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How To Make Crew Levels Worth It, Buff Cruisers and Slightly Nerf Escorts All At Once

icegavelicegavel Member Posts: 991 Arc User
I expect there to be quite a bit of flame over what I'm about to propose (not at all my intent). So, before I even get on with this proposal, I will simply say this to those about to flame:

DISCLAIMER wrote:
The effect on Escorts that this proposal would have is MINIMAL. This is NOT an "OMG nerf Escorts" thread. The effect on Escorts is an afterthought at best.

Now that THAT'S done and over with, let's get down to business. This proposal, technically speaking, is a rip-off of another game. But then, STO's combat system already seems a touch like a Starfleet Command rehash, that's not too terrible. The game I'm ripping off is the Star Trek: Armada games. What I'm ripping from them is how crew works... well, kinda. I'm not ripping all of it, that would be brutal.

The current state of the game is that the amount of crew on your ship, and the amount of that crew that is "active" (the ones in white) affect your passive hull repair. However, this bonus is minimal, and continues to exist even after everyone on your crew is dead (apparently, we've got enough Borg tech to autonomously regenerate our ships). This means that crew is literally useless in this game. In the game I'm ripping off, crew levels mattered. How they mattered is what I'm stealing. If the crew on a ship in Armada dropped below a certain point, its display changed color (green to yellow to red). Whenever it changed color, you lost a pretty big percentage of that ship's rate of fire, as well as its natural repair rate. In short, crew was important. You always wanted it to be green.

My proposal is a modification of that. For the purpose of the demonstration, I will be using the three "free" VA ships (if you have the 600-day Veteran reward) - The Exploration Cruiser Retrofit (Crew: 1,000), the Long-Range Science Vessel Retrofit (Crew: 200), and the Tactical Escort Retrofit (Crew: 50). What I propose is that the rate of fire on a ship be INCREASED by an amount equal to a combination of Max Crew and Able Crew (Able Crew, of course, would be by percent). Effectively, all weapon cooldowns in the game would be doubled (including torpedoes) as a BASE NUMBER (before Crew). Then crew would be applied like so:
formula wrote:
Percent of Max Crew Able {B} [expressed as a decimal] * (Max Crew {A}/10) = Rate of Fire Bonus {F}

B * (A/10) = F
Allow me to demonstrate this formula at work with the Galaxy Retrofit at full crew:
1.00 * (1000/10) = F
1.00* 100 = F
100 = F
So, you get +100% Rae of Fire if you have full crew on the Galaxy. Now, let's say they have 50% crew:
0.5 * (1000/10) = F
0.5 * 100 = F
50 = F
Your bonus comes down because you lost crew. Now, let's try these same two on the Intrepid Retrofit:
1.00 * (200/10) = F
1.00 * 20 = F
20 = F
0.50 * (200/10) = F
0.50 * 20 = F
10 = F
So, the Intrepid fires more slowly. Now, let's see how the Defiant ranks:
1.00 * (50/10) = F
1.00 * 5 = F
5 = F
0.50 * (50/10) = F
0.50 * 5 = F
2.5 = F
The bonus has diminished quite a bit, now that the total crew has diminished. This is only really NOTICEABLE in torpedoes, it'll add an extra few seconds to each cooldown. It'll only put an extra second, maybe, between Cannon volleys. Also, most larger vessels will now be able to fire faster, while most Escorts will have to wait an extra half a second or so before firing the next shot. This may also have an effect on some Bridge Officer abilities, namely the Teams and the ever-forgotten Photonic Officer power. I see these as such:

All Team powers now have a debuff of -10 Able Crew for their durations, and cannot be activated if Able Crew is less than 10.

Photonic Officer: Alongside Cooldown reduction, this ability adds +75%/+150%/+225% Max Crew (and Able Crew, which cannot be disabled - extra crew becomes bottom) for the duration. Effectively, Photonic Officer would allow you to have more crew for a while, crew that would permanently be Able, but would still have a very long cooldown. The actual Crew bonus would be based on Aux power. I'm PRETTY sure that would make this power relevant again.

tl;dr: MORE CREW = MORE PEW PEW. Any questions?
Post edited by Unknown User on
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    eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    I only liked one part of your suggestion, and that is the part where Tactical/Engineer/Science Teams reduce your crew count with each use.

