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What's the point of Ship Crew?

lordhavelocklordhavelock Member Posts: 2,248 Arc User
edited February 2013 in The Academy
I'm not talking about Bridge Officers or Duty Officers, I'm talking about that "stat" number in your character ship that says you have x crew. My Excelsior has 750 crew, for example.

I know there's a meter in my HUD that shows me how many crew I've got alive, injured or dead, and when they are restored. I know some consoles (like the Biofunction Monitor) keep them alive/well.

What what's the point of the Crew? I've noticed mine nearly gone, but don't notice any drop in performance. Is it just an RP thing? Is there any actual consequence to having dead crew?

You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
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  • malkarrismalkarris Member Posts: 797 Arc User
    edited December 2012
    Hull repair rate I think, and subsystems. A couple of other things too.

    Yeah, here it is. I think most of this is still true.
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  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited December 2012
    well, the moment they balanced this part of the game, will be the moment they will TRIBBLE with escort players. and god forbid that :D

    srsly, 90% of the time, on my defiant I dont have more than 10 crewmen alive (though I love to imagine my char running around the ship, doing everything alone)

    10k DPS Vesta threads: 1; 2
  • cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited December 2012
    I've noticed it as well and assumed they just "did stuff". Seeing the Wiki article, I may watch that bar more closely. i.e. what happens when crew dies?
  • chahk42chahk42 Member Posts: 29 Arc User
    edited December 2012
    what happens when crew dies?

    You have to get out and push :p

    Seriously, the hull regeneration rate slows down to a crawl, that's all.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited December 2012
    Crew is something I stopped paying attention to a while ago.

    Here's why:

    1) Noticeable effects of crew are minimal.
    2) They die too easy (seriously, they are dead all of the time, half your crew will be vaporized within the first 30s of an STF or other combat scenarios).
    3) No ship has enough console slots to dedicate slots to important things like Armor Consoles or Field Gens (large impacts on performance) and also have slots left over for things like Biofunction Monitors or Emergency Forcefields.


    On a side note #3 is something that leads me to feel that we need to see combined function consoles across the board for Eng & Sci in particular. Tac is fine with specialized consoles (although it does force everyone into single energy types for best performance).
  • hanoverhanover Member Posts: 0 Arc User
    edited December 2012
    Indeed. The function of my crew appears to be lying dead or unconscious on the deck for most of the battle. I picture my Admirals on a broken, smokey bridge, trying to do every job themselves and going out in a blaze of glory like Janeway at the end of Year of Hell.
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  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited December 2012
    Ok, so hull regen and subsys repair... but we're talking about my ship's native recovery features, right? Abilities to repair (Eng Team, for example) still function normally/to full effect regardless of crew status (or at least that's what I've seen), and these are used most in battle...

    So, yeah, there doesn't appear to be any real use to crew besides, as Hanover2 says, to lay dead or unconscious on the deck. lol

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • jackdonnerjackdonner Member Posts: 13 Arc User
    edited December 2012
    I think the crew, and associated consoles are bugged atm. On my tac Oddy i have a crew of 2500. I run Emergency force fields to boost the resistance of my crew. Lately there is absolutley no difference in how fast they become injured, or die with, or without having the console equipped. And for some odd reason the 750 crew of my fleet excelsior hardly become injured or die at all. Yet i can get to 80 crew in my tac oddy in like 5 minutes. It makes no sense..
  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited December 2012
    I have been playing for many years. I fly big ships, small ships, fast ships slow ships, red ships and blue ships. My ship builds and combat style is very competative in PVP and PVE. I have lerned the ins and outs of all STOs systems, skills abilities and qwerks save for one; Crew.

    Since time imemorial captains have been asking; "Just what is this crew thing any way?". There has been much scratching of heads and some one always speeks up; "erm it helps with your ships passive hull repair rate i think." Some times others chime in; "Dosnt it effect your abilities too... I am sure some one said somthing about crew effecting our abilites."

