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Let's talk about the crew!

theuser2021theuser2021 Member Posts: 170 Arc User
Star Trek Online has changed a lot in the last four years. Season Nine brought some really great changes, especialy in the area of racial and trait changes. But, one game feature that has been bugging me for a long time has been the crew stat. Crew is a stat that is listed with console slots, turn rate, bridge officer slots hull rating and shield modifier. However, it clearly isn't something that actually has any meaningful impact on ship performance. Whether you have 50 or 4000 crew members, the actual impact they have is often quite minimal. Part of the problem is that they die so readily. A single torpedo is capable of disabling or killing 20% of your crew at a time. In space combat torpedoes are constantly being fired, So the odds of this happening is quite high. Even with consoles, shields (Jem'hadar) and abilities that resist crew damage it's not unusual to lose 90% of your crew within the first minute of combat.

Something that has made me sick is the idea that my 1000 crew ship becomes a flying cemetery every time an enemy takes a few shots at me. One of the things I have an issue with is that crew death will occur even if my shields where up 100% of the time in combat. If the shields are up when the attack comes and they don't drop, crew death should be negated or severely reduced.

I sometimes chuckle a bit when I see that my ship has zero remaining alive crew members (I hope that number is excluding the captain and bridge officers ;)). But, the idea that you can have zero crew members and still have a ship in fighting form really highlights how silly a stat the crew have become.

The crew stat has always been a pet peeve of mine, yet it never really comes up in conversations. So I'm curious as to how the community feels about it.
Post edited by theuser2021 on

Comments

  • worffan101worffan101 Member Posts: 9,518 Arc User
    edited May 2014
    I agree, it needs changes for gameplay and RP reasons.
  • xsupersnailxxsupersnailx Member Posts: 180 Arc User
    edited May 2014
    it's mostly something that I ignored, but now that you mention it, I don't like when my entire crew dies and magically get replaced
  • ufpterrellufpterrell Member Posts: 736 Arc User
    edited May 2014
    Would be interesting to see them revamp that system. In it's current form it's frankly broken and wouldn't be noticed if it vanished from the game entirely. I agree with the OP that there should be a much more immediate and noticeable effect from having your crew decimated by shield penetrating damage and maybe radiation or other environmental hazards, the latter being something we don't see enough of in the game. Where are those nasty ion storms or class J nebulae which are sensitive to EM surges etc.
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  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited May 2014
    Given how easy it is to kill off your entire crew I am somewhat glad that they don't seem to serve any purpose. I would much prefer that that indicator space be devoted to something more important.
    If they ever do make the crew more important, they had better make them more resilient as well, otherwise gameplay is going to get a lot more complicated while we waste resources keeping the crew alive so that we can continue fighting. That could be a good thing, but considering how they've managed other things in this game, I'd say let sleeping dogs lie.
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  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited May 2014
    Mechanically it doesn't really do anything. :/
  • donowickdonowick Member Posts: 269 Arc User
    edited May 2014
    Mechanically it doesn't really do anything. :/

    The more crew you have the more your hull regenerates. As it is now you don't notice the healing ability because they are mostly dead in the first few seconds of battle. So if they are not going to fix it might as well remove it.
  • somebobsomebob Member Posts: 556 Arc User
    edited May 2014
    Mechanically it doesn't really do anything. :/

    Oh it does, actually. It increases hull regen and system offline restore speed by like 0.1% or so between zero and full. ;)
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  • groomofweirdgroomofweird Member Posts: 1,045 Arc User
    edited May 2014
    You know I've seen this pop up time and time again down the line in fleet chat, "what does your crew status actually do?" And from what I have functionally seen in the game, very little.
    So many lives lost on my jem dread in crew and fighters everyday,indeed every hour in some cases. I'm suprised I've not been executed for incompetance or even war crimes given the friendly body count under my command.
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    "If this will be our end, then I will have them make SUCH an end as to be worthy of rememberance! Out of torpedos you say?! Find me the ferengi!".
  • donowickdonowick Member Posts: 269 Arc User
    edited May 2014
    Just think the boff ability boarding party take those crew away so if you have zero crew you can't use boarding part lol.
  • somebobsomebob Member Posts: 556 Arc User
    edited May 2014
    donowick wrote: »
    Just think the boff ability boarding party take those crew away so if you have zero crew you can't use boarding part lol.

    Ahha, that's right!

    Congratulations! You found the one thing that your crew number actually does! :eek:
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  • donowickdonowick Member Posts: 269 Arc User
    edited May 2014
    somebob wrote: »
    Ahha, that's right!

    Congratulations! You found the one thing that your crew number actually does! :eek:

    LOL that is why I never use boarding party because it will effect ship healing and always laugh when I see others use it. I have hard enough time trying to keep the crew I have lol.
  • carl103carl103 Member Posts: 1 Arc User
    edited May 2014
    Oh it does, actually. It increases hull regen and system offline restore speed by like 0.1% or so between zero and full.

    Actually it's a lot more than that for the hull repair. With minimal crew you get all of about 10% of your hull passively restored per minute if that, but it caps out at around 57%. That means if you built for it you could probably have crew restoring 600+ health per second passively. That's equivalent to a constant HE1. That's huge. TBH crew being borked is probably one of the core reasons hull tanking sucks so much, (the other being resists).
  • weirgreifweirgreif Member Posts: 25 Arc User
    edited May 2014
    Tac Team used to restore crew, but it doesn't anymore. I'm not sure why.

    I'm okay with the "store everyone in the transporter buffers until battle's over" solution.
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