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Carrier crews.

resoundingenvoyresoundingenvoy Member Posts: 439
An innate ability to host a hostile in their massive hulls would be nice.

Three thousand crew sounds nice on paper, but in practice sucks. It gives a great deal of hull repair, but they don't last. When I say they don't last, I mean you may have 3000 crew for the first 5min. of a mission or STF and never top 500 for the rest of the run.

IIRC, until about 10% crew? Each hit to the crew takes a percent of the crew. A percent of 3000 is a large chunk compared to most. Even with bio-monitor (and emergency force field consoles) it can take upwards of three minuets of sitting idle outside of combat to get three thousand back.
Post edited by resoundingenvoy on
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Comments

  • kylesal24kylesal24 Member Posts: 312
    edited September 2012
    Yeah, hate this in my Atrox. Wish they would go back to it being each hit injures say 1 guy. That would be better for Carriers. Leave the escorts with the percent injured per shot.

    Kyle
    Delta Fleet Command
  • jellico1jellico1 Member Posts: 2,719
    edited September 2012
    It should be a number of crew and not a
    % of crew

    I sopose to be unrealistic the escorts would
    Get a smaller number of crew lost per hit to
    Keep them from crying but that was and is
    The major drawback to small crewed vessels
    I'n all other space games

    That and boarding actions

    I'n cannon that's why only small numbers of
    These vessels were used they were just too
    Vulnerable to a hostile takeover.

    And they for the most part didn't operate far away
    From support or a base

    It's not a good feeling when 200 Klingons beam
    Aboard your 50 crew ship. :P
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • lostmoonylostmoony Member Posts: 0 Arc User
    edited September 2012
    yes carriers have large crew and they are fast dead but in counts also cruisers crew like ody and co, for me it happend most times that i run a after 2 min all dead so complete stf with 1 man from my crew and who cares. ;)
  • momawmomaw Member Posts: 0 Arc User
    edited September 2012
    Logically injuries to your ship's crew makes more sense as a percentage, especially when modified by your ship's mass (smaller ships get whacked harder due to a lack of inertia).

    The problems are:
    1.) Too much crew damage comes through shields. You should NOT be losing vast swaths of your crew when your shields are still up.
    2.) Crew recovery rates are absolute rather than relative: you recover 1 person per second during combat. Obviously this is completely negligible for a ship with a crew of thousands.

    Solutions:
    1.) Damage to crew is reduced by 90% while shields are up, just like the kinetic damage from the torpedoes that generally cause this crew loss.
    2.) Crew recovery rate should be percentage based so that large-crew ships are not punished.
  • diogene0diogene0 Member Posts: 0 Arc User
    edited September 2012
    Or you can use the jem'hadar shield if you want to save your crew.
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • kalvorax#3775 kalvorax Member Posts: 1,663 Arc User
    edited September 2012
    momaw wrote: »
    Logically injuries to your ship's crew makes more sense as a percentage, especially when modified by your ship's mass (smaller ships get whacked harder due to a lack of inertia).

    The problems are:
    1.) Too much crew damage comes through shields. You should NOT be losing vast swaths of your crew when your shields are still up.
    2.) Crew recovery rates are absolute rather than relative: you recover 1 person per second during combat. Obviously this is completely negligible for a ship with a crew of thousands.

    Solutions:
    1.) Damage to crew is reduced by 90% while shields are up, just like the kinetic damage from the torpedoes that generally cause this crew loss.
    2.) Crew recovery rate should be percentage based so that large-crew ships are not punished.

    I like your idea. would be cool if they implemented this.
    diogene0 wrote: »
    Or you can use the jem'hadar shield if you want to save your crew.

    it doesn't make much difference on the Artrox (which I use ALOT, even against the low level klingons alot of my crew end up injured IF i get hit.)...or the star cruiser for that matter
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited September 2012
    Yep the crew defense bonus does not work.

