Can/Should re-crew be added to troop ships?

Post ideas and suggestions on new features or improvements here.
1, 2
posted on October 19th, 2009, 6:28 pm
......... what if we programmed it similar to the matrix transport? except the firing thing would be a cannonimp... and it would continue to fire until canceled... :woot:
posted on October 22nd, 2009, 5:16 am
When I  use troop ships  I feel there is a  slight disadvantage to useing them. Because some races  have such low  troop  carying capacity that  they have to be  shuttled back to the repair yards  just  to  recrew . Doing  so takes valuable time and assets from the battle. A way around it could be  is to add a Max  reserve transport function to the troop ships. activating  that function would draw crew from  all allied ships  to  the troop ships. From there they would be added to replenish the  pool of troops beaming over .  when the  crew  on the ships reach a  preset level they automatically  go to the yards to recrew. There have been times when playing as Dominion  and other races that I  have used several damaged  battle ships just for that purpose  as a  reserve crew pool  to pull from. Just a thought on the subject.
posted on October 22nd, 2009, 2:15 pm
1337_64M3R wrote:......... what if we programmed it similar to the matrix transport? except the firing thing would be a cannonimp... and it would continue to fire until canceled... :woot:


you could just use the holding beam i think. Also instead of a strict recrew i think that the troop ships recrew should be "transport x number of new crew on for x special energy"
posted on October 29th, 2009, 4:04 am
I dont like the recrew on the fly ability, though I also think troopships run out of crew way too quickly.  However, beaming more crew over at once will not solve this problem.  The troops will all still have the same kill ratio, thus it will still take the same number of crew to take over (assuming of course the enemy is not beaming replacement crew onto the ship you are attempting to capture) 

Rather, increase the kill ratio for the troops when using the assault ships ability.  You can also give assault ships a weapon similar to the Remore class, which does insane shield damage but costs supply.  If you want to get really fancy, add a combat tractor beam. (the klingon turrets had them in V2.0) so the enemy cannot run away while your trying to board them.  It sounds like a klingon trap-em tactic to me.  I suppose a slowing (such as gravity mines), or engine disabling weapon would work too.

Given their already high cost, I dont think any of these would put troopships out of balance.  Of course, only testing would tell for sure, but to me it wouldnt make much sense to spam a ship that has to keep recrewing after every couple battles (that in itself should keep it in balance)  I can see one of these being incredibly nasty if taken over by an assimilation directive borg enemy though.  That Matrix transport could really throw alot more power into them.
posted on October 29th, 2009, 2:21 pm
Last edited by Tyler on October 29th, 2009, 2:31 pm, edited 1 time in total.
Troopships in stock were a lot more effective than FO ones because they have their boarding strength increased to 5x a normal ship. FO ships only have a .1 increase (some rare, often non-assault ships with .2 or .3), which makes the difference unnoticable.

If you want to take anything with them, give them a real increase.
posted on October 29th, 2009, 3:17 pm
.1 increase meaning 110% of normal strength?
posted on October 29th, 2009, 3:35 pm
Yes, a 10% increase. Low enough for the difference to not even show up ingame.
posted on October 31st, 2009, 9:58 am
Tyler wrote:
If you want to take anything with them, give them a real increase.


I believe increasing boarding strength (I called it a kill ratio, so sue me) was my first suggestion.
1, 2
Reply

Who is online

Users browsing this forum: No registered users and 13 guests