Career Officer
Join Date: Jun 2012
Posts: 315
# 11
05-12-2013, 08:03 AM
Quote:
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.
You forget, though, or clearly haven't ever watched Star Trek; repelling hostile boarders seems to be a lost art in the 25th century. Every time a ship/station/facility is invaded/boarded by enemies, they waltz right into the bridge, if not beam directly there, and say "Mine!" virtually uncontested.
Captain
Join Date: Jun 2012
Posts: 667
# 12
05-12-2013, 08:16 AM
Quote:
Originally Posted by aveimperator View Post
You forget, though, or clearly haven't ever watched Star Trek; repelling hostile boarders seems to be a lost art in the 25th century. Every time a ship/station/facility is invaded/boarded by enemies, they waltz right into the bridge, if not beam directly there, and say "Mine!" virtually uncontested.
This makes me chuckle at how true it is.

Granted, my Tactical Captain is rather skilled at ground combat, you'd think he'd just Kirk drop-kick any boarders through the view screen if they made it to the bridge.
Constant exposure to the same opinions leads to continual reinforcement of ideas until eventually, any challenge, no matter what form it takes, is going to be met with a disproportionate sense of outrage. Room for reasoned discussion can no longer occur.

Lt. Commander
Join Date: Nov 2012
Posts: 126
# 13
05-12-2013, 09:50 AM
The idea is GREAT!

Cruisers lose crew just too dang fast, ive seen my ship in PVP and after an alpha from a BOP the crew simply vanishes.

Absolutely great idea, there's just one problem though...

Cryptic don't give two hoots about cruisers...they only care about escorts in this game.
Career Officer
Join Date: Jun 2012
Posts: 765
# 14
05-12-2013, 02:00 PM
Quote:
Originally Posted by snoggymack22 View Post
Think about what was recently stated about BOFF powers and their ranks. They can't go in and tinker with that code.

What in the world makes people think they can tinker with crew?
Can't isn't quite correct. The developer in question was just saying it would be an major project.

http://sto-forum.perfectworld.com/sh...d.php?t=651291

Quote:
Originally Posted by borticuscryptic View Post
I don't wanna sound dismissive by saying this, but... well, I kinda have to, cuz this sort of change just really can't happen in STO. There's far-far-far too much data attached to every iteration of a Bridge Officer Ability, for us to simply push it to a different rank.

We investigated this during the Mine Revamp that went out a few months back, and it was determined to not be technically feasible. Not impossible, just ... well, it would require breaking and then re-building a few subsystems. Like how Boffs pick their random powers, for example.

That said, many of us agree with the assertion that there aren't enough low-rank ability options for Bridge Officers. Especially for Engineers and Tacticals, since so many of their abilities share category cooldowns. It's something we would like to address, but if it does happen, it won't be for some time yet.
Captain
Join Date: Feb 2013
Posts: 5,280
# 15
05-12-2013, 06:57 PM
Quote:
Originally Posted by sparhawk View Post
Can't isn't quite correct. The developer in question was just saying it would be an major project.

http://sto-forum.perfectworld.com/sh...d.php?t=651291
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.

I'm all for coming up with ideas to help cruisers be more integral to the gameplay experience. But I think crew is just something that should remain the way it is. Since launch it's never quite panned out the way it was supposed to. And the game has evolved so far beyond it, mechanically. And the development team is a lot of fresh faces not familiar with these old, klunky mechanics.

Also, I maintain that what a player wants out of the concept of crew is represented in BOFFs and DOFFs quite effectively as is.
Captain
Join Date: Sep 2012
Posts: 3,319
# 16
05-12-2013, 07:21 PM
one of the things i have been thinking about is with the current ship injuries.
above 60% hp damage has a chance of minor servicable damage to system that your crew need to fix, below 60% you run the chance of moderate serviceable damage, and if you hit 35% damage you pick up an instance severe serviceable damage.

such damage would have associated timers and modifiers to that time based on active crew.

then if you die, you pick up critical damage that practically disables an attribute derived from your skill tree.
the color coding acting as an indicator of the probability that the system in question will end up at 0.

say you pick up "critical targeting system damage" it will be like you have nothing spec'd into targeting.

though really, making the impulse modifiers link to the engine installed rather than a pulled from nowhere ship class trinity would pretty instantly fix a lot of issues to do with cruisers being a load of pants pie.
as it turns out, an intrepid would lose a fight with a connie.
and thats canon.
! the power of plot compels you.
Career Officer
Join Date: Jun 2012
Posts: 765
# 17
05-12-2013, 07:42 PM
Quote:
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.

I'm all for coming up with ideas to help cruisers be more integral to the gameplay experience. But I think crew is just something that should remain the way it is. Since launch it's never quite panned out the way it was supposed to. And the game has evolved so far beyond it, mechanically. And the development team is a lot of fresh faces not familiar with these old, klunky mechanics.

Also, I maintain that what a player wants out of the concept of crew is represented in BOFFs and DOFFs quite effectively as is.
Eventually I believe they will do the overhaul of the BOFF skill system as it's severely limiting parts of the game (I don't believe they will touch it this year though). I completely agree that messing with the crew system is a waste of time and an generally bad idea. Personally I'd completely dump the crew mechanic and just use it as flavor text.
Empire Veteran
Join Date: Jun 2012
Posts: 1,328
# 18
05-12-2013, 07:42 PM
Quote:
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.


Quote:
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.


Quote:
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.
Captain
Join Date: Nov 2012
Posts: 3,465
# 19
05-12-2013, 07:49 PM
Quote:
Originally Posted by snoggymack22 View Post
Think about what was recently stated about BOFF powers and their ranks. They can't go in and tinker with that code.

What in the world makes people think they can tinker with crew?
You're comparing apples and oranges. BOFF ability tweaking not happening stems from the fact that there are piles of systems in place to randomly generate boffs with random starting abilities.

To do what the OP is suggesting would be a tweak to a specific shared weapon modifier (projectile crew killoff) and the addition of a single modifier in a handful of cooldown formulae. Not a wholesale rewrite of the BOFF replicator coding.
Captain
Join Date: Jun 2012
Posts: 1,295
# 20
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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