This is a proposal to make crew add a dynamic to the game. Currently, crew does not do very much. Basically i feel they were tacked on as some sort of death penalty feature, and they were never fully fleshed out.
Here is my Proposal:
Crew Experience
This is a tentative suggestion, simply because i cannot see how they could implement this easily, although it would add a lot to the game imo.
Crew Experience would factor in every ship function and ability. The only thing Crew would not affect is Captain abilities.
There would be 6 levels of crew experience:
Fresh Recruits:
1) -5% to all power modifications(be it damage or duration or effect)
2) -5 to all max power levels
3) -10% Weapon/Accuracy/Defense/Damage Resistance strength and Shield/Hull Capacity
Inexperienced:
1) -2.5% to all power modifications(be it damage or duration or effect)
2) -2.5 to all max power levels
3) -5% Weapon/Accuracy/Defense/Damage Resistance strength and Shield/Hull Capacity
Regulars:
1) -+0% to all power modifications(be it damage or duration or effect)
2) -+0 to all max power levels
3) -+0% Weapon/Accuracy/Defense/Damage Resistance and Shield/Hull Capacity
Experienced:
1) +2% to all power modifications(be it damage or duration or effect)
2) +2 to all max power levels
3) +4% Weapon/Accuracy/Defense/Damage Resistance and Shield/Hull Capacity
Veteran:
1) +4% to all power modifications(be it damage or duration or effect)
2) +4 to all max power levels
3) +8% Weapon/Accuracy/Defense/Damage Resistance and Shield/Hull Capacity
Legendary:
1) +6% to all power modifications(be it damage or duration or effect)
2) +6 to all max power levels
3) +12% Weapon/Accuracy/Defense/Damage Resistance and Shield/Hull Capacity
This dynamic would also work with how much crew you would have left.
% of Crew Alive in relation to ship effectiveness suggestion:
Crew at 100%: Everything operates normally. Crew at 75%:The ship suffers from some minor operational loss.
1) -1% to all power modifications(be it damage or duration or effect)
2) -1 to all max power levels
3) -2% Weapon/Accuracy/Defense/Damage Resistance strength and Shield/Hull Capacity/Regen.
Crew at 50%: The ship suffers some major operational loss.
1) -2% to all power modifications(be it damage or duration or effect)
2) -2 to all max power levels
3) -4 Weapon/Accuracy/Defense/Damage Resistance strength and Shield/Hull Capacity/Regen
4) EPS Transfer reduced by 25%. Crew at 20%: The Ship suffers extreme operational loss.
1) -5% to all power modifications(be it damage or duration or effect)
2) -5 to all max power levels
3) -10% Weapon/Accuracy/Defense/Damage Resistance strength and Shield/Hull Capacity/Regen
4) EPS transfer reduced by 50%
5) One Subsytem shuts down randomly for 3 seconds.
Crew is less than 5%: The ship suffers from catastrophic operational loss.
1) -10% to all power modifications(be it damage or duration or effect)
2) -10 to all max power levels
3) -20% Weapon/Accuracy/Defense/Damage Resistance strength and Shield/Hull Capacity/Regen
4) EPS transfer reduced by 100%
5) Subsytems shut down randomly for 6 seconds.
Crew Loss re-imagining:
Ok, to complement the above proposal, we need a new way to protect said crew from being killed off. Currently, torpedoes and warp core breaches result in tremendous crew losses despite the crew sometimes being killed with shileds still up. My new suggeston would involve much lower percentages to damage crew with. Torpedoes would have a chance to kill crew but only 1-2% per hit. Also Warp core breaches would kill no more than 10% at a time.
"Chief" Positions
Lets not forget your more tangible crew, your Bridge officers!
Cryptic could implement a Chief officer position that would add even more benefits to your ship, depending on their level. Example time:
Chief Medical Officer
Green: +1% Crew Recovery/Resistance(space), -1 minute to Ground Minor Injury timer.
Inexperienced:: +2% Crew Recovery/Resistance, - 2 minutes to Timer.
Regular:: +5% Crew Recovery/Resistance, - 3 minutes to Timer.