    The truth as far as I have ever been able to assertain is that crew definatly effects your passive hull repair rate. Possibly effects your system repair rate, and dosnt seem to effect anything else in the slightest.

    I ignore my crew. My crew ignore me. Its a relationship that works. Who needs crew when they have hazard emiters and auxilery power to structual integrity field any way?
  • samb0wskisamb0wski Member Posts: 39 Arc User
    edited December 2012
    I'm not too sure about this. But a couple of times while I was engrossed in the Space War at the Ker'rat System, I noticed that when my crew were all dead and the Borg transported into my ship, within a few seconds my Tactical Escort Refit just blew up. I'm pretty sure I had ample hull life in almost all the occasions that this happened, though shields were down. So maybe the crew are of some value afterall!
    13th Autonomous Battle Group
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  • seekeroftechseekeroftech Member Posts: 44 Arc User
    edited December 2012
    I did some testing early last year on the effects of crew loss. In the old skill system abilities that were labelled "System:Crew" ( Check the full description of Science Team for example) the main effect of the ability was not affected by crew death (ie: the shield repair ), but the skill buff was affected ( previously, Science Team boosted Starship Operations Training).

    A short snip from my old post:
    "Crew

    The crew meter is near the bottom of your shield UI. The crew has three states: active, injured and dead. Active crew members are actively working on your ship (light blue bar), injured crew members can?t help you but will be back in action soon (dark blue bar), and dead crew members are gone forever and must be replaced (black bar space). Your crew repairs your hull, your subsystems and your shields, so the more you lose the longer it takes to get everything repaired.

    Tested this in game and dead crew affects the skill bonuses obtained from Science Team and Engineering Team. I had injured and dead crew and as the dead crew were replaced the (skill buff) numbers increased on Science Team and on Engineering Team

    .......

    If your crew is damaged, the boost to the skills from Engineering Team and Science Team is reduced. "


    In the old skill system you could see the numbers on the skills buffs change as crew were killed (An example: Science Team boosted the Starship Operations Training skill, so it gave an increase to Polarize Hull because that power benefited from Starship Operations Training. Fewer Crew = less skill buff = lower Polarize Hull resistances.)

    I haven't checked to see if this still applies to the new skill system but I noticed those abilities don't directly buff skills anymore.
  • bloctoadbloctoad Member Posts: 660 Arc User
    edited December 2012
    ferdzso0 wrote: »
    well, the moment they balanced this part of the game, will be the moment they will TRIBBLE with escort players. and god forbid that :D

    srsly, 90% of the time, on my defiant I dont have more than 10 crewmen alive (though I love to imagine my char running around the ship, doing everything alone)

    Fly a carrier. The majority of the time they don't have more then 10 crewman alive either.
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  • ericphailericphail Member Posts: 87 Arc User
    edited December 2012
    I'll add to this discussion, the boosts to damage from Tac Team are affected by surviving crew. Not that they matter much in the scheme of things, still worth noting.

    Also I'll add this here because it amuses me and I haven't had an excuse to post it before:
    Timeship shuttles Bridge Officer slots: 2 crew: 1
    which generates two possiblities:
    1. Crew excludes BOffs and the Captain meaning 3 people ordering that 1 crewman about
    2. Crew includes BOffs and Cpt. (given the standard of round numbers for crew, likely) meaning that the BOffs are either in Hammerspace somewhere, or granting their abilities from another time.

    Make of that thought what you will
  • fraghul2000fraghul2000 Member Posts: 1,590 Arc User
    edited December 2012
    Also I'll add this here because it amuses me and I haven't had an excuse to post it before:
    Timeship shuttles Bridge Officer slots: 2 crew: 1
    which generates two possiblities:
    1. Crew excludes BOffs and the Captain meaning 3 people ordering that 1 crewman about
    2. Crew includes BOffs and Cpt. (given the standard of round numbers for crew, likely) meaning that the BOffs are either in Hammerspace somewhere, or granting their abilities from another time.

