Career Officer
Join Date: Jun 2012
Posts: 845
Simple fact of the game is this: Crew is basically useless in this game. I was talking to a friend of mine that I brought into the game right before LoR launched. He only now noticed the Crew bar at the bottom of the Hull UI, and asked me what it did. I basically said, "Well... not much." Crew's effect on gameplay is not noticeable. It helps hull regen, but not significantly enough to be noticed. In combat, the hull regen basically shuts down, and any other effects are so low as to not be noticed.

A post by ArchonCryptic earlier, regarding a bug with the Scimitar, got me thinking about this (again, this isn't the first idea I've had on the issue, but the last topic is dead and wasn't particularly good anyway). It had to do with Crew damage, and it being... well, improved, to make it more intuitive. My response was, "before that, could you make Crew do something?" So I thought... what would Crew DO? I've been thinking about this, and I have an idea. Well, a few.

The first is a bit of a carry-over from my last idea on this subject: Making Team powers rely on Crew, requiring maybe 5 crew, or 5/15/25 for ranks of it, taking that Crew from your bar for the duration and being unable to use Team powers without that amount, as well as making the Teams more powerful depending on how big your crew is. A pretty straightforward thing.

The second part of it is more unique, and would act more as a game-wide buff in various areas. This would be what I call the Ship-Based Buff. It could be a static thing, or something you could change (maybe under the Ship Status UI, where Skills would be - Skills for your ship as opposed to your character), based on the ship you fly. For instance:
  • Cruisers gain +0.01 Starship Hull Repair per crew member.
  • Escorts gain +0.01 Starship Weapon Training per crew.
  • Science Vessels gain +0.01 Starship Shield Emitters per crew member.
  • Destroyers (i.e., the Thousand-Day Vet ship, which are Cruiser/Escort Hybrids) gain +0.005 Starship Hull Repair and +0.005 Starship Weapons Training per crew.
  • Carriers gain one of the above passives, depending on what they're more geared to.
These bonuses are minor at best, adding up only to +30 to the skill for those ships that have 3,000 crew (which really are only Carriers). However, those buffs are somewhat significant, and would be noticeable if crew died. This is dependent on a simple thought: That the crew of a ship are more specialized toward how that ship functions (Cruisers, which are engineering-oriented, would have more Engineers on board, for instance). It makes the ship more focused to a role, which really already exists in BOff Layout. Like I said, that's just an example. The bonus could be static, or changeable, and might open some variation to some builds. It'd basically make ships better at what they do.

Thoughts?
CHARACTER GRID (@Lord-Ice):
___ |___ _ Fed ____| ____ _KDF __ ____| Rom
Tac_|_Thomas Hale_| __ __Illusion _____| Silence (K)
Eng | ___Antilles _ _| _ Mirror Rygobeth__| N'Vek (F)
Sci _| __ Rygobeth _| _Lukor Son of Q'Tar | Devala (F)
Commander
Join Date: Sep 2012
Posts: 375
# 2
07-19-2013, 07:25 PM
crew should give boost to subsystem repair, resistance to boarding party, boarding party boost, and tactical team. I don't like your buffs =P

edit: but yes SOMETHING has to be done with crew... nothing like watching 300 crew fall to a single torpedo hit if I didn't make brace for impact in time....
Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

cause sometimes its party time!
Career Officer
Join Date: Jun 2012
Posts: 845
# 3
07-19-2013, 07:59 PM
Quote:
Originally Posted by lykum View Post
crew should give boost to subsystem repair, resistance to boarding party, boarding party boost, and tactical team. I don't like your buffs =P

edit: but yes SOMETHING has to be done with crew... nothing like watching 300 crew fall to a single torpedo hit if I didn't make brace for impact in time....
The STOwiki article says it already DOES subsystem repair, but I've never seen any considerable difference. Resistance to Boarding Party is irrelevant, since one click on the power everyone always carries clears it instantly. I think Boarding Party already takes from crew (like I suggested with TT) on a per shuttle basis, and they return if the shuttles survived and the debuff doesn't get cleared. And why Tactical Team SPECIFICALLY, instead of all 3, when TT ALREADY has more power than the other two?