    See, I don't think you've really considered this suggestion as carefully as you should have, are aware of the issues associated with the crew system, or some of the problems that make Federation cruisers ever-so-much the last place option.
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    icegavelicegavel Member Posts: 991 Arc User
    edited March 2013
    eraserfish wrote: »
    I only liked one part of your suggestion, and that is the part where Tactical/Engineer/Science Teams reduce your crew count with each use.

    See, I don't think you've really considered this suggestion as carefully as you should have, are aware of the issues associated with the crew system, or some of the problems that make Federation cruisers ever-so-much the last place option.

    I came up with this idea a week ago. I've thought about it plenty, and I FLY a cruiser on 1 of my characters. One of my others is in a CARRIER. I know what their problems are. This won't solve them, but it's not supposed to. Not really. It's a minor buff, meant to fix the problem of crew being useless. The rest of it is just a bonus.
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    eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    icegavel wrote: »
    I came up with this idea a week ago. I've thought about it plenty, and I FLY a cruiser on 1 of my characters. One of my others is in a CARRIER. I know what their problems are. This won't solve them, but it's not supposed to. Not really. It's a minor buff, meant to fix the problem of crew being useless. The rest of it is just a bonus.

    Do you fly a Kar'Fi or a Dreadnought Carrier?
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    icegavelicegavel Member Posts: 991 Arc User
    edited March 2013
    eraserfish wrote: »
    Do you fly a Kar'Fi or a Dreadnought Carrier?

    Vo'quv, specced for disabling. I use all my Sci slots for power drain and stuff, my weapons are Phased Polaron, whilemy fighters do all the real talkin'.
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    mimey2mimey2 Member Posts: 0 Arc User
    edited March 2013
    If crew didn't die so easily...I'd want this in the game tomorrow. But until they ever fix crew rates, I don't want them to tack on more things to it.

    Honestly, just removing crew from the game would be better in some ways, and ships based on a flat rate depending on the ship.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
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    mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited March 2013
    mimey2 wrote: »
    If crew didn't die so easily...I'd want this in the game tomorrow. But until they ever fix crew rates, I don't want them to tack on more things to it.
    This. Cruiser and Carrier crew die by an enemy looking at the ship funny, while Escort crews have a hard time staying dead. Part of the cause of this is that crew regenerates at the same rate regardless of crew size, so a smaller crew jumps back to full capacity more quickly.
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    eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    icegavel wrote: »
    Vo'quv, specced for disabling. I use all my Sci slots for power drain and stuff, my weapons are Phased Polaron, whilemy fighters do all the real talkin'.

    I think you have failed to grasp what I meant.

    If your suggestion were to be implemented, Kar'Fis and Dreadnought Carriers would receive a firing rate bonus of 300% and 350%, respectively. Now put APO 3 and CRF2 on top of that, and perhaps a dual-proc energy type for good measure. Do I need to draw you a diagram, or give you some numbers?

    Furthermore, I do not believe you are aware of how weapon firing rates work, or how this ties into weapon energy drain.
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    icegavelicegavel Member Posts: 991 Arc User
    edited March 2013
    mimey2 wrote: »
    If crew didn't die so easily...I'd want this in the game tomorrow. But until they ever fix crew rates, I don't want them to tack on more things to it.

    Honestly, just removing crew from the game would be better in some ways, and ships based on a flat rate depending on the ship.
    Just incentive to take better care of your crew anyway. This is designed around this system. There ARE things in this game that make crew die less and come back faster.
    eraserfish wrote: »
    I think you have failed to grasp what I meant.

