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-   -   Carrier crews. (http://sto-forum.perfectworld.com/showthread.php?t=374061)

resoundingenvoy 09-01-2012 06:36 AM

Carrier crews.
 
An innate ability to host a hostile in their massive hulls would be nice.

Three thousand crew sounds nice on paper, but in practice sucks. It gives a great deal of hull repair, but they don't last. When I say they don't last, I mean you may have 3000 crew for the first 5min. of a mission or STF and never top 500 for the rest of the run.

IIRC, until about 10% crew? Each hit to the crew takes a percent of the crew. A percent of 3000 is a large chunk compared to most. Even with bio-monitor (and emergency force field consoles) it can take upwards of three minuets of sitting idle outside of combat to get three thousand back.

kylesal24 09-01-2012 07:48 AM

Yeah, hate this in my Atrox. Wish they would go back to it being each hit injures say 1 guy. That would be better for Carriers. Leave the escorts with the percent injured per shot.

Kyle

jellico1 09-01-2012 08:03 AM

It should be a number of crew and not a
% of crew

I sopose to be unrealistic the escorts would
Get a smaller number of crew lost per hit to
Keep them from crying but that was and is
The major drawback to small crewed vessels
I'n all other space games

That and boarding actions

I'n cannon that's why only small numbers of
These vessels were used they were just too
Vulnerable to a hostile takeover.

And they for the most part didn't operate far away
From support or a base

It's not a good feeling when 200 Klingons beam
Aboard your 50 crew ship. :P

lostmoony 09-01-2012 08:37 AM

yes carriers have large crew and they are fast dead but in counts also cruisers crew like ody and co, for me it happend most times that i run a after 2 min all dead so complete stf with 1 man from my crew and who cares. ;)

momaw 09-01-2012 01:15 PM

Logically injuries to your ship's crew makes more sense as a percentage, especially when modified by your ship's mass (smaller ships get whacked harder due to a lack of inertia).

The problems are:
1.) Too much crew damage comes through shields. You should NOT be losing vast swaths of your crew when your shields are still up.
2.) Crew recovery rates are absolute rather than relative: you recover 1 person per second during combat. Obviously this is completely negligible for a ship with a crew of thousands.

Solutions:
1.) Damage to crew is reduced by 90% while shields are up, just like the kinetic damage from the torpedoes that generally cause this crew loss.
2.) Crew recovery rate should be percentage based so that large-crew ships are not punished.

diogene0 09-01-2012 01:33 PM

Or you can use the jem'hadar shield if you want to save your crew.

cynder2012 09-01-2012 02:58 PM

Quote:

Originally Posted by momaw (Post 5550411)
Logically injuries to your ship's crew makes more sense as a percentage, especially when modified by your ship's mass (smaller ships get whacked harder due to a lack of inertia).

The problems are:
1.) Too much crew damage comes through shields. You should NOT be losing vast swaths of your crew when your shields are still up.
2.) Crew recovery rates are absolute rather than relative: you recover 1 person per second during combat. Obviously this is completely negligible for a ship with a crew of thousands.

Solutions:
1.) Damage to crew is reduced by 90% while shields are up, just like the kinetic damage from the torpedoes that generally cause this crew loss.
2.) Crew recovery rate should be percentage based so that large-crew ships are not punished.

I like your idea. would be cool if they implemented this.

Quote:

Originally Posted by diogene0 (Post 5550581)
Or you can use the jem'hadar shield if you want to save your crew.

it doesn't make much difference on the Artrox (which I use ALOT, even against the low level klingons alot of my crew end up injured IF i get hit.)...or the star cruiser for that matter

cmdrskyfaller 09-01-2012 03:05 PM

Yep the crew defense bonus does not work.

I tested the jemhadar shield with the honor guard 2 piece bonus, 3 force fields and 4 bio monitoring consoles in a VoQuv.


all 4000 crew were dead in 30 seconds just by being shot at with torpedoes..and shields never fell below 95%.


its absolutely idiotic.


the doffs that increase crew regen by 200% are not a solution either. The recovery rate is based on your crew too so if they're all knocked out.. their recovery will be glacial.

resoundingenvoy 09-01-2012 06:45 PM

Even if there was a 99% crew resistance that would delay losing your crew to maybe 10min. or the first death. It wouldn't help with running most of the map with only 1/6 of your crew at all times.

diogene0 09-02-2012 07:25 AM

Quote:

Originally Posted by cmdrskyfaller (Post 5551231)
Yep the crew defense bonus does not work.

I tested the jemhadar shield with the honor guard 2 piece bonus, 3 force fields and 4 bio monitoring consoles in a VoQuv.


all 4000 crew were dead in 30 seconds just by being shot at with torpedoes..and shields never fell below 95%.


its absolutely idiotic.


the doffs that increase crew regen by 200% are not a solution either. The recovery rate is based on your crew too so if they're all knocked out.. their recovery will be glacial.

It works, I experience it every day with my raptor, I end all stf with full crew. There's a bug from time to time, just try to unequip all you have on your ship and then re equip it again, it should work and you'll get the tactical readiness bonus.


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