Q: Did I hear something about “Crew” being removed? What happened to my Crew?
A: This is a mechanic that never worked well in Star Trek Online, and needlessly confused some systems (such as Hull Regeneration). Rather than try and improve a system that added complexity to an already complex game, we decided it was time to retire the mechanic as a whole. As a result, you will no longer see a Crew meter in the HUD, and all existing mechanics that relied upon Crew have been changed so that they behave at all times as if you had 100% of your available Crew.
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Any items/traits/etc. that improved Crew Regeneration have been changed to improve Hull Regeneration.
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Any items/traits/etc. that improved Crew Resistance have been changed to improve resistance to Subsystem Offline Durations.
^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
"No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
"A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
"That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
I think the Duty Officer system was a far more interesting use of the concept.
DOFFs are completely detached from the rest of the game, though, while the crew "subsystem" had direct influence on the game. Or at least in theory since they never got it to work, but also didn't seem very eager to fix it.
^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
"No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
"A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
"That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
I think the Duty Officer system was a far more interesting use of the concept.
DOFFs are completely detached from the rest of the game, though, while the crew "subsystem" had direct influence on the game. Or at least in theory since they never got it to work, but also didn't seem very eager to fix it.
The crew effect on the ship was there. What was the problem was the crew damage mechanic. The mechanic ensured that innate hull regeneration was pretty much irrelevant to the game, as your crew was permanently disabled. Fixing a system that basically everyone is already ignoring isn't really all that efficient use of resources.
That said - with the changes by removing it, suddenly innate regeneration is bigger than before. I just realize I might be underselling the value of innate regeneration based on the game's previous state.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
The crew effect on the ship was there. What was the problem was the crew damage mechanic. The mechanic ensured that innate hull regeneration was pretty much irrelevant to the game, as your crew was permanently disabled. Fixing a system that basically everyone is already ignoring isn't really all that efficient use of resources.
That said - with the changes by removing it, suddenly innate regeneration is bigger than before. I just realize I might be underselling the value of innate regeneration based on the game's previous state.
It seemed so simple, though. The problem was that "kill crew" effects worked on a percentual basis, not with total numbers. That this would result in killing more crew faster if you have a lot of them should have been clear during the basic brainstorming phase for this mechanic as bigger crew meant a disadvantage instead of having a bolstered up resistance against those effects. It seems like such an obvious mistake and potentially easy fix, but I am aware that nothing is easy in programming. Still, just like the Star Clusters, they never really seemed to try to fix it at all. Removing it them years later because it's broken is not that big of an achievement.
^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
"No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
"A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
"That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
What is simple about my so-called "dead" crew re-spawning light years from base? Do I have a complete back up of everyone in a transporter pattern buffer and I'm just shoveling corpses onto the pad to reconstitute my nameless ensigns from available biomass?
The system we had either made life incredibly cheap or damage incredibly meaningless. Possibly both. Either way it wasn't doing much to enhance the immersion in my experience. Trek is for the most part not about the bloody realities of war. Sure you lose an ensign here and there in the shows, but I can't every recall any "cast members reeling from the wholesale slaughter of 30% of the crew". Where's the episode where Riker realizes in the aftermath of that brief but savage battle that his poker table is now empty except for the partners granted main credits plot immunity?
In a (game) world that is about for 90% about combat it really didn't make sense to me that a ship with 2000 or more crew members was as effective as a ship with 200 or 300. What is the point of having all those people on board if they do nothing.
Think about it. How should it work? An escort with a 200 crew should be able to tackle the same content as a battle ship with 2000 crew members. It was just a cosmetic gimmick, large ship big crew, small ship small crew.
(...)
Think about it. How should it work? An escort with a 200 crew should be able to tackle the same content as a battle ship with 2000 crew members. It was just a cosmetic gimmick, large ship big crew, small ship small crew.
That's true, but the potential was never explored anyway. Crew mechanics could have been inspired by strategy games, making ships with large crew more resilient to boarding actions, they could send boarding parties more quickly and even hope to temporarily capture targets. "Team" abilities could have been more effective with large crew, bridge officer cooldowns reduced, stuff like this. But well, we never got that so of course nobody misses the old broken crew mechanic. But just removing it is not a good way to deal with it in my opinion.
^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
"No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
"A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
"That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
I only have one regret to see the crew mechanics gone: as mentioned earlier, now you don't know the normal number of crew members your ship can carry anymore, which was interesting for lore reasons. No more 250 Doffs squeezed in my 25 crew quarters of my Baltim.