    Make of that thought what you will

    Add to that the (in some cases) hundreds of duty officers you're also tagging along. :D
  • daveynydaveyny Member Posts: 8,227 Arc User
    edited December 2012
    ...to add eye-catching movement, to the much maligned STO UI. ;)
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  • loverofwarsloverofwars Member Posts: 399 Arc User
    edited December 2012
    on my personal captians log and my very battle experienced crew they do the following....adandon ship when combat starts come back to ship after combat to fix ship hull. on my odessy i tend to have 3 crew alive if lucky one torpedo takes out 800 or so. but really they are just to fix things after battle if your alive
  • fiberteksyfirfiberteksyfir Member Posts: 1,207 Arc User
    edited January 2013
    Yea crew just handle your passive hull regeneration for the most part. Once torpedo can manage to wipe out the entire lot of em though so pretty useless most of the time..

    too bad we cant manage them like in FTL -- THAT would be hellafun
  • ssargonssargon Member Posts: 347 Arc User
    edited January 2013
    ericphail wrote: »
    Also I'll add this here because it amuses me and I haven't had an excuse to post it before:
    Timeship shuttles Bridge Officer slots: 2 crew: 1
    which generates two possiblities:
    1. Crew excludes BOffs and the Captain meaning 3 people ordering that 1 crewman about
    2. Crew includes BOffs and Cpt. (given the standard of round numbers for crew, likely) meaning that the BOffs are either in Hammerspace somewhere, or granting their abilities from another time.

    Make of that thought what you will
    Add to that the (in some cases) hundreds of duty officers you're also tagging along. :D

    And I thought Class-2 claustrophobia was bad, eesh.
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited January 2013
    Crew effects your hull and system repair rate.

    The rate even a full compliment repairs in combat is so low you have to rely on Boff abilities for repairs anyways, so you might as well ignore that indicator.
  • kalvorax#3775 kalvorax Member Posts: 1,663 Arc User
    edited January 2013
    bloctoad wrote: »
    Fly a carrier. The majority of the time they don't have more then 10 crewman alive either.

    and thats why they are nicknamed flying graveyards XD
  • jumpingjsjumpingjs Member Posts: 0 Arc User
    edited January 2013
    Sorry to sound daft, but I care about my crewman. I mea this, we are lucky to have 1000 crew members in peek effeiceny. What is sooo wrong with my ship. Every time I do combat I lose 60 - 95% of my crew! It is ridiculous! Please fix it Cryptic ....
    Hopefully I'll come back from my break; this break is fun; I play intellectual games.

    I hope STO get's better ...
  • edited January 2013
    This content has been removed.
  • synkr0nizedsynkr0nized Member Posts: 0 Arc User
    edited January 2013
    I am amused at how TOS always had casualties from nearly anything hitting the ship, even when shields held. STO is proudly letting us carry on that tradition, sacrificing many nameless chumps whenever we make a sharp turn.

    No but really overall it's not a stat anyone really cares much about.
    _______
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  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited January 2013
    I'm not talking about Bridge Officers or Duty Officers, I'm talking about that "stat" number in your character ship that says you have x crew. My Excelsior has 750 crew, for example.

    I know there's a meter in my HUD that shows me how many crew I've got alive, injured or dead, and when they are restored. I know some consoles (like the Biofunction Monitor) keep them alive/well.

    What what's the point of the Crew? I've noticed mine nearly gone, but don't notice any drop in performance. Is it just an RP thing? Is there any actual consequence to having dead crew?

    I've noticed a direct connection to the ability of my sci ship to repair it's hull. I assume less crew equals more time engaging in some ship activities (repairs, defense against boarding parties, emergency engine performance, etc).

