Commander
Join Date: Jun 2012
Posts: 432
# 1 Carrier crews.
09-01-2012, 06:36 AM
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.

Last edited by resoundingenvoy; 09-01-2012 at 06:38 AM.
Commander
Join Date: Jul 2012
Posts: 312
# 2
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
Delta Fleet Command
Captain
Join Date: Aug 2012
Posts: 1,920
# 3
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.
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng

JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Commander
Join Date: Jun 2012
Posts: 384
# 4
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.
Captain
Join Date: Jun 2012
Posts: 1,489
# 5
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.
Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 6
09-01-2012, 01:33 PM
Or you can use the jem'hadar shield if you want to save your crew.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,691
# 7
09-01-2012, 02:58 PM
Quote:
Originally Posted by momaw View Post
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 View Post
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
Empire Veteran
Join Date: Jun 2012
Posts: 1,329
# 8
09-03-2012, 04:29 AM
Quote:
Originally Posted by momaw View Post
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.
It does not make perfect sense logically. A larger vessel would have more armor and mass between crew and attacker so even though you have a higher percentage chance of injuring someone the actual amount injured may well be less.

As you suggest however, if we MUST use this percentage based system then it should go both ways. As there is far more crew there would be far more medical staff and crewmen to get these injured to sickbay and back up and running.
Career Officer
Join Date: Jul 2012
Posts: 6
# 9
09-09-2012, 12:28 AM
Geez, is it really 1 crew recovered per second in combat? I just did a few dailies on my KDF toon. On the empire defense missions, I rarely see more than 500 crew, on a ship that has a maximum capacity of 4000.

It hits a minimum of 500 only because unless I'm really toast, the Borg set hull repair bonus keeps the crew from hitting zero. Ironically, the info display says 50% per minute when out of combat.
Captain
Join Date: Jun 2012
Posts: 1,489
# 10
09-09-2012, 01:54 AM
Quote:
Originally Posted by hasukurobi View Post
It does not make perfect sense logically. A larger vessel would have more armor and mass between crew and attacker so even though you have a higher percentage chance of injuring someone the actual amount injured may well be less.
"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)."


And yes, it really is 1 per second in combat and 10 out of combat for "injured". Incapacitated people take even longer to recover.
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