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Crew alternatives

resoundingenvoyresoundingenvoy Member Posts: 439
edited May 2015 in Federation Discussion
This issue has been bugging me for a very long time. Tiny crews are neigh immortal and larger ship crews are neigh useless. Why? The crew recovery scales. Tiny ships don't need more then +1 or +2 crew a second to stay at 90-100% without trying.

Large crews 1,000+ will never stay above 10% in combat without some seriously heavy special DOff or dedicated console use. I do mean in combat, as just incidental combat will destroy 1,500 -2,500 crews faster then they can regenerate. Which isn't so bad until you consider regeneration is capped off so low large crew ships need 3 to 6minuets idle to naturally regenerate their crews back up to strength. Once large ship crews are spent, that's it. The whole point of large crews is negated.

To me it's one of those things that has on a list of things (that's plural) that have broken for years and never fixed. (Like how the ground combat aim bonus gets removed when you get knocked back, but you have to toggle it off and back on to get it back)

So ... Why not just junk the crew mechanic and replace it with a flat healing bonus?

OR ... Sense the specializations like stack buffs so much? Why not just make things that damage crew health a fix time debuff?
Post edited by resoundingenvoy on

Comments

  • corelogikcorelogik Member Posts: 1,039 Arc User
    edited May 2015
    ...snip...
    regeneration is capped off so low
    ...snip...

    If regeneration is capped across the board and the regen rate is the same/similar for all ships regardless of size/crew count, then it makes sense that a smaller crew would regen faster as there is less to regen. I don't see how thats broken,..

    Naturally it would follow that larger crews take longer to heal as there are more "people" to treat, presumably with a not much larger medical staff, and to support a crew that size, the ship would need to larger with presumably more and more complex systems. All of which would naturally take longer to bring back to full strength over a smaller, simpler vessel with a smaller crew.

    The bottom line is, if your able to fight and win, it really doesnt matter. Just ignore the whole crew/regen thing like everyone else does.
    "Go play with your DPS in the corner, I don't care how big it is." ~ Me
    "There... are... four... lights!" ~Jean Luc Picard
  • orion0029orion0029 Member Posts: 1,122 Bug Hunter
    edited May 2015
    Actually the problem is three fold:

    #1: Hull repair rates are identical for small ships and large ships regardless of crew complement.

    #2: Larger crews regenerate at the same rates as smaller crews, meaning small crews can get back to full repair rates faster than larger ones can.

    #3: Torpedoes and other crew killing methods work off of a percent based system, meaning one photon torpedo will kill many more crew from a Negh'Var than a Qin Raptor.

    Add all these together and it results in larger ships having slower repair rates than the smaller ships, which is contrary to the developer's concepts of the larger crews being able to repair a ship faster.

    The Devs are aware of this and I believe explained what I've mentioned in a live stream some months ago.

    Unfortunately I suspect that this is a low priority problem to fix as it's been present for years now, best to just get used to it and recharge the shields... :(
  • resoundingenvoyresoundingenvoy Member Posts: 439
    edited May 2015
    corelogik wrote: »
    If regeneration is capped across the board and the regen rate is the same/similar for all ships regardless of size/crew count, then it makes sense that a smaller crew would regen faster as there is less to regen. [...] the ship would need to larger with presumably more and more complex systems. All of which would naturally take longer to bring back to full strength over a smaller, simpler vessel with a smaller crew.[...]

    The problem with that is it's easy to invert. Small ship crews have actual less work to do, but large crews are large and able to accomplish more in the same amount of time.

    Why try to plug in a 100w lightbulb if all your ever going to supply it with is a 40w power supply?

    orion0029 wrote: »
    The Devs are aware of this and I believe explained what I've mentioned in a live stream some months ago.

    That sort of makes them rather odd considering all the other work they've put in in mass that unbalanced the years old issue to start with. :P

    1) If they don't want to just rewrite the function that damages crews to just apply a repair rate debuff? (Large ships able to take the hit and keep repairing after small ships would have had their repair rates zeroed.)

    2) The existing system could be 'fixed' to make crew regeneration a % of the total crew, and crew damage effects a fixed value. A torpedo doesn't expand to gain megatons of force to kill 50crew in a large ship that it would have only killed 2crew in a small ship. The crews should be proportionally equally spaced in the ships, or if anything hurt smaller ships more.

    Why? For example, the Atrox is easily 100-200x more massive then the defiant line of ships. However the Atrox only has x50 times the crew. That spread out? If a hit even touches a crewmen it should at most touch one or two of them at most.
  • neomodiousneomodious Member Posts: 428 Arc User
    edited May 2015
    anything that says "Lesser of X or Y% Crew killed" actually are applied as whichever number would be GREATER, which is why they die off so fast...
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