Veteran:: +8% Crew Recovery/Resistance, - 5 minutes to Timer. Gains an ability that allows you CMO to remove one major injury every hour.
Elite:: +11.5% Crew Recovery/Resistance, - 7 minutes to Timer. Gains an ability that allows you CMO to remove one major injury every 45 minutes.Whenever your CMO is on your away team, your team's heals are 5% more effective.
Legendary:: +15% Crew Recovery/Resistance, - 10 minutes to Timer. Gains an ability that allows you CMO to remove one major injury every 45 minutes and one critical injury every hour. Whenever your CMO is on your away team, your team's heals are 10% more effective.
Chief Officer experience should be obtained in a special way. The CMO(chief medical officer) could gain xp on how much healing he does, how many crew he restores to life(we require proper crew mechanics in space first!) and injuries that he restores.
General Crew Experience would be determinied by the amount of combat that particular ship and her crew has seen.(aka kills)
Also, Bio-filter Consoles would increase crew survivability immensely as would inertial dampeners.
Reserved for choosing which currency(credits, merits) would be used to upgrade the crew and how to replace dead legendary crew members and more ideas etc...
Edit
I've been racking my mind on how to implement an experience system for the crew. A couple of thought's have come to mind.
1) Since the crew experience would stem from combat, your crew would require a certain amount of kills to improve their experience. The amount to get to legendary could be quite ridiculous. I'm not sure how to correctly implement a loss of experienced crew when they die, unless making your crew extremely hard to kill, but much easier to wound.
2) A merit purchase system to increase a ship's crew's experience?
I like the concept of crew members having an impact on the ship and their death causing an operational loss. To me it would add another layer of depth and complexity to the game. and a whisper of reality. After all the crew is as much a part of the ships success as the captain.
I am not a programer so I don't know how easy this would be toimpliment, but I have seen some awesome things from the STO team, so I am sure it could be worked out in some form.
Nice think piece. I like that idea that my ship might not operate at maximum efficiency if half my crew is dead. It would be a nice immersion add on to the damage / injury system. Crew issues and damage were always part of the ST story.
I also like the idea that my experience crew would be a well oiled machine after surviving countless battles.
So basically you just want them to nerf BoP and Escorts even more, whilst buffing cruisers?
Not sure if you have actualy played ether an Escort or BoP but just a few hit and they are always at 50% crew or less.
And that's with me running all Biomonitors in Sci slots..
There would have to be an overhaul of the mechanic to implement this. Crew would have to mean something and become a little sturdier then little orange dots. Read the last paragraph of the OP.
So basically you just want them to nerf BoP and Escorts even more, whilst buffing cruisers?
Not sure if you have actualy played ether an Escort or BoP but just a few hit and they are always at 50% crew or less.
And that's with me running all Biomonitors in Sci slots..
Maybe, Escort crews would have to be more resilient.....Whilst they have less crew then cruisers, they wouldnt take as big of a loss..
say you get hit with a volly of torpedoes and you lose 20 percent of the crew.....20 percent means the cruiser is losing MORE of there crew then Escorts....or maybe escorts would just take less percentage of crew lost.
I think its a great idea...
And with 0 Crew....Would your ship be adrift and defenseless ? ? Until the crew starts regenerating ?
So basically you just want them to nerf BoP and Escorts even more, whilst buffing cruisers?
Not sure if you have actualy played ether an Escort or BoP but just a few hit and they are always at 50% crew or less.
And that's with me running all Biomonitors in Sci slots..
Have you ever tried to regen the wounded crew on a carrier? 8 minutes to regen the crew in a carrier. 8 minutes. Your BoP regens the crew to full strength in what, 45 seconds? And when I get hit with a torp and lose 50% of my crew, that's two thousand crewmen.
A larger crew is supposed to help, but currently just hinders.
To the OP: Great ideas. Anything that can be done to make the crew seem more like people, and less like a hull strength repair meter is good with me.
ble... this reminds me some what to navyfield... where you also have a crew experience system.
You only have there rookies, experts and vets.
rookies are basically nothing and have no ability at all, rookies can level while playing to experts and you can convert experts into vets. But the converstaion is random and tied to certain success rate and the more vets you already have the lower the rate is.