    With a small sci ship (200 crew) my margins lie on the edge. I care about my crew and invested in crew protection and heal consoles. Without the consoles and crew I've noticed that it takes longer to repair my ship in battle.
    Joined STO in September 2010.
  • artanisenartanisen Member Posts: 431 Arc User
    edited January 2013
    to me i find it pointless to have a crew since
    there always dead most of the time.

    but kdf side have the Honor guard set which allows them
    to have crew resist and recovery while the federation are
    completely naked and some how the ships run perfectly
    when there all dead. puzzling.

    but yea as gerwalk0769 said, theres a slight decrease in your ability
    to repair, decrease in healing slightly, boff cool downs increase by a few seconds,

    and thust the reason why everyone on the fed side so dependent on the borg set
    kdf dont have issues when it comes to the crew and fed does, and the reason
    why so many people complain about kdf being OP.

    and yes i was a kdf player but recently went back to fed
    got bored with being on the kdf side and no one wanting
    to do the fleet mark events. and pvp is completely one sided.

    yes alittle off topic but i had to say it.
  • sudoku7sudoku7 Member Posts: 2 Arc User
    edited January 2013
    I am amused at how TOS always had casualties from nearly anything hitting the ship, even when shields held. STO is proudly letting us carry on that tradition, sacrificing many nameless chumps whenever we make a sharp turn.

    No but really overall it's not a stat anyone really cares much about.

    Well, generally, they aren't killed. It's more the medical teams have taken these people off duty until next episode/scene changes.
  • dom1941dom1941 Member Posts: 156 Arc User
    edited January 2013
    I care about my crew as well. my Advanced escort has a crew of a 150, even with the biofunction consols i notice a SERVRE drop in ship repair.
    [SIGPIC][/SIGPIC]
  • senselockesenselocke Member Posts: 0 Arc User
    edited February 2013
    hanover2 wrote: »
    Indeed. The function of my crew appears to be lying dead or unconscious on the deck for most of the battle.

    I laughed, out loud, and loudly, for reals.

    Though to be fair, it seems we care slightly more for the bulk of the crew in STO as any captain did in any series or movie--slightly above not-at-all.

    I will say this though:
    • Sci abilities are quite often strengthened/weakened by Auxiliary Power level.
    • Tac abilities are strengthened/weakened by Weapon Power level.
    • Shield Power level just affects shields
    • Engine Power level just affects speed/turn rate
    • .: I posit that Crew Level affects Engi abilities in the same way.

    Pro'lly no one notices because no one uses Engi abilities that often, and if we do we're too frantic to notice. I'm wondering if I head out to a PvP with a buddy, he wails on me until my crew are dead and gets me to ~10% health, then I pop a Structural Field 1, and have him notice how far my Hull jumps to. Repeat with full crew (if I can, that'd be... hard to pull off... maybe throw on the Crew protection consoles first?), and repeat. I also suspect it affects Power Level Transfer Rate, as EPS really makes a massive difference in all stats, and is a native Engi ability.

    I think/suspect/have-no-proof-of-but-it-would-make-sense that the amount regenerated would be different. This'd be far easier to tell if I could see shield/hull levels as numbers instead of graphics/percentages on the fly, without menus open.

    And I can say that at least Tac Team is affected by percentage of Crew alive.
  • tfomegatfomega Member Posts: 812 Arc User
    edited February 2013
    ferdzso0 wrote: »
    well, the moment they balanced this part of the game, will be the moment they will TRIBBLE with escort players. and god forbid that :D

    srsly, 90% of the time, on my defiant I dont have more than 10 crewmen alive (though I love to imagine my char running around the ship, doing everything alone)


    ^^

    It is so ridiculous... I too have zero crew most of the time in my bug or my defiant. I sit there an witness 1 torpedo impacting full shields and just watch my 50 man crew go down to almost zero. It's like the kinetic/physical damage of the torpedo affects significant crew loss even though my shields and hull are hardly affected. That means that crew loss is too sensitive.

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  • drgmstrdrgmstr Member Posts: 851 Arc User
    edited February 2013
    Full shields to get nailed by a torpedo and watch my crew get injured by half flying a cruiser, I begin to wonder: Who the hell put all the pots and pans on the top shelf?!?

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