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Ship crew and hull regeneration.

guilli88guilli88 Member Posts: 0 Arc User
Greetings.


Two years ago I asked the same thing. :cool:

Would you kindly update/overhaul the ship crew mechanic. I much rather it stayed and got expanded upon. In the sense of a slottable focused crew. For example:

For example:

Medical focused crew: Your healing abilities restore x% of crew.
Repair Team focused: Your hull healing abilities restore 20% more
Some Science Focused crew: Your shield restore abilities restore 20% more.
Warp Engine focused crew: +5 power to all subsystems

Keep Hull regeneration tied to crew levels.


Fix crew deaths and incapacitates:
Crew deaths should be rare. Remove the insane crew deaths from kinetic weapons (I shouldn't lose 20% of my crew to a single torpedo....)


And so forth. I'm too tired of this system being so broken and useless. Hundreds of posts have been made about this in the past for suggestions. Use those.


It's about time this system gets your focus don't you think? At the very least if you can't be bothered to overhaul it in the next month(s), could you please remove hull healing from crew and give us 100% hull regeneration at all times.

Thank you.

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Post edited by guilli88 on

Comments

  • dova25dova25 Member Posts: 475
    edited October 2014
    guilli88 wrote: »
    ............
    It's about time this system gets your focus don't you think? At the very least if you can't be bothered to overhaul it in the next month(s), could you please remove hull healing from crew and give us 100% hull regeneration at all times.

    Thank you.


    I agree with OP on this
    "There already is a Borg faction, its called the Federation. They assimilate everyone else's technology and remove any biological or technical distinctiveness and add it to their own."
    I refuse to be content https://www.youtube.com/watch?v=FwI0u9L4R8U
  • angrytargangrytarg Member Posts: 11,009 Arc User
    edited October 2014
    I concur with that sentiment :)

    It would be neat to have crew be a valuable stat as well and with measures to incapacitate or kill crew there would also be the possibility to simply deactivate a ship for a short time. Boarding should not be tied to a single ability but inherent in the ships mechanic whereas a specialized crew has different effects on boarding actions as well. Tactical minded crews fight better but regenerate slower, engineering themed crews are able to stand their ground longer and medical crews are more resilent and heal faster. Something like this. Ships with tons of crew should use this number to their advantage, imagine your Vo'Quv could actually wreak havoc with you closing in and board and thus disaable or shortly take control over enemy ships. On the flipside, make a Borg cube with lots of crew be able to do terrible things with it to the players.
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
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  • tucker84tucker84 Member Posts: 113 Arc User
    edited October 2014
    I agree! And i remember when i got the Galaxy bundle, i tried the separation console, and when the two parts joined again, one large part of the crew had to "regenerate", like they were dead (i was near ESD). Is that the same since then? Baaad... imho.
  • seriousdaveseriousdave Member Posts: 2,777 Arc User
    edited October 2014
    I agree that the crew machinc needs a whole lot of rework but I won't hold my breath. I tend to ignore it nowadays since it's become completely useless anway, especially on cruisers.
  • hravikhravik Member Posts: 1,203 Arc User
    edited October 2014
    I'm surprised it just hasn't been removed yet. They seem to be fond of removing things instead of fixing them.
  • seriousdaveseriousdave Member Posts: 2,777 Arc User
    edited October 2014
    hravik wrote: »
    I'm surprised it just hasn't been removed yet. They seem to be fond of removing things instead of fixing them.

    Because absolutely nothing is still the easiest thing to do.
  • rahmkota19rahmkota19 Member Posts: 1,929 Arc User
    edited October 2014
    I really like your suggestions about different crews. That could add another dimension to the current gameplay.

    As on crew deaths, I'll simply say what I always say. Let a torpedo kill off a number of crew instead of a percentage. If the same Quantum kills 5 people on a Defiant, why would it kill 1000 on a Vo'Quv?

    For the rest crew works perfectly with hull repair, subsystem repair and such. Just don't make this a worthless feature after 2 seconds of combat, especially on cruisers.
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