Also agree that removal was not a good way to deal with crew's impact on the ship. I do hope it makes a comeback eventually in a way that's completely reworked.
Crew casualties were often mentioned in the ST series for major events, and at times required the attention of bridge officers to deal with. Ships suffering heavy casualties became completely disabled and adrift, vulnerable to the elements, attacks, and boarding parties. Major events almost always required contact with engineering and their teams to solve problems, figure out solutions to various conditions, and make repairs. In combat or potentially dangerous situations, a Yellow or Red alert would be issued for the crew to be aware and to be at their stations and ready. Casualties to away team or crew would affect the morale of the entire crew, sometimes to the point of mutiny against the captain themselves. I could go on, but the point remains that a new crew mechanic is needed if they're to accurately portray ST canon and not some generic space combat MMO.
I could go on, but the point remains that a new crew mechanic is needed if they're to accurately portray ST canon and not some generic space combat MMO.
I think STO combat already has a pretty deep Trek feel, and losing the crew mechanic hasn't ruined any immersion for me. It's presence was a distraction as it never worked all that well and made the larger crew ships function less effectively than the smaller crew ships in such a way that things felt backwards. It also as mentioned above severely limited the effectiveness of passive regen, a mechanic that is important to the "generic" aspects of space combat.
Bringing it back could be a good thing, but it should come back as nothing more than a display stat. Boarding Parties, damage that requires engineering teams, loss of shields, yellow and red alerts ... all that stuff does currently exist in the game. As does damage to critical systems in your ship that requires repairs. Most of that stuff is present in the game already.
I'd be fine with crew numbers coming back as a display stat though. I just am glad to see it removed from combat effects.
I could go on, but the point remains that a new crew mechanic is needed if they're to accurately portray ST canon and not some generic space combat MMO.
I think STO combat already has a pretty deep Trek feel, and losing the crew mechanic hasn't ruined any immersion for me.
To me it has, and points of immersion will differ between people, especially those who stick with the game because it is Star Trek and bound by certain restrictions by CBS. My ships now feel like empty bulkheads. Sure it's just some silly little animation, but no more or less so than Admiralty giving the sense that you've got your fleet of ships sent on active duty.
It's presence was a distraction as it never worked all that well and made the larger crew ships function less effectively than the smaller crew ships in such a way that things felt backwards.
I think STO combat already has a pretty deep Trek feel,(...)
Funny how views differ. Without meaning this as a rant or anything, but aside from the canon ships used in the game the combat feels nothing like "Trek" at all in my opinion. Aside from the terminology used here and there the whole thing is pretty shallow and feels more like a "Freelancer" type of game.
Btw: How does "yellow alert" exist in the game? Or critical damage for that matter? If you refer to the "damage" you get after death on higher difficulty levels you probably also cosnider doffing a good representation of your crew and admiralty an immersive experience commanding a "fleet". Most of what we have in that regards are just windows, sliders and words, nothing relevant to actual gameplay.
^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
"No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
"A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
"That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
"They're really not dead..., as long as we remember them"
Besides crew minions were a dime a dozen in STO...
STO Member since February 2009. I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born! Forever a STO Veteran-Minion
I would like to see the size of the crew listed in game in the in game ship requisitions and C-Store at least, and maybe as a passive number display where the old crew mechanic used to be displayed.
edit: just my two cents/ec
edit: And maybe Role Playing groups would like the crew displayed somewhere for their own role playing purposes? Though I don't Role Play like that in game, I'm sure they may appreciate it too.
I LUV that game.
I must have about 3500-4000 of those cards, spent a fortune on them back when they came out.
Still have a few of the packs unopened.
STO Member since February 2009. I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born! Forever a STO Veteran-Minion
Your crew was promoted, nearly all of them are now fleet admirals.
Good one
^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
"No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
"A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
"That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
Comments
See Skill Revamp FAQ:
They're dead Jim.
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The military favours a 'crew cut'....
AHAHAHAHAHAHAAHAHAHAHAHAHAHAHHHHAAAAAAAAAAAAAAAAAA!!!!!!
No? I'll get my coat...
DOFFs are completely detached from the rest of the game, though, while the crew "subsystem" had direct influence on the game. Or at least in theory since they never got it to work, but also didn't seem very eager to fix it.
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The crew effect on the ship was there. What was the problem was the crew damage mechanic. The mechanic ensured that innate hull regeneration was pretty much irrelevant to the game, as your crew was permanently disabled. Fixing a system that basically everyone is already ignoring isn't really all that efficient use of resources.
