Ideas for crew

Post ideas and suggestions on new features or improvements here.

Question: Which of these ideas do you like

Total votes: 35
1) More crew loss under weapons fire14 votes (40%)
2) Continuum for performance loss under crew loss14 votes (40%)
3) Regenerating crew7 votes (20%)
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posted on April 18th, 2010, 10:47 am
Last edited by Myles on April 18th, 2010, 10:50 am, edited 1 time in total.
I was thinking of some ideas for crew (sorry for any re-hashes):

1) Remember in vanilla a2 when most weapons hits killed a small bunch of crew? I liked this. In the show we saw many times that any time your ship gets hit, unlucky redshirts would get killed by exploding consoles. Now the crew deaths in vanilla a2 were sometimes excessive, so less crew deaths than that, but a lot more than now. Every hit when the receiving vessel is below 80% (of total hitpoints of shield and hull combined) should knock out some crew. When the ship is more damaged it should lose a lot more crew when hit. This would be worse for the feds as their consoles are more prone to exploding :P

2) Right now we have 3 levels of crew, red yellow and green. Moving between levels reduces firepower and repair speed i believe. Right now it seems like there is only 3 options for this reduction, you're either at full operation, yellow level or red level. I propose that it be made a continuum, so that crew losses of any number affect your ship proportionately. So a little crew loss results in a little performance loss. Maybe have no reduction until crew falls below 80%, because there's usually more crew on a ship than it needs to function.

3) At present you have to beam over extra crew to add crew to a ship (if not borg or tavara). This fits in with the idea that the crew counter indicates alive crew out of total crew available for the ship. I suggest we move to an alternative idea, where the counter indicates crew who are able to do their job, so not all crew loss would be dead crew. Sometimes on the show we see redshirts not die, they just get injured when their console explodes. Perhaps after a crew loss we could have crew regenerate very slowly (maybe at the same rate as borg CC collect at the first level), to indicate that the medical staff have healed some mildly injured crew and returned them to duty.
For the dommies this would not be possible as they don't seem to have doctors, if you cant walk you are shot. Obviously the feds would have best regen rate as their doctors are good. Borg i'm not sure about as they seem to only repair drones sometimes, ignoring or destroying damages drones.

Tick as many boxes as you like for what you like, its not a vote between the options, its a vote to whether you like the options or not. If you think they are all rubbish just don't tick any boxes :P
posted on April 18th, 2010, 3:20 pm
What about a box to leave it as is?  :blush:

I also remember in A2 that tons of your ships went derelict from just getting hit in the shields  :sweatdrop: . Likewise, the exploding consoles were always in the command sections - and that isn't the majority of the crew right there, I hope  :lol:

I think the levels are hard-coded (just means it would require more work - not that it's impossible hah!), but a continuum would really suck for certain factions. Imagine a B'rel with 35 crew getting hit by a torpedo and losing some combat effectiveness. If every hit kills one crewmember, it would be derelict before being destroyed by something like a phaser from a Saber  :pinch: . It would require a lot of careful balance, on a ship by ship basis, to make sure that weaker crewed ships were more combat effective in relative terms than strongly crewed ships when they both start losing crew.

I'd also like to make an argument against this for frustration's sake. How many of you actually pay attention to the crew counters? I can't tell you how many times I've had to tell people to go recrew their ships because they are in the yellow zone after getting hit with Nanite Burst, or because they by accident hit the transport button against a Borg ship, etc. I think it would add an additional point of unhappiness to people who don't pay too close attention to their ships - especially those who refuse to recrew if their ship is at full shields and hull  :sweatdrop: . Likewise, I think that on bigger maps this would lead to significant problems as factions that have naturally low crew counts would be quite vulnerable to fighting far from home.

Borg and Tavara won't have recrew abilities in 3.1.2 :)

Third idea seems interesting - I don't know how it would be implemented though  :sweatdrop:
posted on April 20th, 2010, 4:47 pm
Dominus_Noctis wrote:Borg and Tavara won't have recrew abilities in 3.1.2 :)


Really? :O How do borg recrew then, the Matrix Teleport ability? Transporters? or not at all? I know they have a very large crew compliments anyway so it's not really much of an issue just curious :)
posted on April 20th, 2010, 4:50 pm
I think regenerating crew is logical because some people might give birth to kids, the kids grow up on the ship, and are commissioned as officers to join the line of duty. But of course the rate should be slow but inconsistent.
posted on April 20th, 2010, 5:12 pm
:lol: i wasnt talking about generational ships, just doctors healing wounded and putting them back on duty.
posted on April 20th, 2010, 5:18 pm
Last edited by Tyler on April 20th, 2010, 5:20 pm, edited 1 time in total.
I've always seen the crew counter as people graduating from the numerous acadamy facilities the empires use (assimilation of unseen NPC's in the Borg's case).
posted on April 20th, 2010, 7:51 pm
Ducky wrote:Really? :O How do borg recrew then, the Matrix Teleport ability? Transporters? or not at all? I know they have a very large crew compliments anyway so it's not really much of an issue just curious :)


