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Tactical, Engineer and Science Team rework

eraserfisheraserfish Member Posts: 0 Arc User
Make the abilities remove a number of crew members for the duration of their use.

So if a ship uses Tactical Team 1, that ship loses 15 crew members from its complement, which are then restored when the effects expire. If there are insufficient crew members to meet this requirement, then the ability simply will not work. Higher ranks of Tactical Team would require fewer crew members to use, which could probably give people a reason for using TT2 and TT3. To compensate for this change, neither ability will trigger a 15 second cooldown on the other.

This would help make crew numbers relevant, and actually work in some disadvantages to spamming crew abilities when you don't need em.

The only problem is that crew system is kind of broken at present, so I don't know how much this actually matters...
Post edited by eraserfish on

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    hyplhypl Member Posts: 3,719 Arc User
    edited March 2013
    With the crew system broke, with player's crew levels constantly dropping to zero after prolonged combat, this would not work at all.

    Crew mechanics definitely need to be reworked first.
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    sasspectsasspect Member Posts: 0 Arc User
    edited March 2013
    Agreed. The crew system needs some serious work before any other balancing is based on it.
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    eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    hypl wrote: »
    With the crew system broke, with player's crew levels constantly dropping to zero after prolonged combat, this would not work at all.

    Crew mechanics definitely need to be reworked first.
    sasspect wrote: »
    Agreed. The crew system needs some serious work before any other balancing is based on it.

    Assuming that the developers have some inclination to work on the problem...

    I guess that either they don't know how to fix it or that it's low on their list of priorities (along with over a dozen other such issues). Whatever the case, I can't suggest any solutions either, except for taking the whole system out and rebuilding it step-by-step.
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    haravikkharavikk Member Posts: 278
    edited March 2013
    The fact that they don't fix it is pretty insane, as all that needs to be done first off is to just scale the crew damage based on the amount of kinetic damage, i.e - if your attack is worth 2,000 kinetic damage, but only 200 makes it through the shields then the attack does 90% less crew damage. I can't imagine that the crew system is the black box that people thing it is, as it's not that complex, it's just broken right now. Crew healing could probably do with tweaking as well, but I'd be happy just to have a cruiser that isn't flying around under computer control only for 99% of a mission.


    That aside; while it would kind of make sense to use crew with the various teams, how much impact would it actually have? I mean, I know escorts are low on crew, but would it really discourage the use of these abilities by much? It'd make more sense mechanically, and might give you a bit more pause before sending those crew to another ship, but I'm not really sure if it would reduce the ability usage that much with a working crew damage mechanic.
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    eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    haravikk wrote: »
    The fact that they don't fix it is pretty insane, as all that needs to be done first off is to just scale the crew damage based on the amount of kinetic damage, i.e - if your attack is worth 2,000 kinetic damage, but only 200 makes it through the shields then the attack does 90% less crew damage. I can't imagine that the crew system is the black box that people thing it is, as it's not that complex, it's just broken right now. Crew healing could probably do with tweaking as well, but I'd be happy just to have a cruiser that isn't flying around under computer control only for 99% of a mission.

    That aside; while it would kind of make sense to use crew with the various teams, how much impact would it actually have? I mean, I know escorts are low on crew, but would it really discourage the use of these abilities by much? It'd make more sense mechanically, and might give you a bit more pause before sending those crew to another ship, but I'm not really sure if it would reduce the ability usage that much with a working crew damage mechanic.

    I don't know what their engine is like and they're not telling why it aint fixed. I'm guessing it's either that they don't know how to fix it, or that they think it isn't worth the bother. Personally, I think that some crew relevant mechanics (such as the repair passive) should be left as is, or separated into a separate system. That being said, it is broke and it is something that should be relevant to gameplay, if only because it's there and serves as a means of differentiating the bruisers from the cruisers.

    The point is to tie it the crew system with the teams to create some sort of advantage/disadvantage, whereas the current system simply makes Tactical Team a no-brainer and crew totally irrelevant. Note that I have suggested the removal of shared cooldowns: this would mean that all three abilities could be used simultaneously. However, since they are now affected by crew, having a low crew complement would tangibly affect ship operation.
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