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Possible bug with the Jem Dread's Crew

novathelegendnovathelegend Member Posts: 95 Arc User
edited March 2013 in PC Gameplay Bug Reports
I'm not sure if this is a bug, or if it's intended but it seems kind of odd.

The crew on my Jem Dreadnought seem to have the following issues:

They die and are gone super fast.

They regenerate insanely slow.

Everytime I look, I hardly have any crew.

Something else interesting I found, and this is what led me to make this post...

At full crew strength, my hull regen rate on the Dreadnought Carrier is 198.7%, my Breen ship has a 256.5% hull regen rate, and my Kumari has 240%

I only tested it with those three ships, using the same gear and the same bridge officers. Though I'm pretty sure if I tested with other ships, the results would be about the same.

Why is it, that a ship with many times the amount of crew of other ships, has such a discrepancy in hull regen? Shouldn't it be the larger the ship's crew, the higher the regen percentage?

My captain is human, and i'm using two human bridge officers, plus I have Hull Repair maxed, and it still takes forever to heal the dreadnought carrier up to full strength and I see very little innate regen.
Commanding Officer of Task Force Midnight
Post edited by novathelegend on

Comments

  • renimaltrenimalt Member Posts: 219 Arc User
    edited March 2013
    Torpedoes currently disable more crew than you'd otherwise expect. When the crew disable proc is applied, instead of disabling the lesser of 20% of able crew or 20 crewmen, it's disabling the greater number. (i.e. on the 4500 crew dreadnought, the first torp hit could disable 900 crewmen, but on a 50 crew escort, the first torp hit would disable 20 crewmen.) I've reported this problem before, but it doesn't look like it's been fixed.

    Crew death rates don't seem to be affected by this, but you may have been hit by something that explicitly applied a crew death effect (e.g. Theta Radiation).

    Hull regen strength appears to be tied into the % of able crew left, not the actual number. Hence, 20 able crew on a 50-crew escort would lead to the same hull repair percentage as 1800 able crew on your 4500-crew dreadnought. This in itself isn't unreasonable; in fact, it'd lead to the expected effects if crew disable effects were fixed: the escort would lose its crew more quickly, and have lower hull regen rates over time than the dreadnought with its still-alive redshirts. Unfortunately, until the crew disable effects are fixed, we're not going to see this.
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  • voporakvoporak Member Posts: 5,621 Arc User
    edited March 2013
    Shouldn't it be the larger the ship's crew, the higher the regen percentage?

    I just want to point out here that while you may have a larger crew, they have more hull to repair. A little crew repairs a little hull, a big crew repairs a big hull.

    So the simple answer is no.
    I ask nothing but that you remember me.
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