i'm loving all the new bats, but there's just one i'd really like you havn't offered us yet:
A Medical Battery--to buff crew recovery rates in space combat, and maybe help with the whole disabled and dead problem.
neural stimulator set to maximu...CLEAR...
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Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
I'm pretty sure it effects EVERYTHING in space combat--repair, dps, power levels, turn, sytems offline and the cooldown of hangar and boarding parties in particular--or at least it seems to me that when one of my ships has the crew bar close to empty, its overall performance in combat is SERIOUSLY decreased.
which, in turn is why i'm requesting this bat.
but I have been wrong before....
It affects passive hull regeneration and Tactical Team, possibly Boarding Party (but who uses this TRIBBLE anyways?) and subsystem offline time too. But it certainly doesn't change anything else you mentioned.
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Unfortunately, you're incorrect in your assessment.
The fact is, that Crew size/recovery does almost nothing. The mechanics around this concept are horribly flawed, testing showed that most abilites or buffs that help restore crew don't even work at red alert. They only work out of combat which is of course, no help at all.
In combat, there is almost no difference at all between a ship with a fully healthy crew and one with most of the crew dead. When your hull is depleted, the crew effects you fast your ship naturally regenerates the hull, but if you use an ability like Engineering Team, Hazard Emitters, Miracle Worker, etc.. those abilities are not effected by crew. This means that the crew only provides a very small bonus provided you do nothing at all to heal yourself. The crew has no effect on any bridge officer ability you use.. none. Their 'effect' is purely passive. Same with subsystem disables. provided you do nothing, they bring your subsystem back up a little faster.
Crew has no effect on DPS at all.
If you're using consoles to boost crew recovery rate, it's highly advisable that you swap in something else. You're wasting console slots, the mechanic doesn't work and it never has.
But yeah, crew itself is pointless. I heard they were thinking about just removing it entirely, but I don't know if they actually will or not.
One of the consequences of crew having no real effect, good or bad, is that there's very little incentive to take the time to remove it. I think it should be removed (or completely overhauled to be a functional mechanic), so new players don't get confused into thinking it matters (I spent an embarassing amount on Nurse DOffs shortly after I started), but it's almost certainly a very low priority for Cryptic.
It's an easy mistake to make; the game is setup to treat crew like it really matters, what with consoles and DOffs to support the mechanic, and even some set bonuses from popular end-game equipment sets.
In a Priority One podcast a couple weeks ago it was discussed as a possibility of removing the mechanic all together.
Well I can only hope it happens. Who knows, maybe the calculations for able/alive crew is what causes the lag!
Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!