    If your suggestion were to be implemented, Kar'Fis and Dreadnought Carriers would receive a firing rate bonus of 300% and 350%, respectively. Now put APO 3 and CRF2 on top of that, and perhaps a dual-proc energy type for good measure. Do I need to draw you a diagram, or give you some numbers?

    Furthermore, I do not believe you are aware of how weapon firing rates work, or how this ties into weapon energy drain.

    I know how ALL of that works, dude. I fly everything. I saw that 350% coming. On energy weapons, that will barely reduce anything because the base number is so small. Plus, you WOULD have to contend with power drain. I've spent hours thinking about this. The added power drain offsets the added firing rate enough that it's not terribly OP. And mind you, canon cruisers WERE built a bit as torpedo boats.
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    eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    icegavel wrote: »
    Just incentive to take better care of your crew anyway. This is designed around this system. There ARE things in this game that make crew die less and come back faster.

    Said things do not work properly. Emergency Force Fields do not have a visible impact on gameplay, while a Biofunction Monitor keeps your crew from actually dying (it'll still let 'em get injured, though).
    I know how ALL of that works, dude. I fly everything. I saw that 350% coming. On energy weapons, that will barely reduce anything because the base number is so small. Plus, you WOULD have to contend with power drain. I've spent hours thinking about this. The added power drain offsets the added firing rate enough that it's not terribly OP. And mind you, canon cruisers WERE built a bit as torpedo boats.

    No, I don't believe you have actually considered everything.

    I'm also not quite sure what you're hoping to accomplish here, either. Problems with Federation cruisers aren't solely related to DPS, and this suggestion won't address such issues.
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    icegavelicegavel Member Posts: 991 Arc User
    edited March 2013
    eraserfish wrote: »
    Said things do not work properly. Emergency Force Fields do not have a visible impact on gameplay, while a Biofunction Monitor keeps your crew from actually dying (it'll still let 'em get injured, though).
    Considering that, if this concept were to be implemented, they'd have to change a LOT about crew in this game, they would have sufficient time to fix the bugs as they exist.

    eraserfish wrote: »
    No, I don't believe you have actually considered everything.

    I'm also not quite sure what you're hoping to accomplish here, either. Problems with Federation cruisers aren't solely related to DPS, and this suggestion won't address such issues.
    I've simulated dozens of scenarios in my head, envisioned fleet actions, tactics, BOff power uses. I'm a scientist by nature, and I am as thorough as one.

    Thew other issues with Cruisers is that, compared to the damage output of the Escort, they're not tough enough. I've seen a VERY few builds that can actually stand up to a good beating, but they do exist. It's just harder to do than getting an Escort geared up and vaporizing everything. I know all this because the original spark for the idea was a discussion with a friend of mine when we were discussing Geko's Armor post. He wanted Carriers to have 2 Heavy Armor slots, but have a penalty for the second (if they chose to use 2 Heavy Armor). I said nay, since carriers move too slowly anyway, and suggested crew. His reply was that crew was useless, so I thought up a way to make them useful. Here it is, a week later and far more refined.

    I do this kind of postulating all the time.For every post I make, 30 concepts are born and killed in my mind for lack of detail. I know what I'm talking about. I've played this game for well over 2 years, though not since launch.
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    eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    icegavel wrote: »
    Considering that, if this concept were to be implemented, they'd have to change a LOT about crew in this game, they would have sufficient time to fix the bugs as they exist.

    I've simulated dozens of scenarios in my head, envisioned fleet actions, tactics, BOff power uses. I'm a scientist by nature, and I am as thorough as one.

    Thew other issues with Cruisers is that, compared to the damage output of the Escort, they're not tough enough. I've seen a VERY few builds that can actually stand up to a good beating, but they do exist. It's just harder to do than getting an Escort geared up and vaporizing everything. I know all this because the original spark for the idea was a discussion with a friend of mine when we were discussing Geko's Armor post. He wanted Carriers to have 2 Heavy Armor slots, but have a penalty for the second (if they chose to use 2 Heavy Armor). I said nay, since carriers move too slowly anyway, and suggested crew. His reply was that crew was useless, so I thought up a way to make them useful. Here it is, a week later and far more refined.

