If you get blown up, you lose a portion of your crew for good. They don't come back as zombies. Your disabled crew (the ones in orange) gradually get replaced by holograms, or are healed (difficult to tell the difference, which is the point). If you get blown up with more crewmembers in the orange, the greater your permanent crew loss.

    If you want new crew, you can visit a starbase and get crew replenished for free.

    Or you can pay energy credits and have a shuttle (or convoy of shuttles) show up in space that replenishes your permanently dead crew. This has the same mechanics of getting healed at a starbase or using components.

    The crew mechanic passive/active ship repair math would also need to be retooled, obviously.

    If you have 0 alive crew, your ship simply does not get repaired unless you're using regeneration traits, equipment, or set bonuses. Engineering Team, Tac Team, Science Team, Intel team, Boarding Party, etc. simply becomes grayed out on your boffs/power tray. Hangars are grayed out. Anything tied to the crew mechanic simply does not work unless you replenish your dead crew.

    The ground injury death penalty is just fine, imo. But yes, the queue should decline your request to enter a ground PvE match if you have a certain amount of injuries.

    I was thinking of this earlier today then I came across this thread. I think the injury mechanics for space should be tied with the ship's able crew mechanic. My suggestions:
    • Injured crews regenerate normally (or quicker with the help of items/traits).
    • Dead crew stay dead until you either die or leave the map.
    • Ship injuries are dealt as your HP drops below 30%. From 30 - 0% you get around 3 injuries for each round (arbitrary number for now).
    • If you die and those ship injuries aren't repaired, those injuries will carry over.
    • If you drop below 50% again, a new stack of injuries will be applied unless the previous stack has been repaired.
    • Ship injuries will only be repaired by able crew. They will still require the necessary components to repair the injuries though. Crew will repair your ship injuries automatically provided you have the components needed.
    • The more able crew you have (percentage), the faster ship injuries will be repaired. For example, a full complement of able crew can repair 1 injury per 10 seconds, 50% able crew can repair in 20 seconds (time just an arbitrary number I'm throwing to elaborate)

    Now this may affect skills such as Go Down Fighting, but as long as you keep your crew alive, you can still repair through ship injuries to keep damage up.
  • fatman592fatman592 Member Posts: 1,207 Arc User
    edited May 2015
    lianthelia wrote: »
    May as well just eject someone who dies from the match so maybe someone else can replace them...if you're going that far.

    Elites are pretty much premades only anyway, at least in space. So I think bringing in additional players defeats the purpose. If you fail you fail. Seems pretty good, and it won't really effect a good team.

    I'd rebalance rewards a bit, but overall the change would really effect little. I just threw out an idea, but I think I'm with the idea that is rather they don't touch it. If they did, it'll probably cost 2k dilithium or twenty hours to fix damage.
  • rezkingrezking Member Posts: 1,109 Arc User
    edited May 2015
    e30ernest wrote: »
    I was thinking of this earlier today then I came across this thread. I think the injury mechanics for space should be tied with the ship's able crew mechanic. My suggestions:
    • Injured crews regenerate normally (or quicker with the help of items/traits).
    • Dead crew stay dead until you either die or leave the map.
    • Ship injuries are dealt as your HP drops below 30%. From 30 - 0% you get around 3 injuries for each round (arbitrary number for now).
    • If you die and those ship injuries aren't repaired, those injuries will carry over.
    • If you drop below 50% again, a new stack of injuries will be applied unless the previous stack has been repaired.
    • Ship injuries will only be repaired by able crew. They will still require the necessary components to repair the injuries though. Crew will repair your ship injuries automatically provided you have the components needed.
    • The more able crew you have (percentage), the faster ship injuries will be repaired. For example, a full complement of able crew can repair 1 injury per 10 seconds, 50% able crew can repair in 20 seconds (time just an arbitrary number I'm throwing to elaborate)

    Now this may affect skills such as Go Down Fighting, but as long as you keep your crew alive, you can still repair through ship injuries to keep damage up.

    Auto-repair will probably be contrary to the intent behind the mechanic.
    I'm all for the rest of your ideas, that'll make the KDF sufficiently OP :D
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  • e30erneste30ernest Member Posts: 1,794 Arc User
    edited May 2015
    rezking wrote: »
    Auto-repair will probably be contrary to the intent behind the mechanic.
    I'm all for the rest of your ideas, that'll make the KDF sufficiently OP :D

    Haha well the Federation is pretty popular. The other factions need some love.

    Or it can be fixed by simply giving fed ships some innate crew protection passive. Klingons do love dying in battle after all while the Feds get all the creature comforts. :D
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited May 2015
    fatman592 wrote: »
    Injuries are a pointless mechanic for sure, and I'd be happy to see it removed.

    It's like to see difficulty chaged to the following:

    Normal: On hitting 0% hull, your ship is temporally disabled for 5-10 seconds. The disable cannot be cleared or countered. After the lockout period ends, you are granted a 50% damage resistance temporally and restored to 50% hull.

    Advanced: On hitting 0% hull your ship blows up as normal, and wait for respawn. You receive increasing respawn delays as you continue to die.

    Elite: On hitting 0% hull your ship blows up, you do not respawn for the rest of the queued event. Players enter a spectator mode.

    Edit: Add a clause that assesses an AFK ban for not making it past 20% of the match.

    Or how abut you can only get rewards if you're alive at the end. I like this one.

    With a game like STO, only one life in elite mode=does not work in this game.
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  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited May 2015
    I say keep them but, make the punishment much harsher on player's, than maybe they will get the gist to you know.......actually repair/fix injuries!!!
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  • jellico1jellico1 Member Posts: 2,719
    edited May 2015
    woodwhity wrote: »
    Replace it so you cant join a queue while injured. Now, that would be an improvement.



    Also add in a 10% speed and turn rate reduction per damage/ minor up to a max of 90%

    Add fire and smoke heck make the UI have lighting , smoke and flames in it too

    Each ship destruction a 75% chance each weapon or system in the ship will take damamge

    it might put a dampner on pure DPS builds
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  • marcel314marcel314 Member Posts: 181 Arc User
    edited May 2015
    Or you just play on 'Normal'...problem solved.

    Seriously, are you really complaining that after a death on advanced/elite you might have to bother to look at you ship/character instead of just running back to spam your spacebar?

    Oh, i don't have a big problem with it. For me it's just a minor nuisance but for some players which enters a mission with +30 injuries and dying 10 seconds after the mission started because they can't even take a single torpedo hit seems to have big ones.

    The devs haven't done anything about since i joined the game years ago , just remove it. That makes probaly the least amount of work for them and us.
  • aesicaaesica Member Posts: 736 Arc User
    edited May 2015
    Injury is a terrible and pointless mechanic. If it needs to exist as a way to discourage zerging through advanced/elite content, that's fine, but any damage or injury should be cleared at the end of the STF.

    Best of all, it would mean less garbage to fill my inventory.
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  • willamsheridanwillamsheridan Member Posts: 1,189 Arc User
    edited May 2015
    I don't have a Problem with Injuries i always have a bunch of components for space and regenerators for ground in my Inventory and i kow where the sickbay is to heal myself.

    But i have a problem with Players who obviously have no idea where the medics are or don't want to spend EC on regenerators. If i join a PvE and someone has several severe injuries and critical injuries his performance is lower than it should be and its harder for everyone else on the team
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