    I tested the jemhadar shield with the honor guard 2 piece bonus, 3 force fields and 4 bio monitoring consoles in a VoQuv.


    all 4000 crew were dead in 30 seconds just by being shot at with torpedoes..and shields never fell below 95%.


    its absolutely idiotic.


    the doffs that increase crew regen by 200% are not a solution either. The recovery rate is based on your crew too so if they're all knocked out.. their recovery will be glacial.
  • resoundingenvoyresoundingenvoy Member Posts: 439
    edited September 2012
    Even if there was a 99% crew resistance that would delay losing your crew to maybe 10min. or the first death. It wouldn't help with running most of the map with only 1/6 of your crew at all times.
  • diogene0diogene0 Member Posts: 0 Arc User
    edited September 2012
    Yep the crew defense bonus does not work.

    I tested the jemhadar shield with the honor guard 2 piece bonus, 3 force fields and 4 bio monitoring consoles in a VoQuv.


    all 4000 crew were dead in 30 seconds just by being shot at with torpedoes..and shields never fell below 95%.


    its absolutely idiotic.


    the doffs that increase crew regen by 200% are not a solution either. The recovery rate is based on your crew too so if they're all knocked out.. their recovery will be glacial.

    It works, I experience it every day with my raptor, I end all stf with full crew. There's a bug from time to time, just try to unequip all you have on your ship and then re equip it again, it should work and you'll get the tactical readiness bonus.
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • liquidacid29liquidacid29 Member Posts: 2 Arc User
    edited September 2012

    all 4000 crew were dead in 30 seconds just by being shot at with torpedoes..and shields never fell below 95%.


    its absolutely idiotic.

    they didn't die directly from the torp hit on the shields... they die from the exploding consoles and walls that seemingly happen whenever anyone looks at a ship wrong in the Star Trek universe...

    opps I flushed the toilet in my captains cabin bathroom and a random console exploded killing 25 crew members down in engineering
    [SIGPIC][/SIGPIC]
  • darkwhite0darkwhite0 Member Posts: 158 Arc User
    edited September 2012
    who cares about this...

    ignore your crew and back to the fight:cool:


    (see video below if you don't believe me:D)
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited September 2012
    diogene0 wrote: »
    It works, I experience it every day with my raptor, I end all stf with full crew. There's a bug from time to time, just try to unequip all you have on your ship and then re equip it again, it should work and you'll get the tactical readiness bonus.

    No, you do not understand. You are comparing a raptor that gets hit by maybe a torpedo every 20 seconds.

    The VoQuv I use is a TANK VoQuv. I get the aggro of everything and hold it for the team. Its a massive shield tank. I can tank and hold my own against the elite tac cube and 6 or so spheres in elite infected.

    That is a LOT of incoming beam and torpedoes. But my shields hold. I get hit by a torpedo practically every second.

    The crew is all dead before i get to using my second set of shield heals. Just like that.. poof.

    In controlled test with three player ships just autofiring photon torpedoes at me the crew also dies just from their impacts on the shields...no matter the amount of crew resistance I stack onto it.


    Finally, raptors have about 200 crew tops. VoQuv has 4000. Since the crew loss and recover is % based, your crew can lose 150 and regain it within seconds. The recovery rate works for your ship. But for cruisers and carriers, regaining what amounts to your entire crew is but a small % of our crew total. Even out of combat WITH crew regain modules it takes MINUTES to recover the full crew.

    To give you an idea, when an STF is over the timer to exit is about 170 seconds. My crew is completely dead at STF end.. and by the time the timer kicks me out it has only recovered about 10% of the crew total. Your raptor oth, would recover full crew far before the timer kicks you out.


    What is really sad is that the huge crews were supposed to be a boost to the cruisers and carriers because it significantly increased the natural hull repair rate. And it is QUITE nice a bonus too... if you test it in controlled enviroment and have three tac ships drop gravity wells on your carrier @ full crew (that is sitting still in space) you will see the grav wells hurt the hull ...and the crew beating three grav wells in the repair. Its just awesome.

