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Please list Crew size for ships

livefire11livefire11 Member Posts: 11 Arc User
I know you recently removed the crew feature for the ships because it didn't work right. I think you should of fixed it instead of completely removing it because it was a cool feature that made this game different then other space ship games. But if you don't want the crew feature can you at least re-list the crew size for the ships in the ship stats, this at least keeps immersion and reminds me of how big and small my crews is for my different ships.

Comments

  • livefire11livefire11 Member Posts: 11 Arc User
    Also just wanted to put my two cents in on how the "Crew" feature should work if you ever put it back in. Crew only takes damage - injury and death if the "Hull" is taking hits. Function of the "Crew" is to repair the hull and other sub systems in a fight(just like in the shows and movies). Based on how much of your crew is not dead decides how quickly the crew will be able to fix those systems. There for bigger crewed ships will have an advantage in this area. If much or all of your crew is dead you will need to stop at a station to replenish it to stop suffering the penalty of ships systems repair rate being slow. This would add immersion to the game and simulating the show/movies, and still have an cool system that no other space game simulates.
  • undedavengerundedavenger Member Posts: 181 Arc User
    They could simply add a new type of ship damage like depleted crew. Much like when shield systems are damaged or engines or weapons. The crew will not regenerate back fully until this is repaired.
    Nothing breaks the tension better than a tankard of warnog - except maybe a good brawl...
  • loutheloulouthelou Member Posts: 63 Arc User
    The crew function was... just, no. It was quite broken. It was a pointless mechanic that didn't add the kind of feel you're apparently expecting, and I'm glad they got rid of it.

    Read here for more info: http://sto.gamepedia.com/Crew
  • fluorescentblackfluorescentblack Member Posts: 79 Arc User
    I really miss this mechanic. Made the game stand out even more. After reading they switched crew regen to hull regen and crew defence to subsys offline resist I was VERY disappointed. Shame on you devs for dumbing it down. Now put it back! :P
    Leader of The Temporal Guard and Temporal Defence Force
  • ncc42662ncc42662 Member Posts: 72 Arc User
    louthelou wrote: »
    The crew function was... just, no. It was quite broken. It was a pointless mechanic that didn't add the kind of feel you're apparently expecting, and I'm glad they got rid of it.

    Read here for more info: http://sto.gamepedia.com/Crew

    Couldn't agree more. Just had to add my two cents as the majority here, seem to go the other way. Hope others follow suit so the Devs don't reconsider adding this again.

    I hated it. Particularly when I had a ship that separated, it never regained crew when the ship became whole again. That is until the delayed period as if the crew were all killed. i.e. my merged ship still had the 100 crew (yes, no matter what ship you had separated, even the Galaxy, the separated ship was reduced to 100 crew) it had prior to being merged again.
    "The Prime Directive is merely a guideline to help make the right choice" -Vn'dor Phail, Capt
    :: sneezes :: Why is it no-one dusts the bridge on Starfleet vessels?" -Emsil Marat, Glinn
    "We can not interfere in the progression of one's life" -Richard Lynch, LtCdr
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    Crew was a good idea, in theory. They just implemented it horribly. To be really usable game-wise, crew would have to be real hard to kill or your ship would be space junk in short order as fast as crew was getting killed in space combat. Flying around in a Defiant with 2 crew left and still 100% combat capable doesn't make much sense. Plus the whole crew regen thing... super doctors? fast procreation and aging? cloning? undead? :D
    Sometimes I think I play STO just to have something to complain about on the forums.
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