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Screwy Hull Repair and Crew Recovery Rates

macarthur1961macarthur1961 Member Posts: 107 Arc User
I thought it seemed as tho game had increased in difficulty in regards to PvE content recently. Upon talking with many others, I find I am not alone in this...so I did some testing and noticed something VERY interesting.
I ran the tests on my Tact Bortasqu due to it's massive crew and hull...and what I found was that after 1 hit to my ship from NPCs, my hull repair rate dropped from 160% to 28%...even before I lost a single crew member.
I also noted that my crew recovery rate dropped from 58% to 16%...again, before I even lost a crewmember.
Even more interesting was that the hull repair rate didn't seem to fluctuate from those numbers despite my crew getting down to 50% before I started healing ship and shields.
As a former Engineer, I am curious if anyone else noticed this and if they can possibly provide an explanation to these unrealistic aspects of game. I would luv to hear an explanation or at least the community's thoughts on this subject so I can try to make some sense of it.
Post edited by macarthur1961 on

Comments

  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited October 2013
    The hull repair rate is merely a passive hull repair percentage, and when you in fact enter an engagement it lowers automatically. The amount of crew will in fact effect how fast or slow your ship naturally repairs hull points on a passive and not boff activated healing.
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  • macarthur1961macarthur1961 Member Posts: 107 Arc User
    edited October 2013
    The hull repair rate is merely a passive hull repair percentage, and when you in fact enter an engagement it lowers automatically. The amount of crew will in fact effect how fast or slow your ship naturally repairs hull points on a passive and not boff activated healing.

    OK... I think I understood that [I'm pretty tired]...so thx... I guess I just haven't been paying enough attention to this in the past 18 months, LOL.
  • rahmkota19rahmkota19 Member Posts: 1,929 Arc User
    edited October 2013
    Its nothing new.

    If you need to increase crew revive rate, patch some Biofunction monitors to your ship. Will do wonders.

    This is something I noticed the past 20 months now, its nothing new.

    But yes, changes to crew system would be nice.
  • sonnikkusonnikku Member Posts: 77 Arc User
    edited October 2013
    Broken system is broken. 2/3 of my crew are dead after a puny phaser beam array lightly touches my still-blue shields.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited October 2013
    sonnikku wrote: »
    Broken system is broken. 2/3 of my crew are dead after a puny phaser beam array lightly touches my still-blue shields.
    Yeah, crew dies WAY too fast. That aspect of the system definately needs tinekred with.
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  • peter1z9peter1z9 Member Posts: 0 Arc User
    edited October 2013
    It really gets silly on my Mirror Vo'quv. 95% of the time in STFs, my crew of 4000 ends up with 250 functional crew and 3750 unconscious or incapacitated.

    Crew is so broken that everyone and their friends' friends has to either run the 2-piece Borg set, rely on battle cloaking to escape and get out of red alert, or go Federation with all human BOFFs to get any benefit from passive hull regeneration. The poor KDF (besides any of them using a BoP variant) only has the 2-piece Borg set to rely on for this purpose making them further imbalanced.
    "Our Bugs are working as intended" - Cryptic
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