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 idleoutside of combat to get three thousand back.
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.
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
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.
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.
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.
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
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.
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.
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.
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
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...
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.
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?"
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.
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.
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.
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
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.
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.
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.
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)
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.
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).
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.
Comments
Kyle
% 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
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
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.
God, lvl 60 CW. 17k.
I like your idea. would be cool if they implemented this.
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
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.
God, lvl 60 CW. 17k.
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
ignore your crew and back to the fight:cool:
(see video below if you don't believe me:D)
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...
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
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.
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?"
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.
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.
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
"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.
"Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.
Support the "Armored Unicorn" vehicle initiative today!
Thanks for Harajuku. Now let's get a real "Magical Girl" costume!
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.
Kyle
My oddy must smell terrible if you get out of the bridge. :P
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!
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)
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.")
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!
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).
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.
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.