    But the sci ships fire a few photon volleys..adios crew... :(
  • lostmoonylostmoony Member Posts: 0 Arc User
    edited September 2012
    darkwhite0 wrote: »
    who cares about this...

    ignore your crew and back to the fight:cool:


    (see video below if you don't believe me:D)

    thx for it.xD

    your video show the reality says in the first min all crew dead then have fun in the mission same for me, so i dont understand the discussion here?

    my 2000 or 3000 crew members always dead in battles but who cares they are alive afther the battle ends.:D
  • kamiyama317kamiyama317 Member Posts: 1,295 Arc User
    edited September 2012
    they didn't die directly from the torp hit on the shields... they die from the exploding consoles and walls that seemingly happen whenever anyone looks at a ship wrong in the Star Trek universe...

    opps I flushed the toilet in my captains cabin bathroom and a random console exploded killing 25 crew members down in engineering

    It's strange they have the technology to travel faster than light, build warp cores that emit more power than a star, the ability to transfer matter to energy into new matter in a replicator...

    But they can't ground a console properly.

    Like half of the deaths in Star Trek history are because the Federation doesn't believe in employing certified electricians.
  • resoundingenvoyresoundingenvoy Member Posts: 439
    edited September 2012
    Like half of the deaths in Star Trek history are because the Federation doesn't believe in employing certified electricians.

    The other half are from neglect when actual qualified technical people run away from scream in terror for their lives when they look at the a star fleet ship. Whoever inherited most of the trek plots has enough knowledge about basic electronic, physics, or programming to be summed up in "Uhmm ... fire hot right, right?"
    darkwhite0 wrote: »
    who cares about this...

    I do. :P A big part of the carrier's balance is having a large crew to fix those pesky hull breaches. In stead carrier seem to be better labeled a graveyard with a warp engine.
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited September 2012
    momaw wrote: »
    Logically injuries to your ship's crew makes more sense as a percentage, especially when modified by your ship's mass (smaller ships get whacked harder due to a lack of inertia).

    The problems are:
    1.) Too much crew damage comes through shields. You should NOT be losing vast swaths of your crew when your shields are still up.
    2.) Crew recovery rates are absolute rather than relative: you recover 1 person per second during combat. Obviously this is completely negligible for a ship with a crew of thousands.

    Solutions:
    1.) Damage to crew is reduced by 90% while shields are up, just like the kinetic damage from the torpedoes that generally cause this crew loss.
    2.) Crew recovery rate should be percentage based so that large-crew ships are not punished.

    It does not make perfect sense logically. A larger vessel would have more armor and mass between crew and attacker so even though you have a higher percentage chance of injuring someone the actual amount injured may well be less.

    As you suggest however, if we MUST use this percentage based system then it should go both ways. As there is far more crew there would be far more medical staff and crewmen to get these injured to sickbay and back up and running.
  • logicmagelogicmage Member Posts: 3 Arc User
    edited September 2012
    Geez, is it really 1 crew recovered per second in combat? I just did a few dailies on my KDF toon. On the empire defense missions, I rarely see more than 500 crew, on a ship that has a maximum capacity of 4000.

    It hits a minimum of 500 only because unless I'm really toast, the Borg set hull repair bonus keeps the crew from hitting zero. Ironically, the info display says 50% per minute when out of combat.
  • kalvorax#3775 kalvorax Member Posts: 1,663 Arc User
    edited September 2012
    logicmage wrote: »
    Geez, is it really 1 crew recovered per second in combat? I just did a few dailies on my KDF toon. On the empire defense missions, I rarely see more than 500 crew, on a ship that has a maximum capacity of 4000.

    It hits a minimum of 500 only because unless I'm really toast, the Borg set hull repair bonus keeps the crew from hitting zero. Ironically, the info display says 50% per minute when out of combat.

    i wouldnt be surprised if that 50% was based off of escort crew regens lol
  • momawmomaw Member Posts: 0 Arc User
    edited September 2012
    hasukurobi wrote: »
    It does not make perfect sense logically. A larger vessel would have more armor and mass between crew and attacker so even though you have a higher percentage chance of injuring someone the actual amount injured may well be less.