    I do this kind of postulating all the time.For every post I make, 30 concepts are born and killed in my mind for lack of detail. I know what I'm talking about. I've played this game for well over 2 years, though not since launch.

    ..and not by profession?

    Time is one thing; manpower and expertise is another. That being said, it's unlikely they'll touch it.

    If anything is to be done with crew, it shouldn't be put towards trying to make larger vessels match the DPS of smaller ones. Instead, it ought to be put towards making crew size a distinct advantage: something that cannot simply be overcome by the right mods and is inherent to the vessel itself. I believe that your suggestion in fact, would make cruisers less desirable to use, because they're going to suffer even more from being compared to carriers.
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    icegavelicegavel Member Posts: 991 Arc User
    edited March 2013
    eraserfish wrote: »
    ..and not by profession?

    Time is one thing; manpower and expertise is another. That being said, it's unlikely they'll touch it.

    If anything is to be done with crew, it shouldn't be put towards trying to make larger vessels match the DPS of smaller ones. Instead, it ought to be put towards making crew size a distinct advantage: something that cannot simply be overcome by the right mods and is inherent to the vessel itself. I believe that your suggestion in fact, would make cruisers less desirable to use, because they're going to suffer even more from being compared to carriers.

    Science as a profession only pays well for one out of a hundred people. The jobs aren't there.

    Only on the Klink side, since Carriers are more readily-available there. But then, no one flies Klink cruisers, anyway. Starfleet doesn't have any carriers that they have easy access to. Hundreds of dollars, hundreds of thousands of Di, or hundreds of millions of EC. Either way, it's all lockbocks, Lobi, and C-Store. I'm amazed at how many people pay as much as that for those. But, there's a distinct advantage Cruisers have that you're missing:

    Commander Engineering BOffs. If you haven't heard, there's this nifty little most-over-powered-heal-in-the-game called Aux to SIF III that can do 7k hull every 15 seconds, with a DOff that has a chance to give it's damage resist buff a HoT. And if you don't want that, there's always the ever-excessive shield healing of Reverse Shield Polarity III. Trust me...Cruisers have more going for them than you think, if you build them right.
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    anazondaanazonda Member Posts: 8,399 Arc User
    edited March 2013
    While we are at it, I'd like Nerfs to Sci ships, specifically their shield-strength, SNB as well as Sensor scans.

    Scis are truely ovepowered.

    (So... I am dead serious.)
    Don't look silly... Don't call it the "Z-Store/Zen Store"...
    Let me put the rumors to rest: it's definitely still the C-Store (Cryptic Store) It just takes ZEN.
    Like Duty Officers? Support effords to gather ideas
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    eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    icegavel wrote: »
    Science as a profession only pays well for one out of a hundred people. The jobs aren't there.

    Only on the Klink side, since Carriers are more readily-available there. But then, no one flies Klink cruisers, anyway. Starfleet doesn't have any carriers that they have easy access to. Hundreds of dollars, hundreds of thousands of Di, or hundreds of millions of EC. Either way, it's all lockbocks, Lobi, and C-Store. I'm amazed at how many people pay as much as that for those. But, there's a distinct advantage Cruisers have that you're missing:

    Commander Engineering BOffs. If you haven't heard, there's this nifty little most-over-powered-heal-in-the-game called Aux to SIF III that can do 7k hull every 15 seconds, with a DOff that has a chance to give it's damage resist buff a HoT. And if you don't want that, there's always the ever-excessive shield healing of Reverse Shield Polarity III. Trust me...Cruisers have more going for them than you think, if you build them right.

    Commander Engineering is just about the only advantage that Federation cruisers have, and even then they lose out to the Recluse where that's concerned. Either way, you're still stuck flying a brick whose performance characteristics are comparable, or worse than that of carriers.

