Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
02-03-2010, 03:51 PM
Quote:
Originally Posted by Sasek
I could deal with the crew death penalty. It's something that may make cruisers considerably more viable than they are now in the long term.

One thing that needs adjustment first: The crew mortality rate. Right now one hit kills or injures almost a quarter of your crew. Heaven help you if you lag, rubber-band, and get caught near an exploding enemy ship. Maybe increase the injury rate and crew recovery time, and reduce the body count a little?
Agreed.

Honestly, as the game settles out, what I expect we'll see is the Death Penalty we currently have...

Much lower crew mortality (ie. maybe only mortality on actual death) but a much lower crew regen rate. Enough so that going back to a base to replenish is actually justified. Maybe with an option to replenish your crew without going back to a Starbase for energy.

I doubt we'll see a major time/money sink for death, though. I'm not sure if what we have right now is quite as stringent as what they intended but I also think they didn't intend to have a heavy DP and that they might have lightened it a bit more right now because of bugs and because they're expecting a lot of players who are new to MMOs/video games.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
02-03-2010, 03:52 PM
Also, I wouldn't be shocked if the Death Penalty itself stays light for leveling characters and, if it does get a bit heavier, only does so at level 50.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
02-03-2010, 05:05 PM
Quote:
Originally Posted by Leviathan99
Also, I wouldn't be shocked if the Death Penalty itself stays light for leveling characters and, if it does get a bit heavier, only does so at level 50.
Maybe for lieutenants, let crew auto regenerate like they do now. Call it "holodeck crewmembers" or something. Anyone higher than that can take the training wheels off.
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