Crew
Post ideas and suggestions on new features or improvements here.
1, 2
posted on February 2nd, 2007, 3:26 am
Seeing as how Crew is no longer a resource to be managed I was wondering why you still have the crews set so far below what they should be. A galaxy should have a crew complement of between 1,000 and 1,500 a sovereign 2,000 ect.
Sorry, I know its a nitpick. Is it just something that hasnt been changed or is there a reason for it?
Sorry, I know its a nitpick. Is it just something that hasnt been changed or is there a reason for it?
posted on February 2nd, 2007, 4:37 am
I think the Sovereign is 700...
I'm okay with the different crew value thing tho, not really a big deal

I'm okay with the different crew value thing tho, not really a big deal

posted on February 2nd, 2007, 9:20 am
crew levels I know about
Galaxy - 1,012
Sovereign - 855 - 885
Intrepid - 160
Borg Cube - 60,000
Borg Sphere - 11,000
B'rel - 12
K'Vort - 24
Galaxy - 1,012
Sovereign - 855 - 885
Intrepid - 160
Borg Cube - 60,000
Borg Sphere - 11,000
B'rel - 12
K'Vort - 24
posted on February 2nd, 2007, 9:23 am
In one of the TNG episodes someone says the Enterprise-D could stretch its life support to accomidate a maximum crew capacity of 2,000. and I think its in First Contact (Enterprise-E) Picard says hes responsible for 2,000 lives. Considering the Ent-E is about 1 and half times the size of a Galaxy I imagine it has a higher maximum crew capacity.
The Original Enterprise(Kirks, not Archers) had a crew complement of 400 and it was about the size of the Ent-D's warp naccell. lol sorry, insomnia + boredom ftw.
The Original Enterprise(Kirks, not Archers) had a crew complement of 400 and it was about the size of the Ent-D's warp naccell. lol sorry, insomnia + boredom ftw.

posted on February 2nd, 2007, 12:50 pm
Last edited by DOCa Cola on February 2nd, 2007, 12:54 pm, edited 1 time in total.
crew is still set at "armada levels" because we didn't want to take the possibility of boarding other vessels way. that's a compromise between star trek reality and strategy game we took in favor of gameplay. borg vessels usually still have the most crew on board and thus making these hard to board.
we may change that in the future but rising crew to adequate levels should prove to work well in multiplayer first.
we may change that in the future but rising crew to adequate levels should prove to work well in multiplayer first.
posted on February 2nd, 2007, 1:12 pm
Last edited by Cpt Ryan on February 2nd, 2007, 1:14 pm, edited 1 time in total.
Seeing as how Crew is no longer a resource to be managed I was wondering why you still have the crews set so far below what they should be. A galaxy should have a crew complement of between 1,000 and 1,500 a sovereign 2,000 ect.
Sorry, I know its a nitpick. Is it just something that hasnt been changed or is there a reason for it?
the Galaxy has a bigger internal volume than the sovie, as the sovie is just longer.
The sovie will not have as much crew as a galaxy, because much more of the systems are automated requiring less crew to operate. Also dont forget that galaxy class vessels would normally operate with the crew's families on board, thus you would have associated people with them as well (teachers, day care-carers, etc...). So it makes a bit of sense that those crew counts are not reflected in this mod as it is a time of war, families and non-essntial personel would not be on board. Basic crew plus security contingent.
posted on February 2nd, 2007, 1:57 pm
As I'm still for crew beeing a fix part of resources (cos it simply brings more strategy into the game when colonizing planets etc.) I have to say that the question of how much crew ships should have is a very important one. Especially when no limit or resource strategy is needed.
Lets face it: FleetOps' gameplay doesn't really support the boarding issue between the common races. I never played a game and intentionally went for boarding a ship because ships explode before I had the chance to beam on it and even if I had the luck there's no way out of the battle with the boarded ship. It's more an instant death trying to retreat with the ship without having warp and through that matter it's a waste of own crew, time, micromanagement and nerves. The only exception are the Borg. And this is the point that has to be discussed as Optec is still working on them and changes may be possible yet.
My hypothesis is: Let the ships have canon crew stats and increase the efficiency of tractor beams and auto assimilators that would compensate the balance issue.
What would it look like then and what for consequences would that bring with it in contrast to gameplay?
Discuss.
Lets face it: FleetOps' gameplay doesn't really support the boarding issue between the common races. I never played a game and intentionally went for boarding a ship because ships explode before I had the chance to beam on it and even if I had the luck there's no way out of the battle with the boarded ship. It's more an instant death trying to retreat with the ship without having warp and through that matter it's a waste of own crew, time, micromanagement and nerves. The only exception are the Borg. And this is the point that has to be discussed as Optec is still working on them and changes may be possible yet.
My hypothesis is: Let the ships have canon crew stats and increase the efficiency of tractor beams and auto assimilators that would compensate the balance issue.
What would it look like then and what for consequences would that bring with it in contrast to gameplay?
Discuss.
posted on February 2nd, 2007, 3:03 pm
I am fairly confident that the Enterprise-D had a below average crew complement, since it was a ship that travelled to distant parts of the Federation. I'm certain that many Galaxy class ships operating close to Federation space had a much higher crew capacity..
posted on February 2nd, 2007, 3:10 pm
The mod comes first, make a good gameplay.
The facts they are telling in the movies or episodes are more an orientation than a rule.
Not only the number of crew, also the size of ships is very different.
Look at the breen ship, Brell, or the Dom-Dreadnaught. There are so many points where you see them, but they seem to have very much difference in scale.
And besides, only, because the movie says, that the Borg cube is about 2000m tall you souldnt scale him to that size in the game. Same goes for the crew.
The facts they are telling in the movies or episodes are more an orientation than a rule.
Not only the number of crew, also the size of ships is very different.
Look at the breen ship, Brell, or the Dom-Dreadnaught. There are so many points where you see them, but they seem to have very much difference in scale.
And besides, only, because the movie says, that the Borg cube is about 2000m tall you souldnt scale him to that size in the game. Same goes for the crew.
posted on February 2nd, 2007, 6:39 pm
Actually, the low crew size is quite canon for Starfleet Vessels. Most of their vessel compliments are scientists and/or civilians, so they would transfer most to a planet during wartime, making their crew considerably less than in peacetimes.
posted on February 3rd, 2007, 12:59 am
I think I just saw an episode where they introduced the Borg, but I believe that they said that there where 1,000,000 life signs. Correct me if I'm wrong, but it always seemed that Borg ships where under crewed in Armada.
posted on February 3rd, 2007, 12:19 pm
Undercrewed Borg ships? Yes they were, the numbers I have for Cubes and spheres were spoken by the Borg Queen during Voyagers Unimatrix Zero incident.
posted on February 3rd, 2007, 6:13 pm
I think I just saw an episode where they introduced the Borg, but I believe that they said that there where 1,000,000 life signs. Correct me if I'm wrong, but it always seemed that Borg ships where under crewed in Armada.
there are several mentions that the borg's larger ships support over 1,000,000 - 4,000,000 lifeforms easily, but on that note, the armada engines slider for crew loss would have the ship loosing 20,000-30,000 a hit, unless FO fixed that and I just didn't notice.
posted on February 7th, 2007, 2:47 pm
Oh, okay. Thats ALOT of borg drones...more hosts to assimilate I guess.
Need another 30000 people to volunteer to be assimilated for every torpedo we take. Thank you and have a good day.
Need another 30000 people to volunteer to be assimilated for every torpedo we take. Thank you and have a good day.