    Also, relying so much on RSP for tanking is just asking for you to get hit with a Subnucleonic beam.
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    mimey2mimey2 Member Posts: 0 Arc User
    edited March 2013
    One really big help about crew would be to change one thing:

    Take the 10% dead, and 20% injured proc on all torps and such we have, and instead change it to: 1% or 1 dead, and 2% or 2 injured. (whichever is larger)

    Because nearly a third of your crew getting injured and killed from a SINGLE torpedo from the weakest, wimpiest, mostly-dead level 1 Miranda on your 1,000 or more cruiser which didn't even flinch from the impact...is quite honestly a bit ridiculous.

    Yes, you can do things to adjust and slow it down:

    Adapted MACO/Honor Guard set
    Aux to Dampeners
    BFI
    Emergency Force Fields
    Biofunction Monitors
    Nurse DOFFs
    Probably other stuff I forgot.


    However, even with doing all of that, you still can lose copious amounts of crew, and they simply won't come back fast enough. At least, not without giving up a LOT of sci console slots and equipping 3 or more Biofunction monitors, even that isn't perfect though.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
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    eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    mimey2 wrote: »
    One really big help about crew would be to change one thing:

    Take the 10% dead, and 20% injured proc on all torps and such we have, and instead change it to: 1% or 1 dead, and 2% or 2 injured. (whichever is larger)

    Because nearly a third of your crew getting injured and killed from a SINGLE torpedo from the weakest, wimpiest, mostly-dead level 1 Miranda on your 1,000 or more cruiser which didn't even flinch from the impact...is quite honestly a bit ridiculous.

    Yes, you can do things to adjust and slow it down:

    Adapted MACO/Honor Guard set
    Aux to Dampeners
    BFI
    Emergency Force Fields
    Biofunction Monitors
    Nurse DOFFs
    Probably other stuff I forgot.


    However, even with doing all of that, you still can lose copious amounts of crew, and they simply won't come back fast enough. At least, not without giving up a LOT of sci console slots and equipping 3 or more Biofunction monitors, even that isn't perfect though.

    In my experience, only Biofunction Monitors work at keeping crew from dying: one console is capable of stopping your crew from ever dying, but it won't keep them from becoming incapacitated. I think the problem goes further than the massacre-by-torpedo issue and probably has to do with the complicated mess that it actually is.

    Anyhow, Emergency Force Fields should be scrapped or changed to help with things other than crew. Nurse DOffs should just straight up boost recovery rates. Before we get to talking about how the system could be made useful, we should probably take out the whole dying-in-droves-to-anything issue, at least until something workable gets put into place.
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    edna#7310 edna Member Posts: 21 Arc User
    edited March 2013
    anazonda wrote: »
    While we are at it, I'd like Nerfs to Sci ships, specifically their shield-strength, SNB as well as Sensor scans.

    Scis are truely ovepowered.

    (So... I am dead serious.)

    If the devs would nerf every s*** people on the forums say it needs nerf ,we'd have the game reduced to pong.I take these "lets nerf X " threads as "this guy was killed by X in pvp and now is having a rage moment" :cool:
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    firekeeperhufirekeeperhu Member Posts: 416 Arc User
    edited March 2013
    please tell me more about how am i suppose to live in this system of yours while i fly my tacti escort/jhas constantly with ghost crew...
    <3 Defiant <3

    RnD and upgrade needs less RNG. Less lottery. Something has to change.
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    eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    please tell me more about how am i suppose to live in this system of yours while i fly my tacti escort/jhas constantly with ghost crew...

    Is that a problem?
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    sparhawksparhawk Member Posts: 796 Arc User
    edited March 2013
    mimey2 wrote: »
    If crew didn't die so easily...I'd want this in the game tomorrow. But until they ever fix crew rates, I don't want them to tack on more things to it.

    Honestly, just removing crew from the game would be better in some ways, and ships based on a flat rate depending on the ship.
    This. Cruiser and Carrier crew die by an enemy looking at the ship funny, while Escort crews have a hard time staying dead. Part of the cause of this is that crew regenerates at the same rate regardless of crew size, so a smaller crew jumps back to full capacity more quickly.