The buffs I came up with are minor. Nothing game-breaking, and they're only an EXAMPLE. I'm not saying "do exactly this," I'm saying "try maybe doing something LIKE this". As for your edit, that's Crew Damage, not Crew in general, and they're working on that.
CHARACTER GRID (@Lord-Ice):
___ |___ _ Fed ____| ____ _KDF __ ____| Rom
Tac_|_Thomas Hale_| __ __Illusion _____| Silence (K)
Eng | ___Antilles _ _| _ Mirror Rygobeth__| N'Vek (F)
Sci _| __ Rygobeth _| _Lukor Son of Q'Tar | Devala (F)
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,456
# 4
07-19-2013, 10:11 PM
Quote:
Originally Posted by icegavel View Post
The STOwiki article says it already DOES subsystem repair, but I've never seen any considerable difference.
It is noticable, but it's not huge. Especially with the 2pc borg set. With full crew, your hull regen in combat is noticeably bigger than when they've all been killed by plasma fires.

I completely agree with you that something needs to be done with the crew mechanic to make it meaningful, but OP, I don't think this is it.
Captain
Join Date: Jun 2012
Posts: 796
# 5
07-19-2013, 10:19 PM
Quote:
Originally Posted by icegavel View Post

The first is a bit of a carry-over from my last idea on this subject: Making Team powers rely on Crew, requiring maybe 5 crew, or 5/15/25 for ranks of it, taking that Crew from your bar for the duration and being unable to use Team powers without that amount, as well as making the Teams more powerful depending on how big your crew is. A pretty straightforward thing.
Wow.. so if you have NO crew, you would be UNABLE to use tac team...

This changes everything...
Career Officer
Join Date: Jun 2012
Posts: 845
# 6
07-19-2013, 10:25 PM
Quote:
Originally Posted by topset View Post
It is noticable, but it's not huge. Especially with the 2pc borg set. With full crew, your hull regen in combat is noticeably bigger than when they've all been killed by plasma fires.

I completely agree with you that something needs to be done with the crew mechanic to make it meaningful, but OP, I don't think this is it.
I don't notice the difference with any of those circumstances, and I run the Borg 2 piece a lot. I'll keep an eye out, see if it DOES matter.

Quote:
Originally Posted by kyeto13 View Post
Wow.. so if you have NO crew, you would be UNABLE to use tac team...

This changes everything...
Any Team, actually. It'd make people care about crew, at the very least.
CHARACTER GRID (@Lord-Ice):
___ |___ _ Fed ____| ____ _KDF __ ____| Rom
Tac_|_Thomas Hale_| __ __Illusion _____| Silence (K)
Eng | ___Antilles _ _| _ Mirror Rygobeth__| N'Vek (F)
Sci _| __ Rygobeth _| _Lukor Son of Q'Tar | Devala (F)
Commander
Join Date: Sep 2012
Posts: 375
# 7
07-19-2013, 10:26 PM
Quote:
Originally Posted by icegavel View Post
TT ALREADY has more power than the other two?
you are correct, I made a mistake in my comment. I also forgot to mention crew providing their standard hull repair bonus outside of combat.

I meant to say tactical team, engineering team, and science team. simple mistake I meant no disrespect. Also I haven't noticed any discernible difference subsystem repair wise either.

edit: Tactical Team resistance to boarding party should be nerfed to equal boarding party meaning tactical team 1 won't clear boarding party 3, especially if the attacking ship has superior crew and superior numbers of assault troops aboard their boarding party shuttles.
Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

cause sometimes its party time!

Last edited by lykum; 07-20-2013 at 12:30 AM.
Commander
Join Date: May 2013
Posts: 327
# 8
07-19-2013, 10:47 PM
Sounds like a terrible idea to "consume" crew to use skills, especially since there's so many other attacks that injure or kill them (aka: pretty much EVERY TORPEDO WEAPON).

I definitely wouldn't want to be fighting for my life to find out I can't use tactical team to get the defensive buff I need when I need it because they're all wiped out by regular combat.

