Career Officer
Join Date: Jun 2012
Posts: 2,078
# 1 What's the point of Ship Crew?
12-27-2012, 10:17 AM
I'm not talking about Bridge Officers or Duty Officers, I'm talking about that "stat" number in your character ship that says you have x crew. My Excelsior has 750 crew, for example.

I know there's a meter in my HUD that shows me how many crew I've got alive, injured or dead, and when they are restored. I know some consoles (like the Biofunction Monitor) keep them alive/well.

What what's the point of the Crew? I've noticed mine nearly gone, but don't notice any drop in performance. Is it just an RP thing? Is there any actual consequence to having dead crew?

When XP earnings during a Double-XP Weekend still feel like I'm underperforming,
there's something terribly wrong with the reward system...

You can find/contact me in game as @PatricianVetinari. Original Join Date: Feb 2010.
Join Date: Jun 2012
Posts: 784
# 2
12-27-2012, 10:22 AM
Hull repair rate I think, and subsystems. A couple of other things too.

Yeah, here it is. I think most of this is still true.
Joined September 2011
Nouveau riche LTS member
Join Date: Jun 2012
Posts: 1,063
# 3
12-27-2012, 10:24 AM
well, the moment they balanced this part of the game, will be the moment they will screw with escort players. and god forbid that

srsly, 90% of the time, on my defiant I dont have more than 10 crewmen alive (though I love to imagine my char running around the ship, doing everything alone)
Join Date: Sep 2012
Posts: 3,969
# 4
12-27-2012, 10:37 AM
I've noticed it as well and assumed they just "did stuff". Seeing the Wiki article, I may watch that bar more closely. i.e. what happens when crew dies?
Kathryn S. Beringer - The Dawn Patrol - Endless Excelsior - Veritatum Liquido Cernene

Solaris build
Career Officer
Join Date: Oct 2012
Posts: 27
# 5
12-27-2012, 10:53 AM
Originally Posted by cmdrscarlet View Post
what happens when crew dies?
You have to get out and push :p

Seriously, the hull regeneration rate slows down to a crawl, that's all.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 6
12-27-2012, 11:30 AM
Crew is something I stopped paying attention to a while ago.

Here's why:

1) Noticeable effects of crew are minimal.
2) They die too easy (seriously, they are dead all of the time, half your crew will be vaporized within the first 30s of an STF or other combat scenarios).
3) No ship has enough console slots to dedicate slots to important things like Armor Consoles or Field Gens (large impacts on performance) and also have slots left over for things like Biofunction Monitors or Emergency Forcefields.

On a side note #3 is something that leads me to feel that we need to see combined function consoles across the board for Eng & Sci in particular. Tac is fine with specialized consoles (although it does force everyone into single energy types for best performance).

Join Date: Jun 2012
Posts: 1,360
# 7
12-27-2012, 11:40 AM
Indeed. The function of my crew appears to be lying dead or unconscious on the deck for most of the battle. I picture my Admirals on a broken, smokey bridge, trying to do every job themselves and going out in a blaze of glory like Janeway at the end of Year of Hell.
Career Officer
Join Date: Jun 2012
Posts: 2,078
# 8
12-27-2012, 12:07 PM
Ok, so hull regen and subsys repair... but we're talking about my ship's native recovery features, right? Abilities to repair (Eng Team, for example) still function normally/to full effect regardless of crew status (or at least that's what I've seen), and these are used most in battle...

So, yeah, there doesn't appear to be any real use to crew besides, as Hanover2 says, to lay dead or unconscious on the deck. lol

When XP earnings during a Double-XP Weekend still feel like I'm underperforming,
there's something terribly wrong with the reward system...

You can find/contact me in game as @PatricianVetinari. Original Join Date: Feb 2010.
Lt. Commander
Join Date: Jul 2012
Posts: 133
# 9
12-27-2012, 12:16 PM
I think the crew, and associated consoles are bugged atm. On my tac Oddy i have a crew of 2500. I run Emergency force fields to boost the resistance of my crew. Lately there is absolutley no difference in how fast they become injured, or die with, or without having the console equipped. And for some odd reason the 750 crew of my fleet excelsior hardly become injured or die at all. Yet i can get to 80 crew in my tac oddy in like 5 minutes. It makes no sense..
Starfleet Veteran
Join Date: Sep 2012
Posts: 1,139
# 10
12-30-2012, 02:34 AM
I have been playing for many years. I fly big ships, small ships, fast ships slow ships, red ships and blue ships. My ship builds and combat style is very competative in PVP and PVE. I have lerned the ins and outs of all STOs systems, skills abilities and qwerks save for one; Crew.

Since time imemorial captains have been asking; "Just what is this crew thing any way?". There has been much scratching of heads and some one always speeks up; "erm it helps with your ships passive hull repair rate i think." Some times others chime in; "Dosnt it effect your abilities too... I am sure some one said somthing about crew effecting our abilites."

The truth as far as I have ever been able to assertain is that crew definatly effects your passive hull repair rate. Possibly effects your system repair rate, and dosnt seem to effect anything else in the slightest.

I ignore my crew. My crew ignore me. Its a relationship that works. Who needs crew when they have hazard emiters and auxilery power to structual integrity field any way?

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