    Both of these. The crew system has sucked and been a worthless mechanic ever since the game first launched I'm afraid.
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    icegavelicegavel Member Posts: 991 Arc User
    edited March 2013
    anazonda wrote: »
    While we are at it, I'd like Nerfs to Sci ships, specifically their shield-strength, SNB as well as Sensor scans.

    Scis are truely ovepowered.

    (So... I am dead serious.)
    The only Science ship that's in any way "strong" is the Vesta, and only THEN because it's a science-oriented Escort. Sensor Scan doesn't do TRIBBLE to anyone. Their shield strength is the only thing Scis have over other classes, and it loses THAT to the Recluse. As for SNB, it's working just as it needs to be. It's the only thing preventing Tactical "Buff Up and Fire Everything" from becoming the eternal "I Win" button. But then, that's what you want, isn't it? Sorry, but every point you brought up couldn't be more wrong. I'll make sure to save my Vesta's SNB just for you if I see you around. (yes, that last sentence was a joke)

    Also, in Hive Space (especially on Elite), SNB is a real LIFE-SAVER against the Queen. Trust me, I ran it with fleeties on Elite and got all the optionals. Saved 3 guys from Death-by-Torp-Spread with my SNB.
    eraserfish wrote: »
    Commander Engineering is just about the only advantage that Federation cruisers have, and even then they lose out to the Recluse where that's concerned. Either way, you're still stuck flying a brick whose performance characteristics are comparable, or worse than that of carriers.

    Also, relying so much on RSP for tanking is just asking for you to get hit with a Subnucleonic beam.
    The only thing I rely on for tanking is my hull heals and the occasional ST. RSP is moreof an "oh sh*t" button, and only ever hits me after everyone's SPENT their SNBs. 'Cause I'm careful like that.
    mimey2 wrote: »
    One really big help about crew would be to change one thing:

    Take the 10% dead, and 20% injured proc on all torps and such we have, and instead change it to: 1% or 1 dead, and 2% or 2 injured. (whichever is larger)

    Because nearly a third of your crew getting injured and killed from a SINGLE torpedo from the weakest, wimpiest, mostly-dead level 1 Miranda on your 1,000 or more cruiser which didn't even flinch from the impact...is quite honestly a bit ridiculous.

    Yes, you can do things to adjust and slow it down:

    Adapted MACO/Honor Guard set
    Aux to Dampeners
    BFI
    Emergency Force Fields
    Biofunction Monitors
    Nurse DOFFs
    Probably other stuff I forgot.


    However, even with doing all of that, you still can lose copious amounts of crew, and they simply won't come back fast enough. At least, not without giving up a LOT of sci console slots and equipping 3 or more Biofunction monitors, even that isn't perfect though.
    I agree with this a bit. Even how worthless crew is now, they die WAY too easily. This would be a bit needed.
    eraserfish wrote: »
    In my experience, only Biofunction Monitors work at keeping crew from dying: one console is capable of stopping your crew from ever dying, but it won't keep them from becoming incapacitated. I think the problem goes further than the massacre-by-torpedo issue and probably has to do with the complicated mess that it actually is.

    Anyhow, Emergency Force Fields should be scrapped or changed to help with things other than crew. Nurse DOffs should just straight up boost recovery rates. Before we get to talking about how the system could be made useful, we should probably take out the whole dying-in-droves-to-anything issue, at least until something workable gets put into place.
    Well, if we're going to FIX the "massacre-by-torpedo" mess, one way to do it would be to fix EFF and all the rest so it WORKS RIGHT. You're basically saying "if it's broke, replace it." Where I come from, if it's broke, you fix it. They can - and SHOULD - fix it.
    please tell me more about how am i suppose to live in this system of yours while i fly my tacti escort/jhas constantly with ghost crew...
    Exactly the same as before, except your cannons need an extra second to recharge. You only really lose on torpedoes. But, from what I've seen, I'm the only guy in an Escort in the game that uses Torpedoes anyway. If you want a better rate of fire, fly a bigger ship. Simple as that. Now you have a choice to make: Fire a little less in your escort and NOT be overpowered, or fly a different ship and NOT be DPS. Oh look, other viable options.
    sparhawk wrote: »
    Both of these. The crew system has sucked and been a worthless mechanic ever since the game first launched I'm afraid.
    That's the point of this idea: To change that and make it worthwhile.
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    bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited March 2013
    From what I can tell crew now makes a big difference as escorts have less crew and no crew means no good healing.
    Leonard Nimoy, Spock.....:(