posted on February 8th, 2007, 10:36 am
Last edited by Cpt Ryan on February 8th, 2007, 10:39 am, edited 1 time in total.
this can be modified so that the ships lose less crew per hit all the way to zero crew loss per hit.
it will be decided here:
this can either be added to a specific unit odf or an overall class odf; eg battle.odf (determines the characteristics of all battleships set to include that odf)
Warning the combined result of these values MUST equal 100, no more no less.
saneCrewLossMethod must be a true or false value (0 or 1)
Also here:
These values need not add up to 100, and determine the amount of crew lost when a system is either hit or destroyed.
it will be decided here:
// don't use the horrible old % crew loss on damage
saneCrewLossMethod = 1
//SYSTEM DAMAGE DISTRIBUTION
//The following section's values should add up to 100
//Percent Chance out of 100 of engines being destroyed
enginesHitPercent = 2.0f
//Percent Chance out of 100 of life support being destroyed
lifeSupportHitPercent = 2.5f
//Percent Chance out of 100 of weapons being destroyed
weaponsHitPercent = 10.0f
//Percent Chance out of 100 of shields being destroyed
shieldGeneratorHitPercent = 7.5f
//Percent Chance out of 100 of sensors being destroyed
sensorsHitPercent = 7.5f
//Percent Chance out of 100 of hull being hit
hullHitPercent = 70.5f
//Percent Chance out of 100 of entire ship exploding
criticalHitPercent = 0.0f
this can either be added to a specific unit odf or an overall class odf; eg battle.odf (determines the characteristics of all battleships set to include that odf)
Warning the combined result of these values MUST equal 100, no more no less.
saneCrewLossMethod must be a true or false value (0 or 1)
Also here:
//CREW CASUALTY FOR SYSTEM DESTRUCTION
//The percentage of crew killed when the engines are destroyed
enginesCrewLoss = 5.0f
//The percentage of crew killed when the lifesupport is destroyed
lifeSupportCrewLoss = 3.0f
//The percentage of crew killed when the weapons are destroyed
weaponsCrewLoss = 2.0f
//The percentage of crew killed when the shields are destroyed
shieldGeneratorCrewLoss = 2.0f
//The percentage of crew killed when the sensors are destroyed
sensorsCrewLoss = 2.0f
//The percentage of crew lost every second while life support is disabled
lifeSupportLoss = 2.0f
These values need not add up to 100, and determine the amount of crew lost when a system is either hit or destroyed.
1, 2
Reply
Who is online
Users browsing this forum: Google [Bot] and 14 guests