So basically it means you need to have at least a crew nearly full of experts to gain the normal abiliity, in your case regulars, that the ships performs as now (same in navyfield). You can reduce this by making more vets (Vets and Legs in your system).
But crew death sucks major TRIBBLE, one lucky shot in navyfield and several vets and experts bite the dust, resulting in a worse performance of your ship. Same would happen with your system.
I don't like this fact, that you actually need a certain level of the crew, that your ship performs normal and your basically gimped if you don't have a "all" legendary crew in pvp (and that will happen).In navyfield your basically food if you don't have at least 100vets and rest full of experts. And you can shine when you have 200+ vets (which is quite hard to reach).
Plus this system give cryptic another tool in there hand for the c-store and people will go flipping mad if they do it... want to convert 50 crewman form regualr to vet status for only 100 cp, and 50 vets to 50 legs for only 150 cp. People will do it, and those who do will have quite the advantage over the people who don'T do it.
This is a proposal to make crew add a dynamic to the game. Currently, crew does not do very much. Basically i feel they were tacked on as some sort of death penalty feature, and they were never fully fleshed out.
Here is my Proposal:
Crew Experience
This is a tentative suggestion, simply because i cannot see how they could implement this easily, although it would add a lot to the game imo.
Crew Experience would factor in every ship function and ability. The only thing Crew would not affect is Captain abilities.
There would be 6 levels of crew experience:
Fresh Recruits:
1) -5% to all power modifications(be it damage or duration or effect)
2) -5 to all max power levels
3) -10% Weapon/Accuracy/Defense/Damage Resistance strength and Shield/Hull Capacity
Inexperienced:
1) -2.5% to all power modifications(be it damage or duration or effect)
2) -2.5 to all max power levels
3) -5% Weapon/Accuracy/Defense/Damage Resistance strength and Shield/Hull Capacity
Regulars:
1) -+0% to all power modifications(be it damage or duration or effect)
2) -+0 to all max power levels
3) -+0% Weapon/Accuracy/Defense/Damage Resistance and Shield/Hull Capacity
Experienced:
1) +2% to all power modifications(be it damage or duration or effect)
2) +2 to all max power levels
3) +4% Weapon/Accuracy/Defense/Damage Resistance and Shield/Hull Capacity
Veteran:
1) +4% to all power modifications(be it damage or duration or effect)
2) +4 to all max power levels
3) +8% Weapon/Accuracy/Defense/Damage Resistance and Shield/Hull Capacity
Legendary:
1) +6% to all power modifications(be it damage or duration or effect)
2) +6 to all max power levels
3) +12% Weapon/Accuracy/Defense/Damage Resistance and Shield/Hull Capacity
This dynamic would also work with how much crew you would have left.
% of Crew Alive in relation to ship effectiveness suggestion:
Crew at 100%: Everything operates normally. Crew at 75%:The ship suffers from some minor operational loss.
1) -1% to all power modifications(be it damage or duration or effect)
2) -1 to all max power levels
3) -2% Weapon/Accuracy/Defense/Damage Resistance strength and Shield/Hull Capacity/Regen.
Crew at 50%: The ship suffers some major operational loss.
1) -2% to all power modifications(be it damage or duration or effect)
2) -2 to all max power levels
3) -4 Weapon/Accuracy/Defense/Damage Resistance strength and Shield/Hull Capacity/Regen
4) EPS Transfer reduced by 25%. Crew at 20%: The Ship suffers extreme operational loss.
1) -5% to all power modifications(be it damage or duration or effect)
2) -5 to all max power levels
3) -10% Weapon/Accuracy/Defense/Damage Resistance strength and Shield/Hull Capacity/Regen
4) EPS transfer reduced by 50%
5) One Subsytem shuts down randomly for 3 seconds.
Crew is less than 5%: The ship suffers from catastrophic operational loss.
1) -10% to all power modifications(be it damage or duration or effect)
2) -10 to all max power levels
3) -20% Weapon/Accuracy/Defense/Damage Resistance strength and Shield/Hull Capacity/Regen
4) EPS transfer reduced by 100%
5) Subsytems shut down randomly for 6 seconds.
