Lt. Commander
Join Date: Dec 2007
Posts: 120
I'll try to keep this short. This is just a quick and dirty suggestion in five brief points.

Losing crew in combat seems to have little to no practical effect. So...

1 - Crew do not refill automatically when killed. Injured crew can refill, but dead crew should NOT. Perhaps some BOff powers to help with the healing of injured crew? Medical teams, and the ability to beam crew between ships, can also be added.

2 - Living crew should affect every system on a starship, not just hull regeneration. As you lose crew, your weapons, shields, engines, perhaps also power systems degrade in ability. Floor should be about 65% degradation, with a minimum crew value (skeleton crew). System effectiveness is based on living and UNINJURED crew ONLY. Injured crew do not count towards effectiveness, until healed.

3 - When you die, you respawn with 75% of the crew you had at the time of your death. So, if you had 1000 crew when you died, then you would respawn with 750. If you die again, this time with 750 crew, you respawn with 562, etc. This continues until you reach the minimum crew value for your ship (skeleton crew).

4 - Crew can be restocked at a starbase of your faction. Fly up to the starbase, select "Rinforce Crew" from the dock master interface (would need a button). Confirmation screen with price then pops up. Price can be in merits, energy credits..whatever. I would prefer energy credits, to add a credit sink to the economy. It can represent the time, effort, and resources that Starfleet (or the KDF) expends to train the crew.

5 - All PvP maps should contain one starbase for each faction, with defenses around it. This is for the replacement of crew. All sector blocks should contain at least one starbase for each faction that owns that sector block. Perhaps even one starbase per sector. Starbase ownership would switch if Cryptic figures out a way to have persistent PvP warzones.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-24-2010, 03:58 PM
Death Penalty isn't needed - the game is simply too easy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-24-2010, 11:58 PM
Quote:
Originally Posted by Tyrellan
Death Penalty isn't needed - the game is simply too easy.
Incorrect, it absolutely is needed and here's why:

No not to make it harder ot punish bad play or incentivize skilled players or alienate carebares etc etc, the reason is the frickin' exchange. Everyone in this game keeps all the money they make in circulation because absolutely nothing removes it from circulation consistently. Unless Cryptic things ground combat is so hard that everyone blows through cash buying hypos, the currency will inflate exponensially as all money spent on the exchange stays in the system.

This game needs a dp that removes energy credits and heres the best suggestions as it's straight from cannon:

ammo consumption. - When you die your weapons lose 10% charge causing no impact on them, however when it's down to 0% they drop to half damage until their "power cells" are replaced which can be done through your replicator for a modest sum of credits. Then you can go to your ship's replimat and hold up the spent power cell like sisko and say "this is not something to be thrown away" and make a row of them displayed proudly on the wall. Straight out of canon, no uneccesary time wasting, just what the doctor ordered.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-25-2010, 12:57 AM
Quote:
Originally Posted by Tyrellan
Death Penalty isn't needed - the game is simply too easy.
Try the Crystalline Entity?

The game goes from too easy to too hard in one click.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-25-2010, 01:14 AM
Quote:
Originally Posted by DreamGoddessLindsey View Post
Try the Crystalline Entity?

The game goes from too easy to too hard in one click.
let them fly around for three hrs with people cutting across your ship while kitting 20+ shards.
see how many times they respawn before they stop complaining about the lack of a DP
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-25-2010, 01:16 AM
ehm... No?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-25-2010, 02:41 AM
Quote:
Originally Posted by DreamGoddessLindsey View Post
Try the Crystalline Entity?

The game goes from too easy to too hard in one click.
And a perfect example of what happens when something "too easy" is made "more challenging." If the whole game becomes like this encounter, then they may as well shut down the server.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-25-2010, 03:51 AM
Fix PvP, ballance it, then yes. give DP but not until that
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-26-2010, 08:50 AM
Okay, since death penalty is something Cryptic is looking in to, I would like to make sure they see this, and perhaps get some constructive feedback from the community.

So, BUMP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-26-2010, 09:00 AM
Quote:
Originally Posted by ThomasGideon
I'll try to keep this short. This is just a quick and dirty suggestion in five brief points.

Losing crew in combat seems to have little to no practical effect. So...

1 - Crew do not refill automatically when killed. Injured crew can refill, but dead crew should NOT. Perhaps some BOff powers to help with the healing of injured crew? Medical teams, and the ability to beam crew between ships, can also be added.

2 - Living crew should affect every system on a starship, not just hull regeneration. As you lose crew, your weapons, shields, engines, perhaps also power systems degrade in ability. Floor should be about 65% degradation, with a minimum crew value (skeleton crew). System effectiveness is based on living and UNINJURED crew ONLY. Injured crew do not count towards effectiveness, until healed.

3 - When you die, you respawn with 75% of the crew you had at the time of your death. So, if you had 1000 crew when you died, then you would respawn with 750. If you die again, this time with 750 crew, you respawn with 562, etc. This continues until you reach the minimum crew value for your ship (skeleton crew).

4 - Crew can be restocked at a starbase of your faction. Fly up to the starbase, select "Rinforce Crew" from the dock master interface (would need a button). Confirmation screen with price then pops up. Price can be in merits, energy credits..whatever. I would prefer energy credits, to add a credit sink to the economy. It can represent the time, effort, and resources that Starfleet (or the KDF) expends to train the crew.

5 - All PvP maps should contain one starbase for each faction, with defenses around it. This is for the replacement of crew. All sector blocks should contain at least one starbase for each faction that owns that sector block. Perhaps even one starbase per sector. Starbase ownership would switch if Cryptic figures out a way to have persistent PvP warzones.
No. No No No No No. You obviously are not like everybody else, and do not die a billion times per PvP match or per away team mission. It's great that you don't, I'm proud of you, and these are good idea's, they are, but you know, some of us die too much for death penalty to be practical.

Death Penalty is exactly why I don't play World of ********. being your ghost, finding your body is total BS and detracts from the rest of gameplay. Star Trek Online is practically revolutionary with not including death penalties as every MMO I played has had something that is a royal turn off. And I'm saying this now because for the handful of people being vocal about including Death Penalty is getting Cryptics attention, whereas the vast majority of people really don't want Death Penalty, but don't come to the forums and won't challenge the 9 people pushing for it.

No Death Penalty. Please. Don't ruin the game for the rest of us too busy enjoying the game to come on to the forums to complain about whats wrong with it.
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