Hehe, wait for 3.1.2 :) The Borg have their own way of automatically recrewing, as well as some changes to abilities to allow it too :)
posted on April 20th, 2010, 9:04 pm
yep, Borg vessels will automatically be recrewed if close to an incubation complex
posted on April 20th, 2010, 9:06 pm
not that it really matters when do the borg run out of crew anyway (well i mean anything bigger than an scube)
posted on April 20th, 2010, 9:26 pm
I pretty much just read doms response,

@ dom it would probably be percentgae controlled tho, so that they would loose the same percetange wise, that wouldnt effect a bird of prey then
posted on April 20th, 2010, 9:35 pm
ray320 wrote:I pretty much just read doms response,

@ dom it would probably be percentgae controlled tho, so that they would loose the same percetange wise, that wouldnt effect a bird of prey then


However, then that would screw up the scaling of crew for boarding purposes for instance. So if one hit took out 1 crewmember out of a crew of 10, but took out 10 out of 100, and 100 out of 1000, that still means that in 10 hits a 1000 crew ship would lose all of its crew. Since I believe the Armada engine cannot add percentages afterwards (aka, it can only round up or down - not keep the calculations for the next hit), this means that small ships would either lose crew disproportionartely quickly - or not lose almost any crew compared to a large vessel. Either way, that could cause some severe issues, especially when you consider that if you were to board a ship that originally had 1000 crew, but took 9 hits, it would be ridiculously easy to capture :pinch:
posted on April 21st, 2010, 12:25 pm
Calculate the crew loss as percentage (I suggest 7%) of the remaining crew (not the max crew!!!) plus a little fixum (perhaps of 1crew).

How often does on need to hit a ship to kill all crew on it:
Cube: 91hits
Big D: 48hits
Akira: 31hits
Brel: 15hits
Scout: 7hits

Advantage:
Small ships will not lose crew disappointingly fast. It would need 15hits to discrew a brel at average. By this time a ship is usually dead anyway.
Large ships do not lose almost no crew. The cube loses half it's crew within the first 10 hits.
The capture of a ship is still not easy as you have to nearly destroy the ship and still have to face resaonable amounts of remaining crewmembers in case of a valuable vessel.
posted on April 21st, 2010, 12:34 pm
Losing crew draws away from an important gameplay element, boarding. thats why we favor to do most of the crew losses due to boarding, and not due to mere presence of a ship in battle.

And, if we take Voyager as a source, crew loss due to being hit cant be that dramatic, otherwise they would have gone derelict long before reaching Borg space :D
posted on April 21st, 2010, 12:42 pm
u cant take voyager as a source of anything  :lol:

i dont want ships going derelict from battle easily.

but it seems now that weapons kill practically no crew. i would like to see it kill some crew. even just to represent those who arent killed but are knocked out by their exploding consoles.
posted on April 21st, 2010, 1:27 pm
Last edited by Arash8472 on April 21st, 2010, 1:32 pm, edited 1 time in total.
Optec wrote:Losing crew draws away from an important gameplay element, boarding. thats why we favor to do most of the crew losses due to boarding, and not due to mere presence of a ship in battle.

And, if we take Voyager as a source, crew loss due to being hit cant be that dramatic, otherwise they would have gone derelict long before reaching Borg space :D


i'm srry to burst your bubble optec but ... only 3 crew per second is a bit... low for boarding and taking over ships(3.5 for dom carrier, 5 at vet) - i personally love boarding onto cloak ships(and detectors) as they cloak and try to decrew them so they stay in shipyard a bit longer, but you can't even capture a tiny ship with 3 crew per second, the only way to capture ships is if you have a large fleet but still you can't really capture anything since they fire on anything and destroy them in a few seconds. only stations remain because of  shields/hull (but sometimes they die cuz of fire delay lag - for borg this is true cuz their beam weapons eat through enemy hull once shields are down) 

now if you can board a tiny bit more per second, they maybe the transporters will be useful, also another thought - why is it borg also have same crew advantage with other races?is it possible to make it so they have .5 or .8 crew advantage per 1 enemy crew ( to show their borg shielding) if not then another 1 so every 2 fed officer or jemhadar can take out 1 borg?


srry to bore you ^^;
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