Another great idea for Big Ships.
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Join Date: Jun 2012
05-13-2013, 11:42 AM
Originally Posted by
1) There's combat. There's consoles. There's old code that the new devs haven't worked on. It's pretty much the same type of thing that always leads to the same old statement:
"We'd have to go into every map" or "We'd have to tweak all of X"
It's something that could break the game further. And all for what? Your solution doesn't add enough to the game for me to be confident enough that the tinkering is worth the risk.
Like I said, I'm all for working on the cruiser gameplay experience. But I think crew mechanics are a waste of effort. And ideas should focus on something new. Not something old. Something new not only avoids any issues with old code breaking the game, but lets the developers add their own mark on the game, something that most creators have more gusto for doing.
2) You misunderstand. This isn't about more. This is about what people expect a crew to do in a Star Trek sense. You watch the shows and you come away from the whole idea of commanding a ship by thinking what you do is what you saw Kirk or Picard do. Which is mostly give orders and help save the day. BOFFs are who you give orders to. You tell your tactical officer to fire your beams ... AT WILL! You tell your science officer to lock on that tractor beam. You call security and have them beam down two more redshirts to your away mission. So on and so forth. That's how people perceive what a captain does in Star Trek. And BOFFs pull that off.
Which leaves DOFFs. What they do is far more what people expect from a captain of a starship. They go on assignments. You are in control of your ship and it's crew. You have your duty roster. You manage it. You assign people to stations. You assign people to tasks.
So what a crew represents in Star Trek is adroitly handled by BOFFs and DOFFs. You give orders. You manage special tasks. You manage the roster. You are in control of who is on your crew and what they are doing. Be it in a pitched space battle bellowing for a full spread of photon torpedoes, on an away mission asking for a medical tricorder for your injured engineer, or simply assigning your on-ship diplomat to meet foreign dignitaries and give them a tour of your ship.
The crew mechanic doesn't do any of that. Is klunky, has never worked, and doesn't do much to represent how crews functioned in Star Trek. You could rename it Inspiration, or Ship Morale, and it would not change a thing about its mechanics or how it represents Star Trek in the game.
It's not needed. It's a risky thing to tamper with. And I think that the solution to helping steer the game away from "MOAR DEEPS, MOAR DEEPS, OK STOP DEEPS" isn't crew. It's something new. Something to help cruisers function better in the game's environment and also FEEL more like Star Trek. Crew mechanic won't cut it.
3) There's itemization involved as multiple consoles deal with crew mechanics. And we've already been through the agonizing process of what happens when they tinker with consoles.
1) You need to read the quote about BOFFs from the Devs my friend. They said they did not want to change them because to do so would require that they change the random generation of starter abilities they have, the systems that work off them which these days would likely include DOFFs, Captain Training, Rarity of BOFF, and the way in which Skills and BOFF slots on any given ship work.
Crew are nowhere near as complex as BOFFs. Even with the complexity of BOFFs the Dev said they COULD change them it would just be a real nightmare of working the code. As for the Crew they have made more drastic changes than fixing the Crew just by implementing DOFFs among other things.
As for breaking the Code... How little faith you have in the Devs. I am sure they are happy to hear that you believe them so incompetent. Implementing any "New" change would have just as much probability of causing serious complications with other code as just altering an old mechanic already established. Honestly, it would likely have MORE chance of causing unforeseen issues because they would be having to add in new code over the old codes which can always have odd interactions.
2) Firstly, we rarely see DOFFs doing things in Star Trek. It is mostly the BOFFs who go on away missions or who the Captain orders to do things. You surely do not frequently see DOFFs running out in... Shuttles? Or some such to go carry out missions away from your ship. So they do not really serve as a good example of a particularly Trek-like Crew because they do too much.
However we DO see a lot of the Crew scrambling here and there "Damage Teams" etc to fix the ship. Obviously all those crewmen are REQUIRED for a ship to function properly and the bigger and more capable the vessel the more crew you need. There are numerous references to the fact that big ships need larger crews to sustain their peak performance.
What I am trying to drill through to you is that BOFFs especially do not behave like the Crews from Star Trek and they should not as they are BOFFs not just average crewmen. DOFFs are slightly more like normal Crewmen but if we simply go with them as the mechanic then the fact that bigger vessels have such greater capacity for Crewmen does not help anything. My suggestion would not be helping the DPS of the ship much it would be helping its Tank more which is what Cruisers are MEANT for and would help further put distance between them and Escorts as the true Battle Fortresses Vs. Glass Cannons.
3) Again... Give the Devs a bit more credit. They can handle dealing with TWO consoles (yeah just two effect Crew directly... One kills them and one Protects them...). I mean they could all but REMOVE the one that protects them because you know what? NO ONE uses it. Why? Because currently there is absolutely NO point in keeping your crew alive. Which is why I want to change that.