Crew Loss re-imagining:
Ok, to complement the above proposal, we need a new way to protect said crew from being killed off. Currently, torpedoes and warp core breaches result in tremendous crew losses despite the crew sometimes being killed with shileds still up. My new suggeston would involve much lower percentages to damage crew with. Torpedoes would have a chance to kill crew but only 1-2% per hit. Also Warp core breaches would kill no more than 10% at a time.
Also, Bio-filter Consoles would increase crew survivability immensely as would inertial dampeners.
So basically you just want them to nerf BoP and Escorts even more, whilst buffing cruisers?
Not sure if you have actualy played ether an Escort or BoP but just a few hit and they are always at 50% crew or less.
And that's with me running all Biomonitors in Sci slots..
Not at all. I just want to make this game have more depth, if possible. I believe crew is killed as a % right now, i could be wrong. If not, maybe a new crew system could be implemented that would fix this issue.
ble... this reminds me some what to navyfield... where you also have a crew experience system.
You only have there rookies, experts and vets.
rookies are basically nothing and have no ability at all, rookies can level while playing to experts and you can convert experts into vets. But the converstaion is random and tied to certain success rate and the more vets you already have the lower the rate is.
So basically it means you need to have at least a crew nearly full of experts to gain the normal abiliity, in your case regulars, that the ships performs as now (same in navyfield). You can reduce this by making more vets (Vets and Legs in your system).
But crew death sucks major TRIBBLE, one lucky shot in navyfield and several vets and experts bite the dust, resulting in a worse performance of your ship. Same would happen with your system.
I don't like this fact, that you actually need a certain level of the crew, that your ship performs normal and your basically gimped if you don't have a "all" legendary crew in pvp (and that will happen).In navyfield your basically food if you don't have at least 100vets and rest full of experts. And you can shine when you have 200+ vets (which is quite hard to reach).
Plus this system give cryptic another tool in there hand for the c-store and people will go flipping mad if they do it... want to convert 50 crewman form regualr to vet status for only 100 cp, and 50 vets to 50 legs for only 150 cp. People will do it, and those who do will have quite the advantage over the people who don'T do it.
I think a solution to the problem you have just created is that the crew is specific to each ship your flying. They woudn't transfer over like your Bridge officers would. Also if they died, you could pay a certain amount of credits or merits to "rez" them without losing experience. Everyone would eventually have legendary crew and be able to keep them.
Also, when interiors are fully implemented, you could have missions to do inside your ship to heal said injured crew.
In fact, they could make it so your crew no longer dies, instead they get critically injured and need special medical treatment. The crew that simply gets injured regenerates, the critically injured crew require more serious medical attention.
I think a solution to the problem you have just created is that the crew is specific to each ship your flying. They woudn't transfer over like your Bridge officers would. Also if they died, you could pay a certain amount of credits or merits to "rez" them without losing experience. Everyone would eventually have legendary crew and be able to keep them.
Also, when interiors are fully implemented, you could have missions to do inside your ship to heal said injured crew.
In fact, they could make it so your crew no longer dies, instead they get critically injured and need special medical treatment. The crew that simply gets injured regenerates, the critically injured crew require more serious medical attention.
Think about it people, Boarding party would be all the more lethal, since they injure or kill your crew. People might start using Biofilter Consoles, and/or inertial dampeners to keep their legendary crew working in relative safety
Hopefully a dev glances at this and says "Damn, that's chock full of win"
I can dream...:cool:
I'm using my powers of resurrection here, hoping some dev will give some justice to the crew system in this game!
No one in their right mind cares about their crew. At all! Take a look Cryptic, this system could make things interesting!
I'm using my powers of resurrection here, hoping some dev will give some justice to the crew system in this game!
No one in their right mind cares about their crew. At all! Take a look Cryptic, this system could make things interesting!
Thread rezzing your threads once a month for three months? :rolleyes:
Comments
Edit
I've been racking my mind on how to implement an experience system for the crew. A couple of thought's have come to mind.