Also my escort only carries 250 crew, I wouldn't miss +2.5 starship weapon training in the least. Looks like you designed this whole idea to make high-crew carriers an OP powerhouse that'll launch terribly powerful boarding parties and very hard to put down.

Last edited by platewearingbird; 07-19-2013 at 10:52 PM.
Captain
Join Date: Apr 2013
Posts: 1,204
# 9
07-19-2013, 11:11 PM
And then the ships with 50 crew limit become useless if the ship survives 1 torpedo? Umm no thanks.

I think they should have more impact on subsytem repair and hull repair and have the crew loss based on a percentage of hull damage. Then give sci officers a skill to revive crew during combat by sending medics out to various stations. The bigger the ship the more resistance you have but the slower it regens is a fair balance, small tac ships can revive crew faster and be prepared for the next encounter but lose the crew % faster as well. Crusers have more crew so lose them slower but cannot revive them fast enough between combat. It would balance out and make having the crew consoles viable.
Career Officer
Join Date: Jun 2012
Posts: 845
# 10
07-19-2013, 11:24 PM
Quote:
Originally Posted by platewearingbird View Post
Sounds like a terrible idea to "consume" crew to use skills, especially since there's so many other attacks that injure or kill them (aka: pretty much EVERY TORPEDO WEAPON).

I definitely wouldn't want to be fighting for my life to find out I can't use tactical team to get the defensive buff I need when I need it because they're all wiped out by regular combat.

Also my escort only carries 250 crew, I wouldn't miss +2.5 starship weapon training in the least. Looks like you designed this whole idea to make high-crew carriers an OP powerhouse that'll launch terribly powerful boarding parties and very hard to put down.
I never said anything about Boarding Party scaling. This wouldn't affect Boarding Party in the slightest. Well, no more-so than it already is. And it's not like Boarding Party can't be completely negated by one power.

And, if you read the beginning, I started thinking about this because it was said that Crew damage was going to be fixed to not kill everyone instantly. The Crew "consumption", as you put it, is TEMPORARY. You don't beam them out into space afterward. It's a temporary reallocation, they'd return at the end of the buff.. And even I, who end up with a LOT of dead redshirts, rarely have 0 crew. This would only really matter in a Shuttle, where you only HAVE 5 Crew (hence why Rank 1 of the Team Powers would use 5 Crew). You're making a mountain out of a mole hill. YES, the skill buffs are bigger for bigger ships. Because it makes SENSE. Big crew, bigger bonus FROM the crew. This game isn't 100% about escorts. Is it really that hard to figure out?

Quote:
Originally Posted by jetwtf View Post
And then the ships with 50 crew limit become useless if the ship survives 1 torpedo? Umm no thanks.

I think they should have more impact on subsytem repair and hull repair and have the crew loss based on a percentage of hull damage. Then give sci officers a skill to revive crew during combat by sending medics out to various stations. The bigger the ship the more resistance you have but the slower it regens is a fair balance, small tac ships can revive crew faster and be prepared for the next encounter but lose the crew % faster as well. Crusers have more crew so lose them slower but cannot revive them fast enough between combat. It would balance out and make having the crew consoles viable.
There aren't that many ships with 50 Crew. They're Escorts, all. They wouldn't be USELESS. They're overpowered as is WITHOUT this. The problem with crew in this game isn't that it does nothing, it's that it does nothing IN COMBAT. Crew passives get basically shut down the moment you go to Red Alert. Your crew actually comes back relatively fast in this game out of combat, even without consoles. Question, why are you wanting this to give more to Escorts?
CHARACTER GRID (@Lord-Ice):
___ |___ _ Fed ____| ____ _KDF __ ____| Rom
Tac_|_Thomas Hale_| __ __Illusion _____| Silence (K)
Eng | ___Antilles _ _| _ Mirror Rygobeth__| N'Vek (F)
Sci _| __ Rygobeth _| _Lukor Son of Q'Tar | Devala (F)

Last edited by icegavel; 07-19-2013 at 11:28 PM.
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