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Crew and Duty Officer Revamp

uraciouseuraciouse Member Posts: 36 Arc User
A suggestion to fix the crew mechanic and make DOFFs a little more interesting.

Crew level will control the effectiveness of three things: Hull Regen, Systems Repair, and Battle Stations (new DOFF mechanic)

Crew:
- Casualties will be more difficult to inflict/sustain. Deaths in particular will be rarer.
- Casualties will be on a linear rather the percentage basis, therefore a ship with a larger crew will be able to take more hits before losing crew effectiveness
- Crew regeneration will be on a linear basis, therefore a ship with less crew will be able to regenerate their active crew percentage (ACP) at a faster rate.
- Dead crew cannot be regenerated in combat.
- Escorts will have higher base crew resistance to injury, science vessels will have higher recovery rates and cruisers simply have more crew. Not sure what to do with carriers and warbirds.

Hull Regen:
- 100 ACP (100% of crew alive and uninjured) will result in X% hull regeneration per second. ("X" is the same for all ship classes) 90 ACP (90% of crew alive and uninjured ) will result in .9X% hull regeneration per second. 80 ACP = .8X r/s ect.

Systems Repair:
- The base System Repair rate will be greater than it currently is.
- 100 ACP = 100% systems repair rate
- 50 ACP = 50% systems repair rate
- 0 ACP = 20% systems repair rate

Battle Stations: (Will explain system later)
- Will be effected by both base crew as well as ACP
- 100 or less base crew will grant the baseline bonus of Battle Stations
- Each crew member beyond that will add .02% to effectiveness. So a crew of 200 will have 102% BSE (Battle Stations effectiveness) and a crew of 1100 will have 120% BSE
- After 1100 crew each crew member will only add .01%. So a crew of 2200 will have 130% BSE.
- After 2200 crew each additional crew member will only add .005%. So a crew of 4000 will have 139% BSE.
- BSE will be reduced by 5% for every 10% of hull damage, down to 50%
- BSE will be reduced by 10% for every 10% of hull damage, from 50% to 0%
- Therefore while a high crew ship will start off with a lot more BSE than a low crew ship it can easily end up with far lower BSE in an extended fight due to its lower crew regeneration rate.

The Working of Battle Stations:
Battle Stations will be an additional 10-20 active space roster slots.

However DOFFS placed in these will not give you the normal bonuses to your abilities. Instead some (not all) of the DOFF specializations will be given small passive bonuses to the general operations of your ship when slotted in Battle Stations.

If slotted in the normal active duty roster slots only the normal bonus will take effect.

If more than one of the same DOFF specialization is slotted diminishing returns will take effect.

Some of my ideas for these new DOFF powers are as follows:

Doctor - Small increase to crew regen rate. (Always operates at 100% BSE regardless of base crew or ACP)
Medic - Causes some crew deaths to be injuries instead
Nurse - If slotted with Doctor counts as second Doctor without incurring diminishing returns. If slotted alone gives the same bonuses as the Doctor except at a reduced rate.

Warp Core Engineer- Small bonus to flow capacitors.
Maintenance Engineer - Small bonus to hull regen.

Energy Weapons Officer- Small reduction to weapons energy drain.

Got any new DOFF powers you would like to see?
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