1) Since the crew experience would stem from combat, your crew would require a certain amount of kills to improve their experience. The amount to get to legendary could be quite ridiculous. I'm not sure how to correctly implement a loss of experienced crew when they die, unless making your crew extremely hard to kill, but much easier to wound.
2) A merit purchase system to increase a ship's crew's experience?
I am not a programer so I don't know how easy this would be toimpliment, but I have seen some awesome things from the STO team, so I am sure it could be worked out in some form.
Good suggestions!
That part of the proposal wasn't clear to me.
I also like the idea that my experience crew would be a well oiled machine after surviving countless battles.
Not sure if you have actualy played ether an Escort or BoP but just a few hit and they are always at 50% crew or less.
And that's with me running all Biomonitors in Sci slots..
There would have to be an overhaul of the mechanic to implement this. Crew would have to mean something and become a little sturdier then little orange dots. Read the last paragraph of the OP.
Maybe, Escort crews would have to be more resilient.....Whilst they have less crew then cruisers, they wouldnt take as big of a loss..
say you get hit with a volly of torpedoes and you lose 20 percent of the crew.....20 percent means the cruiser is losing MORE of there crew then Escorts....or maybe escorts would just take less percentage of crew lost.
I think its a great idea...
And with 0 Crew....Would your ship be adrift and defenseless ? ? Until the crew starts regenerating ?
Puts a more "realistic" twist on the game.
I like it.
Have you ever tried to regen the wounded crew on a carrier? 8 minutes to regen the crew in a carrier. 8 minutes. Your BoP regens the crew to full strength in what, 45 seconds? And when I get hit with a torp and lose 50% of my crew, that's two thousand crewmen.
A larger crew is supposed to help, but currently just hinders.
To the OP: Great ideas. Anything that can be done to make the crew seem more like people, and less like a hull strength repair meter is good with me.
You only have there rookies, experts and vets.
rookies are basically nothing and have no ability at all, rookies can level while playing to experts and you can convert experts into vets. But the converstaion is random and tied to certain success rate and the more vets you already have the lower the rate is.
So basically it means you need to have at least a crew nearly full of experts to gain the normal abiliity, in your case regulars, that the ships performs as now (same in navyfield). You can reduce this by making more vets (Vets and Legs in your system).
But crew death sucks major TRIBBLE, one lucky shot in navyfield and several vets and experts bite the dust, resulting in a worse performance of your ship. Same would happen with your system.
I don't like this fact, that you actually need a certain level of the crew, that your ship performs normal and your basically gimped if you don't have a "all" legendary crew in pvp (and that will happen).In navyfield your basically food if you don't have at least 100vets and rest full of experts. And you can shine when you have 200+ vets (which is quite hard to reach).
Plus this system give cryptic another tool in there hand for the c-store and people will go flipping mad if they do it... want to convert 50 crewman form regualr to vet status for only 100 cp, and 50 vets to 50 legs for only 150 cp. People will do it, and those who do will have quite the advantage over the people who don'T do it.
Not at all. I just want to make this game have more depth, if possible. I believe crew is killed as a % right now, i could be wrong. If not, maybe a new crew system could be implemented that would fix this issue.
I think a solution to the problem you have just created is that the crew is specific to each ship your flying. They woudn't transfer over like your Bridge officers would. Also if they died, you could pay a certain amount of credits or merits to "rez" them without losing experience. Everyone would eventually have legendary crew and be able to keep them.
Also, when interiors are fully implemented, you could have missions to do inside your ship to heal said injured crew.
In fact, they could make it so your crew no longer dies, instead they get critically injured and need special medical treatment. The crew that simply gets injured regenerates, the critically injured crew require more serious medical attention.
Thoughts?
Duno.. feels to tamagochi like...
Hopefully a dev glances at this and says "Damn, that's chock full of win"
I can dream...:cool:
More ideas added.
No one in their right mind cares about their crew. At all! Take a look Cryptic, this system could make things interesting!
Thread rezzing your threads once a month for three months? :rolleyes:
Who still uses those Bio-filter consoles? I mean why keep crew ALIVE when they do nothing?
P.S. If anyone mentions the passive Hull repair rate... I ask you.... How many times has that saved you? ME: 0