That said - with the changes by removing it, suddenly innate regeneration is bigger than before. I just realize I might be underselling the value of innate regeneration based on the game's previous state.
It seemed so simple, though. The problem was that "kill crew" effects worked on a percentual basis, not with total numbers. That this would result in killing more crew faster if you have a lot of them should have been clear during the basic brainstorming phase for this mechanic as bigger crew meant a disadvantage instead of having a bolstered up resistance against those effects. It seems like such an obvious mistake and potentially easy fix, but I am aware that nothing is easy in programming. Still, just like the Star Clusters, they never really seemed to try to fix it at all. Removing it them years later because it's broken is not that big of an achievement.
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The system we had either made life incredibly cheap or damage incredibly meaningless. Possibly both. Either way it wasn't doing much to enhance the immersion in my experience. Trek is for the most part not about the bloody realities of war. Sure you lose an ensign here and there in the shows, but I can't every recall any "cast members reeling from the wholesale slaughter of 30% of the crew". Where's the episode where Riker realizes in the aftermath of that brief but savage battle that his poker table is now empty except for the partners granted main credits plot immunity?
Think about it. How should it work? An escort with a 200 crew should be able to tackle the same content as a battle ship with 2000 crew members. It was just a cosmetic gimmick, large ship big crew, small ship small crew.
That's true, but the potential was never explored anyway. Crew mechanics could have been inspired by strategy games, making ships with large crew more resilient to boarding actions, they could send boarding parties more quickly and even hope to temporarily capture targets. "Team" abilities could have been more effective with large crew, bridge officer cooldowns reduced, stuff like this. But well, we never got that so of course nobody misses the old broken crew mechanic. But just removing it is not a good way to deal with it in my opinion.
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Crew casualties were often mentioned in the ST series for major events, and at times required the attention of bridge officers to deal with. Ships suffering heavy casualties became completely disabled and adrift, vulnerable to the elements, attacks, and boarding parties. Major events almost always required contact with engineering and their teams to solve problems, figure out solutions to various conditions, and make repairs. In combat or potentially dangerous situations, a Yellow or Red alert would be issued for the crew to be aware and to be at their stations and ready. Casualties to away team or crew would affect the morale of the entire crew, sometimes to the point of mutiny against the captain themselves. I could go on, but the point remains that a new crew mechanic is needed if they're to accurately portray ST canon and not some generic space combat MMO.
I think STO combat already has a pretty deep Trek feel, and losing the crew mechanic hasn't ruined any immersion for me. It's presence was a distraction as it never worked all that well and made the larger crew ships function less effectively than the smaller crew ships in such a way that things felt backwards. It also as mentioned above severely limited the effectiveness of passive regen, a mechanic that is important to the "generic" aspects of space combat.
Bringing it back could be a good thing, but it should come back as nothing more than a display stat. Boarding Parties, damage that requires engineering teams, loss of shields, yellow and red alerts ... all that stuff does currently exist in the game. As does damage to critical systems in your ship that requires repairs. Most of that stuff is present in the game already.
I'd be fine with crew numbers coming back as a display stat though. I just am glad to see it removed from combat effects.
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My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
To me it has, and points of immersion will differ between people, especially those who stick with the game because it is Star Trek and bound by certain restrictions by CBS. My ships now feel like empty bulkheads. Sure it's just some silly little animation, but no more or less so than Admiralty giving the sense that you've got your fleet of ships sent on active duty.
I'll respond to that with another quote:
Funny how views differ. Without meaning this as a rant or anything, but aside from the canon ships used in the game the combat feels nothing like "Trek" at all in my opinion. Aside from the terminology used here and there the whole thing is pretty shallow and feels more like a "Freelancer" type of game.
Btw: How does "yellow alert" exist in the game? Or critical damage for that matter? If you refer to the "damage" you get after death on higher difficulty levels you probably also cosnider doffing a good representation of your crew and admiralty an immersive experience commanding a "fleet". Most of what we have in that regards are just windows, sliders and words, nothing relevant to actual gameplay.
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Besides crew minions were a dime a dozen in STO...
I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born!
Forever a STO Veteran-Minion
edit: just my two cents/ec
edit: And maybe Role Playing groups would like the crew displayed somewhere for their own role playing purposes? Though I don't Role Play like that in game, I'm sure they may appreciate it too.
They have been reassigned.
I LUV that game.
I must have about 3500-4000 of those cards, spent a fortune on them back when they came out.
Still have a few of the packs unopened.
I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born!
Forever a STO Veteran-Minion
Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
Good one
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