    R.I.P
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    ussultimatumussultimatum Member Posts: 0 Arc User
    edited March 2013
    icegavel wrote: »

    tl;dr: MORE CREW = MORE PEW PEW. Any questions?


    No questions, a comment.

    Cruisers are about Tanking (PvE) and Healing (PvE/PvP).


    Crew benefiting offense has nothing to do with what Cruisers were designed to do, and everything to do with Cruiser players wanting Tank/Healers to do more damage.
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    whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited March 2013
    No questions, a comment.

    Cruisers are about Tanking (PvE) and Healing (PvE/PvP).


    Crew benefiting offense has nothing to do with what Cruisers were designed to do, and everything to do with Cruiser players wanting Tank/Healers to do more damage.

    I will disagree with what you have said with this premise, larger crews should be able to keep the ships and its subsystems running better than smaller crews. Debuffs and other events that take systems online, as well as healing bonus should be better handled with larger crew sizes.
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    eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    No questions, a comment.

    Cruisers are about Tanking (PvE) and Healing (PvE/PvP).


    Crew benefiting offense has nothing to do with what Cruisers were designed to do, and everything to do with Cruiser players wanting Tank/Healers to do more damage.

    Would be nice if they did those two things particularly well, but they don't.

    And if they were designed to be "tankers" and "healers", what of the eight weapon slots, or tactically-oriented cruisers like the Regent?
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    frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited March 2013
    bitemepwe wrote: »
    From what I can tell crew now makes a big difference as escorts have less crew and no crew means no good healing.

    If you have no special bonuses, the UI reports that your crew recovery rate is 50%/min in combat and 5%/min out of combat. However, as far as I can tell, the numbers reported by the UI are wrong. They apply to neither able crew nor alive crew. My rough estimates for the actual crew recovery rates are as follows:

    Able Crew (in combat): ~60 crew/min
    Able Crew (out of combat): ~500 crew/min
    Alive Crew (in combat): never recovers during combat
    Alive Crew (out of combat): ~100%/min

    Hull regeneration rate depends on the percentage of able crew, but in combat, able crew regenerates at a fixed number of crewmen per minute. This implies that ships with smaller crew have the advantage when it comes to crew regeneration. However, this is not as much of an advantage as you would think, because the "normal" hull regeneration rate is divided by 6 when you enter red alert. By "normal" hull regeneration rate, I mean that part which comes from the base hull regeneration rate of your ship class and your skill in "Starship Hull Repair". The hull regeneration bonus from leadership doesn't follow the normal rules: it not divided by 6 when you enter red alert and is not affected by crew. That's what makes the leadership trait so strong.
    Waiting for a programmer ...
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    skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited March 2013
    OP, how about we ask they simply REMOVE the crew stat and be done with it? It makes no sense for your crew to recuparate as fast as it does unless they're all some sort of super borgs. Furthermore, it feels like like one of the clunkier aspects of combat that never was finished properly before launch, so it was simply rushed through.

    Granted, some work would need to be redone to change some existing items and powers that affect crew but taking out this unfinished, clunky, and frankly unnecessary stat would help streamline things.
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    haravikkharavikk Member Posts: 278
    edited March 2013
    I think the first thing to do is fix how crew damage is applied (so that we can actually have some crew now and then) and tweak crew recovery to better scale for larger crews (who should have more medical staff to go with them).

