Empire Veteran
Join Date: Jun 2012
Posts: 1,329
This idea is not all that new but I want to put a slight spin on it. To sum it up: Make Crew Matter.

Right now Crew are meaningless. They help you to recover hull HP when you have active crew but that lasts all of a few seconds in most combat. This is even more insulting for huge ships with thousands of crew. Their crew gets wiped out from the first couple torp hits or the first warp core breech that their lumbering ship cannot get away from but survives.

So first thing is first... Crew should become incapacitated (because they supposedly are not killed) via a numerical value NOT a percentile. The same Torp hit should not lose a Defiant 5 crewmen when it loses a Bortasqu' 500. That would be to say that the Bortsaqu' has a lot more crew but crammed into the same area that the Defiant had so as to arrive at immense population density which is absolutely absurd.

If we make this change alone the big ships would get more use out of having big crew numbers as each scratch would not utterly annihilate their ENTIRE crew. If the Devs feel working with numbers would be hard due to how few crew some ships have then perhaps you need to scale up the number of Crew. A Nimitz Class carrier here on earth supports around 5,000+ active crew including its flight teams. That is the same size roughly as a Constiution. Something like an Odyssey should be boasting several TIMES that much crew and the behemoths that are carriers could easily have crew in the Tens of Thousands.

Next I would recommend having your many crew help in other ways. Faster recovery from subsystem damage, faster power rerouting, faster non-tactical team enhanced shield distribution (when you hit the button, this would not interact with Tactical Team's ability in any way so as not to make it better than it currently is which would be crazy), and last but not least a TINY boost to cool down speeds per every 50 crewmen. This last boost should be very small but still just enough to make it ever so mildly worth caring about.
Career Officer
Join Date: Nov 2012
Posts: 3,899
# 2
05-11-2013, 11:03 PM
Speaking as someone who drives ships at both ends of the spectrum (Kumari, Bortasqu') I support this proposal.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,769
# 3
05-11-2013, 11:03 PM
I think your ideas are not only good for the game but they also make common sense.

Adding to your idea, I think that certain crew numbers should reduce the cooldown for Sci Team, Eng Team and Tac Team abilities. (These cooldowns should NEVER affect the minimum global cooldown, however.)
Survivor of Romulus
Join Date: Jun 2012
Posts: 801
# 4
05-11-2013, 11:15 PM
Or better yet just completely remove the crew mechanic all together. like you said they are meaningless and nothing they do is really going to make them matter enough to bother with them.

Or have a counselor doff that adds "crew morale"

and have the bonus be a flat rate bonus when you have that doff on active duty.
Join Date: Jun 2012
Posts: 36
# 5
05-12-2013, 01:02 AM

I support this idea.
Empire Veteran
Join Date: Jul 2012
Posts: 5,826
# 6
05-12-2013, 01:08 AM
At the very absolutely smallest minimum, torps and mines shouldn't be disabling/killing 10-20% of a ship's crew, especially when it is fired from the world's weakest, puniest, level 1 NPC Miranda or Bird of Prey against the biggest, baddest, toughest level 50 cruiser or carrier with every bit of hull and shield resist that can be mustered.

It's a bit ridiculous. Be in PvE or PvP. At the absolute least, they need to change the 10% and 20% to just 1% and 2% for kill or disable. That alone would go a long way to making it a lot less ridiculous in just how much crew can be lost.

On top of that, Theta radiation should have it's amount of crew death be lowered significantly. It's rather ridiculous how fast it can wipe out an entire crew.

Then actual crew recovery, should be possibly sped up, possibly. With the major reduction of crew loss, then it might not be so bad even if you do gain back crew slowly. If it was considered an issue still, then maybe buff up Biofunction Monitors.

And the Nurse DOFF is nice, but it's only a bandaid fix, and it takes up a more useful DOFF slot.

Once all that is done, then I feel that crew can be altered in other ways to be worthwhile.

Why are all of STO's EPs named 'Steve'?
Join Date: Jun 2012
Posts: 2,264
# 7
05-12-2013, 01:23 AM
I fully agree with the OP's idea. With the exception of raising crew quantities.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
And I don't pretend to understand them.
Join Date: Jun 2012
Posts: 44
# 8
05-12-2013, 06:39 AM
Supporting this! Make the 'crew damage' numerical damage not percentage damage. It's stupid that a cruiser looses crew at the same rate as an escort.
Also, i think i heard this on some podcast from Geko, the initial implementation of crew was intended to be more complex then it is now, allowing you to allocate crew to subsystems of some sort, probably in the way you allocate the power levels now, but this seems got ditched along the way... lazy bones.
Empire Veteran
Join Date: Jun 2012
Posts: 1,329
# 9
05-12-2013, 07:42 PM
Originally Posted by dalolorn View Post
I fully agree with the OP's idea. With the exception of raising crew quantities.
That is only if Cryptic needs to raise them in order to deal with the numeric damage scale used to kill them off as opposed to the current nonsensical percentile scale. If they do not have any problem assigning very low numbers to how many crew die per hit of things to make it fit the current scale then there is no need to increase the number of crew.

Originally Posted by jayleia1 View Post
They should matter, especially against boarding actions of any type (shuttle or borg transporter)

A Kumari should, even if they activate Tac Team before the boarders arrive, suffer some problems. Even when prepared for trouble, there's not enough people to be

An Atrox, barring something insane like a dozen Spheres in an Infected Elite all deciding to send visitors over at once...shouldn't need to use Tac Team at all.
^True but only for Klingons... Most Federation crewmen are unarmed and untrained to handle invaders as we have seen time and again. Klingon crews on the other hand are all born warriors who would PREFER to throw down face to face.

Originally Posted by snoggymack22 View Post
Right. Which in practical terms means it's not going to happen.

I feel tinkering with the crew mechanic would be an even trickier thing to do.

Also, I maintain that what a player wants out of the concept of crew is represented in BOFFs and DOFFs quite effectively as is.

Why? There is hardly anything associated with the Crew mechanic. You do not assign crew or even deal with them. The only things that effect them are things that kill them or protect them. Currently they are more like a shield facing than anything remotely close to being like a BOFF.

It is not represented by BOFFs and DOFFs because the big ships do not have more of these and smaller ships less of them. (And before you ask... No I do not WANT more BOFFs for big ships... That would be a headache) It was obviously meant as one of the defining features of these behemoths that their size lent them to huge crews and that this was one of their perks but at present it fails to help in any way whatsoever.
Join Date: Jun 2012
Posts: 1,353
# 10
05-12-2013, 09:36 PM
I've always found it odd that the crew of my Jem Dread will "die" like stormtroopers but my hull and shields are barely touched.

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