Lt. Commander
Join Date: Jul 2012
Posts: 214
# 11
09-02-2012, 07:32 AM
Quote:
Originally Posted by cmdrskyfaller View Post

all 4000 crew were dead in 30 seconds just by being shot at with torpedoes..and shields never fell below 95%.


its absolutely idiotic.
they didn't die directly from the torp hit on the shields... they die from the exploding consoles and walls that seemingly happen whenever anyone looks at a ship wrong in the Star Trek universe...

opps I flushed the toilet in my captains cabin bathroom and a random console exploded killing 25 crew members down in engineering
Starfleet Veteran
Join Date: Jun 2012
Posts: 151
# 12
09-02-2012, 08:35 AM
who cares about this...

ignore your crew and back to the fight


(see video below if you don't believe me)
...now see my dedication plaque
USS PEACEMAKER
- NCC-511217-A
and Screenshot With Two Steps From Hell Music Mix
- Brazilian Fleet - lvl 20_Tier5 / Emb,DiliM,Spi lvl 9
Captain
Join Date: Jun 2012
Posts: 1,241
# 13
09-02-2012, 11:14 AM
Quote:
Originally Posted by diogene0 View Post
It works, I experience it every day with my raptor, I end all stf with full crew. There's a bug from time to time, just try to unequip all you have on your ship and then re equip it again, it should work and you'll get the tactical readiness bonus.
No, you do not understand. You are comparing a raptor that gets hit by maybe a torpedo every 20 seconds.

The VoQuv I use is a TANK VoQuv. I get the aggro of everything and hold it for the team. Its a massive shield tank. I can tank and hold my own against the elite tac cube and 6 or so spheres in elite infected.

That is a LOT of incoming beam and torpedoes. But my shields hold. I get hit by a torpedo practically every second.

The crew is all dead before i get to using my second set of shield heals. Just like that.. poof.

In controlled test with three player ships just autofiring photon torpedoes at me the crew also dies just from their impacts on the shields...no matter the amount of crew resistance I stack onto it.


Finally, raptors have about 200 crew tops. VoQuv has 4000. Since the crew loss and recover is % based, your crew can lose 150 and regain it within seconds. The recovery rate works for your ship. But for cruisers and carriers, regaining what amounts to your entire crew is but a small % of our crew total. Even out of combat WITH crew regain modules it takes MINUTES to recover the full crew.

To give you an idea, when an STF is over the timer to exit is about 170 seconds. My crew is completely dead at STF end.. and by the time the timer kicks me out it has only recovered about 10% of the crew total. Your raptor oth, would recover full crew far before the timer kicks you out.


What is really sad is that the huge crews were supposed to be a boost to the cruisers and carriers because it significantly increased the natural hull repair rate. And it is QUITE nice a bonus too... if you test it in controlled enviroment and have three tac ships drop gravity wells on your carrier @ full crew (that is sitting still in space) you will see the grav wells hurt the hull ...and the crew beating three grav wells in the repair. Its just awesome.

But the sci ships fire a few photon volleys..adios crew...
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg

Last edited by cmdrskyfaller; 09-02-2012 at 11:16 AM.
Commander
Join Date: Jun 2012
Posts: 384
# 14
09-02-2012, 11:39 AM
Quote:
Originally Posted by darkwhite0 View Post
who cares about this...

ignore your crew and back to the fight


(see video below if you don't believe me)
thx for it.xD

your video show the reality says in the first min all crew dead then have fun in the mission same for me, so i dont understand the discussion here?

my 2000 or 3000 crew members always dead in battles but who cares they are alive afther the battle ends.

Last edited by lostmoony; 09-02-2012 at 11:41 AM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 887
# 15
09-02-2012, 11:52 AM
Quote:
Originally Posted by liquidacid29 View Post
they didn't die directly from the torp hit on the shields... they die from the exploding consoles and walls that seemingly happen whenever anyone looks at a ship wrong in the Star Trek universe...

opps I flushed the toilet in my captains cabin bathroom and a random console exploded killing 25 crew members down in engineering
It's strange they have the technology to travel faster than light, build warp cores that emit more power than a star, the ability to transfer matter to energy into new matter in a replicator...

But they can't ground a console properly.

Like half of the deaths in Star Trek history are because the Federation doesn't believe in employing certified electricians.
Commander
Join Date: Jun 2012
Posts: 432
# 16
09-02-2012, 04:31 PM
Quote:
Originally Posted by kamiyama317 View Post
Like half of the deaths in Star Trek history are because the Federation doesn't believe in employing certified electricians.
The other half are from neglect when actual qualified technical people run away from scream in terror for their lives when they look at the a star fleet ship. Whoever inherited most of the trek plots has enough knowledge about basic electronic, physics, or programming to be summed up in "Uhmm ... fire hot right, right?"

Quote:
Originally Posted by darkwhite0 View Post
who cares about this...
I do. A big part of the carrier's balance is having a large crew to fix those pesky hull breaches. In stead carrier seem to be better labeled a graveyard with a warp engine.
Empire Veteran
Join Date: Jun 2012
Posts: 1,329
# 17
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
# 18
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.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,691
# 19
09-09-2012, 01:09 AM
Quote:
Originally Posted by logicmage View Post
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.
i wouldnt be surprised if that 50% was based off of escort crew regens lol
Captain
Join Date: Jun 2012
Posts: 1,489
# 20
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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