test content
What is the Arc Client?
Install Arc

Crew?

uraciouseuraciouse Member Posts: 36 Arc User
With the release of DR is ships crew and by extension modules like the Bio-Function Monitor currently worth anything? Particularly with a regen build.

For example a Guardian with the full Assimilated Borg Set.
Post edited by uraciouse on

Comments

  • norobladnoroblad Member Posts: 2,624 Arc User
    edited December 2014
    crew die faster than they come back at a highly stupid ratio for ships with large crew.
    No sane build can stack enough crew defense to keep them alive in a monster crew ship ... over 2k crew is a problem, no matter what you do.

    I mean, try the JH shield and BIO consoles if you want, but in a long fight, if you are being shot at all, after a while your crew will be 100% dead. I tried to keep mine alive in a build once, and it was hopeless ...

    The best way to keep them alive is a low crew ship where they come back as fast as they "die". I do not know if there are many low-crew tanky ships, though.

    The guard only has 1100. You *might* be able to keep them up with some work dedicated to do so.
    The eclipse has only 350. It would be EASY to keep that one up, with nothing at all, or at most 1 console or the shield or something.
  • uraciouseuraciouse Member Posts: 36 Arc User
    edited December 2014
    So more crew is actually worse?? How does this make sense?
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited December 2014
    uraciouse wrote: »
    So more crew is actually worse?? How does this make sense?

    I didnt make the game!
    It is true, however.
    Every shot that bleeds thru and touches your hull kills crew. the more you have, the more it "kills".

    But crew come back at a fixed rate for all ships. the more you have, the lower the % that regen.

    Hull regen is tied to % of alive crew, not actual # alive.

    Combine this math, and you get
    10% of your crew dying every 10 seconds,
    1% of your crew coming back every 10 seconds,
    and in short order, 100% dead crew.

    Again, its not bad on 1000 crew ship. You might pull it off on the guardian.
    But the eclipse is going to be better, or the benthan (850?).

    Less is better. Trust me. I have a bunch of over 2k crew ships, and most of the time, everyone is dead.
  • uraciouseuraciouse Member Posts: 36 Arc User
    edited December 2014
    Allright, thanks alot for your help man. Good job on cryptic for realism there lol.
    So would you say that i should just stick with damage reduction consoles instead of crew protection?
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited December 2014
    uraciouse wrote: »
    Allright, thanks alot for your help man. Good job on cryptic for realism there lol.
    So would you say that i should just stick with damage reduction consoles instead of crew protection?

    Probably.
    You can loot a XII biofunction or grab a very cheap one (or more) off exchange and see for yourself how it behaves. Again, I *think* you can keep 1000 crew "mostly" alive --- but I seriously doubt doing so is worth even 1 console slot or using a wimpy item somewhere. The only way you will know for sure is to try it though.

    Also, just observe your crew in a few fights. After a group is gone, what % are dead? How fast are they coming back?

    Take a look at it, see what YOU think. It is not linear. All I know for sure is that under 500 crew ships do well at keeping alive. Over 2000 have 100% dead crew most of the time. In between, I am not so certain, I don't have many mid sized ships and never really looked at it.
  • wen1503wen1503 Member Posts: 156 Arc User
    edited December 2014
    The Devs have acknowledged that the mechanic is "broken". They have talked about just scraping it.

    With the new DR npc hitpoints I find fights lasting longer and crew "dying" more.

    Its a two part system, turning yellow is disabled. As the stick figures drop off they are dead...So most fights result in Zombie crews. (yellow) But some of the advanced stf's I have done have resulted in mostly "ghost" ships....that's without having to respawn too...

    FIX it please. Large crew ships should have an advantage in repairs...

    While it doesn't affect much...it affects tac team...as well as repair rate.
  • architect13architect13 Member Posts: 1,076 Arc User
    edited December 2014
    uraciouse wrote: »
    So more crew is actually worse?? How does this make sense?

    Ask cryptic
    Have you tried the new forum on your phone?
  • uraciouseuraciouse Member Posts: 36 Arc User
    edited December 2014
    Sigh, thanks for the replies people. It makes me sad that the mechanic is so broken because it has so much potential :(
  • kingstonalankingstonalan Member Posts: 1 Arc User
    edited December 2014
    zombie crew.....hmmmm....seems legit :cool:
  • herachristherachrist Member Posts: 39 Arc User
    edited December 2014
    noroblad wrote: »
    I didnt make the game!
    It is true, however.
    Every shot that bleeds thru and touches your hull kills crew. the more you have, the more it "kills".

    But crew come back at a fixed rate for all ships. the more you have, the lower the % that regen.

    Hull regen is tied to % of alive crew, not actual # alive.

    Combine this math, and you get
    10% of your crew dying every 10 seconds,
    1% of your crew coming back every 10 seconds,
    and in short order, 100% dead crew.

    Again, its not bad on 1000 crew ship. You might pull it off on the guardian.
    But the eclipse is going to be better, or the benthan (850?).

    Less is better. Trust me. I have a bunch of over 2k crew ships, and most of the time, everyone is dead.


    Thank you for the info. It it answers a lot of questions I've had about the game's crew mechanics and how it impacts gameplay.

    So by this logic, as a Sci captain I'm worse off in a Vesta (750 crew) than in a Wells or Dauntless, yeah?
Sign In or Register to comment.