    "Logically injuries to your ship's crew makes more sense as a percentage, especially when modified by your ship's mass (smaller ships get whacked harder due to a lack of inertia)."


    And yes, it really is 1 per second in combat and 10 out of combat for "injured". Incapacitated people take even longer to recover.
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  • khayuungkhayuung Member Posts: 1,876 Arc User
    edited September 2012
    All this talk of 1 crew ships reminds me of the time Dr Crusher and the Enterprise were the only things in the 'Galaxy'...


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  • momawmomaw Member Posts: 0 Arc User
    edited September 2012
    sophlogimo wrote: »
    Why not just install emergency force fields? Works against everything except theta radiation.

    The trouble is that the recover rate is so out of proportion with the ship's crew size that in order to make this worth pursuing you need to reduce crew damage to not much more than the basic recovery rate, i.e. you can't lose more than a few people per hit. Versus what we have now, which is 500 (or more) people being knocked out per hit.

    I maintain that the best and most elegant solution is to simply reduce crew damage by 90% if the shields are up, and, to make crew recovery rate a percentage rather than a fixed value.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited September 2012
    And we all know what is actually going to happen. This thread like many other threads that actually make sense... will summarily be ignored. As usual.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • kylesal24kylesal24 Member Posts: 312
    edited September 2012
    Sadly true hereticknight085. Just like a lot of the threads here.

    Kyle
    Delta Fleet Command
  • toivatoiva Member Posts: 3,276 Arc User
    edited September 2012
    Hmm, a change making the recovery percentage based sounds nice. Given the slow regen, I actually even start a lot of STFs with just about half the crew (of course soon they're mostly dead).

    My oddy must smell terrible if you get out of the bridge. :P
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

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  • kalvorax#3775 kalvorax Member Posts: 1,663 Arc User
    edited September 2012
    toiva wrote: »
    Hmm, a change making the recovery percentage based sounds nice. Given the slow regen, I actually even start a lot of STFs with just about half the crew (of course soon they're mostly dead).

    My oddy must smell terrible if you get out of the bridge. :P

    your oddy...hell the ATROX smells terrible....and only a handful of those are the cats (which for some odd reason are all female...not that I'm complaining :P lol)
  • toivatoiva Member Posts: 3,276 Arc User
    edited September 2012
    cynder2012 wrote: »
    your oddy...hell the ATROX smells terrible....and only a handful of those are the cats (which for some odd reason are all female...not that I'm complaining :P lol)
    Hmm, I think I now realize where Theta radiation comes from...

    They should make it a large ship's native ability. :) ("Throw the dead at them, commander! We'll refuel with new redshirts on DS-26.")
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • resoundingenvoyresoundingenvoy Member Posts: 439
    edited February 2013
    By the power of life over death, I command this thread to rise! Why?

    1) It's still outstanding months later (if not from the start of the game). That's just what I can get from the date when I checked the OP and was truthfully amused to find out it was me.

    2) cynder2012 reminded me once upon a time I wasn't so bitter I could *gasp* crack a joke and had better things to do then harp on (escort ship/tactical captains).
  • dixa1dixa1 Member Posts: 92 Arc User
    edited February 2013
    the torpedos say lesser of -20 crew or -20% crew


    always losing 800 crew on my jem'hadar dreadnought is NOT the lesser of 20% or -20. it should be -20

    there should be a hull repairing advantage to having so many crew, since they dont replenish any faster than a standard cruiser.

    i timed it once when my crew was nearly fully yellow - nearly 4 minutes to regen sitting in spacedock in space. they dont regen when i'm docked.
  • mneinthmneinth Member Posts: 22 Arc User
    edited February 2013
    Theres the doff's nurses that sort of help....

    That being said,I fly both an atrox and a vo'quv and rarely do i have any crew alive,and dead crew don't repair TRIBBLE,making it that much harder to keep my ship repaired.
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