    Hull repair is only meant to be part of the story; if more abilities, particularly engineering ones, were scaled by the amount of crew you have then this could give cruisers more of a niche, done with diminishing returns so that small crew ships can still benefit from the abilities, just not as much as say a cruiser with 1000 active crew which would have the full benefit (any extra crew is mostly just allowing you to keep that effectiveness for a lot longer).
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    whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited March 2013
    OP, how about we ask they simply REMOVE the crew stat and be done with it? It makes no sense for your crew to recuparate as fast as it does unless they're all some sort of super borgs. Furthermore, it feels like like one of the clunkier aspects of combat that never was finished properly before launch, so it was simply rushed through.

    Granted, some work would need to be redone to change some existing items and powers that affect crew but taking out this unfinished, clunky, and frankly unnecessary stat would help streamline things.

    I agree, what they might want to use instead is to assign a "ship repair rate" per each vessel that can take into account how many crew members would be in a ship. Big cruisers would have the highest bonus-rates and smallest ships like the Defiant and BOP would have the lowest.
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    icegavelicegavel Member Posts: 991 Arc User
    edited March 2013
    OP, how about we ask they simply REMOVE the crew stat and be done with it? It makes no sense for your crew to recuparate as fast as it does unless they're all some sort of super borgs. Furthermore, it feels like like one of the clunkier aspects of combat that never was finished properly before launch, so it was simply rushed through.

    Granted, some work would need to be redone to change some existing items and powers that affect crew but taking out this unfinished, clunky, and frankly unnecessary stat would help streamline things.
    Because there are people on your ship. Your character isn't doing everything himself, there are people there. They need to be represented. Besides, a ship with no crew is useless, and makes no sense. That's how Star Trek is. YES, it was rushed, they had to cut corners like it was crunch time at the circle factory. They had to launch by PERPETUAL'S launch date. They had half the time they needed. Now they have time, staff, and support. The can go back and fix what they did wrong.

    Have some Star Trek spirit, and never give up.
    haravikk wrote: »
    I think the first thing to do is fix how crew damage is applied (so that we can actually have some crew now and then) and tweak crew recovery to better scale for larger crews (who should have more medical staff to go with them).

    Hull repair is only meant to be part of the story; if more abilities, particularly engineering ones, were scaled by the amount of crew you have then this could give cruisers more of a niche, done with diminishing returns so that small crew ships can still benefit from the abilities, just not as much as say a cruiser with 1000 active crew which would have the full benefit (any extra crew is mostly just allowing you to keep that effectiveness for a lot longer).

    Your first point, about adjusting crew damage, has been addressed numerous times in this thread. I refer you to the last 3 pages of discussion.

    Having Engineering powers scale to crew is an interesting idea. Combine that with my idea, and we might just be on to something.
    No questions, a comment.

    Cruisers are about Tanking (PvE) and Healing (PvE/PvP).


    Crew benefiting offense has nothing to do with what Cruisers were designed to do, and everything to do with Cruiser players wanting Tank/Healers to do more damage.

    Yea? And when's the last time they were able to do that well enough to fight Escorts? Been a LONG time. Besides, even for a TANK role, their damage is low. That renders their tanking moot, because they can't get aggro. Hell, even with maxed Threat Control and an Attack Patter Delta (with a DOff that makes AP:D double my threat generation), my Eng Ody can't get much aggro. I have to be alone or on a team with no Escorts, because their DPS gets all the aggro, anyway. The lack of damage on a Cruiser is LITERALLY interfering with its ability to tank.
    I agree, what they might want to use instead is to assign a "ship repair rate" per each vessel that can take into account how many crew members would be in a ship. Big cruisers would have the highest bonus-rates and smallest ships like the Defiant and BOP would have the lowest.

    So, we're all flying Borg ships now? Starfleet/Klingon/Romulan ships don't repair themselves, the crew repairs them. Take away the crew, take away ALL healing capacity. EVERYONE is a glass cannon, and there's no longer a reason to be anything other than an Escort. I say nay. Bad idea.
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