Lt. Commander
Join Date: Jun 2012
Posts: 190
# 51
08-28-2012, 09:58 AM
Quote:
Originally Posted by borticuscryptic View Post
Slow week on the PvP front, but we've been discussing some ways we may be able to increase the viability of Science ships, Science captains, and Science consoles. No solid plans yet, so nothing to discuss openly. A lot of the feedback from this forum goes into those discussions, though.
Just throwing an idea on the wall, tear to shreds as appropriate...

Thinking about science ships,captains and consoles, to help them stay relevant make the * Teams use/"borrow" crew. Tac team uses 10, science team uses 25, engineering team uses 100. And if you don't have enough crew, it lowers the effectiveness and/or time of the buff. 0 crew = 1/2 the buff and 1/2 the time, scaled linearly. The crew returns once the buff timer expires, just like a Boarding Party.

Overall, reduce the death rate for crew by 1/2. Give science captains a 2x crew heal rate. Give science ships an additional 2x crew heal rate. Give cruisers a crew death resist.

Give science team a significant crew heal rate buff, 5x and/or immediate crew revival %.
Give Plasma burn crew kill over time, helps make Plasma more viable (and Borg scarier).

To really make crew matter, link weapon damage and/or cooldown rates to crew. More than 50% crew - normal cooldowns. Every 5% less crew, increase cooldown rates by 10%. At 0 crew, cooldown rates double.

Pros:
Would make some consoles more relevant, like emergency force fields, and biofunction monitors. Give plasma a viable proc. Abilities that blind/immobilize gives players rageface; slowing down their cooldowns instead would not be as anger-inducing.

Cons:
Would make Theta Radiation pretty OP, unless the crew death rate is reduced. Team display would need to add crew bar. UI would need to add crew status audibles "Captain, we are at 50% crew!", etc. Additional stat to follow & track.
Super Moderator
Join Date: Jun 2012
Posts: 4,687
# 52
08-29-2012, 11:56 AM
Quote:
Originally Posted by moronwmachinegun View Post
Just throwing an idea on the wall, tear to shreds as appropriate...

Thinking about science ships,captains and consoles, to help them stay relevant make the * Teams use/"borrow" crew. Tac team uses 10, science team uses 25, engineering team uses 100. And if you don't have enough crew, it lowers the effectiveness and/or time of the buff. 0 crew = 1/2 the buff and 1/2 the time, scaled linearly. The crew returns once the buff timer expires, just like a Boarding Party.
Slight problem with this... Most escorts don't carry 100 crew to start with. Also, crew attrition impairs repair/regenerate time. This would be completely unfair to escorts and problematical for anything but a large cruiser.
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Lt. Commander
Join Date: Jun 2012
Posts: 190
# 53
08-29-2012, 03:26 PM
That's kind of the point - it makes Eng. team a heal that only a cruiser could deliver effectively. Tacs could still use Aux2Sif, and hazard emitters. But that big hull heal only comes from a friend transporting over a cohort of his best&brightest engineers to repair damage.

How many escorts run Eng team? Most builds I have seen run EPtS and Aux2SIF for the resist boosts.

Re: repair/regenerate time affected by crew attrition - Is this enough to even matter when you can get Aux2SIF heals every 15 seconds?

Last edited by moronwmachinegun; 08-29-2012 at 03:30 PM.
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