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Suggestion: Passive Hull Repair repair, remove in-combat penalty

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Brief version: Remove passive Hull Repair Rate penalty for going to Red Alert. It does not make sense and removing it would both make Passive Hull Repair rate actually useful and crew management far more valuable.


I've noticed that the passive Hull Repair Rate gets cut drastically in combat, to what looks like about 1/6th or so. As things stand, passive Hull Repair rate doesn't seem to meaningfully affect the game when it really would matter, and I think this is unfortunate.

When in combat, the crew is still perfectly capable of repairing the hull as they would be able to be out of combat; note that passive Hull Repair Rate is based on the crew stat. As for auxiliary-based SIF generators, those would be the same since the aux power stat remains the same. Thus logically there is no reason for the rate to be cut by going to Red Alert.

I would like to point out that there is already a mechanism for the passive Hull Repair Rate to be lowered by combat: crew loss, and crew loss seems to happen very quickly as things now stand. As this is the case, I can see no reason to automatically impose a 1/6th penalty to passive Hull Repair Rate just because you went to red alert; the system would be balanced (as something useful) without it.

Furthermore I'd like to point out that this would give players a much better reason to engage in crew management, so much so that a "Medical Bay Team" as I have previously suggested would become very valuable and thusly so would Auxiliary Power to Dampeners and similar powers/consoles. Correct me if I am wrong but as things stand right now crew level does not seem to be very important for gameplay; it seems to affect a few bonuses, most notably the Starship Operations bonus on Science Team and the like, but that doesn't seem to be terribly significant.
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