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.
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.
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?
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.
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.
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?
Comments
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.
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.
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.
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.
Ask cryptic
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?