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Fleet Cap (Is this going to be raised?)

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Personal I do not think the fleet limit should be raised. The reason is simple. We been told in the last engineering report that looking at making fleet banks size with fleet size. Until this get add it most likely not a good idea to change anything.

    Some things I think would help would be to change the limit from Character to accounts. With each player begin able to turn that feature of in case they do not want to join that fleet with every character.

    Add some additional fleet management tools to the game. Create a fleet reserve that also fleet management to move people on LOA or that inactive to a Reserve section either automatically when inactive for X days or by staff action. Those in this status would not count to fleet limit, but could not be move back unless the fleet was under the limit.

    The fleet reserver would be part of all fleet.

    The last action is the ability to create sub fleets or task force with in a fleet. These would be for organisational purpose. Each task force would be limit to fleet limit. However they would have the ability to share the fleet channel and bank.

    If they share fleet bank and they add the expending banks. I believe it only be fair that the bank gets cap to limit of the player limit. IF they go with separate banks then each would be permit to grow to limit, however access would be limit to that task force.

    There should be a limit also to the number of task force allowed per fleet.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I Agree please raise the cap
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Some people dont understand that we want unity, so they shout at us: Deal with it! Make Alt Fleets and ****. And if we dont want it, our Fleet-Staff is just unable to deal with the situation to quote several comments without naming anyone.

    This is just ridicolus, and some people obviously dont get what we want to archive! We dont want multiple fleets. We want one fleet. One Unit!

    We had an Alt Fleet back in the day. Whenever I logged on my twink I wish I was in main fleet. Noone was there, the bank was empty. All ****!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Which is why you create channels to talk between the fleets and set up a system of managing the bank via a forum or other such medium. I also suggest you calm down... wouldn't like Stormshade or Wishstone to have to come here for the wrong reasons...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I fully agree. With the influx of people playing and new players coming all the time. This in my opnion is needed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    But that all is so unecessary if you just remove the fleetcap. Why make it difficult if you could have such a simple solutions.

    I speak for myself and probably for most of our members. We dont want to be divided! We dont want lots of channels to monitor. We have already 4 thats more then enough!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I should really be glad i made it into the 3rd Fleet before they had to seal the doors shut. :eek:

    All ships, maximum power to weapon systems, target the fleet cap.... FIRE ! :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    If there wasn't a reason for the fleet cap, they wouldn't have one in the first place.
    However, in the meantime, this is the only solutuon. The existing plans to relook at the fleet mechanics are still a long way off (though I'm sure DStahl would say "Sooner than you think" :)) However, for now, this is the only way.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    But probably the fleet-limit is just an amount they had to enter before the game launch... You never know...

    They could have entered 1000 or 200, maybe it doesent matter, but they had to enter something!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    If a cap tied in with bank size is what will keep the cap system going, I would like to propose that instead fleets can purchase size up to a certain cap of members so that they can grow the fleet bank but also allow an unlimited number of members to join a given fleet.

    Personally I don't understand why a fleet should be limited by a certain number of players. It's an MMO, a massive community of players, and most of all from all around the world.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    You know what:

    [sarcasm]Lets turn this around and vote against the removal or adjusting of the Fleet Cap, as some of you do already. Why? Because I am jealous now. I want all other big fleets suffer with the fleet cap! They should loose theirselves in splitting up with alt-fleets and dozen of diffrent channels, and finally fall apart. Why bothering with one strong community if you can easily tear it apart so it dies off slowly![/sarcasm]
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Presumably due to database sizes, remember when the game was launched the fleet cap was 250. Since then it was raised to 500. So there is a chance, however it would be interesting to see database sizes and relative space available.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Brex2 wrote: »
    Presumably due to database sizes, remember when the game was launched the fleet cap was 250. Since then it was raised to 500. So there is a chance, however it would be interesting to see database sizes and relative space available.

    So, 3 fleets that each have 500 members take less resources than one fleet with 1500 members ? :confused:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    No they don't. But you're not meant to have more than one fleet. You are only able to.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I've been part of other fleets before 3rd fleet.

    We are a very active fleet. How many fleet can truly say they are active?

    There are no inactives in the fleet. Yes some of us have alts, but looking at the numbers, we have a high number of single players rather than als. For the people that have alts, they play their alts more than our main.

    Why separate us when all we wanted to be united without having to have alt fleets? Channels only do so much. Not everyone wants to be part of the channels and you miss out on what is going on in the fleet itself.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    T.Diamonds wrote:
    Smaller scale, Higher scale?
    Question: since you're vehemently willing to be citing numbers, that means the mentioned fleets have "500 active members", and by that it's implied 500 active mains not taking in account the *altaholism*, which seems to affect the game ;), who log in at least twice a week or more?

    Or it's also unused alts...?

    Sure i can answer that for you,

    Number of character in fleet:455 (after most recent fleet cleanout)
    Mains (by account handle): 280
    Alts (duplicate account handles): 175 (meaning we have 0.625 alts per main)
    Mains (by account handle) active in game within the last 7 days: 193 (69%)
    Number of "Characters" (alts included) active in game within the last 7 days: 306 (68%)
    Mains active in game within 30 days: 247 (89%)
    Number of "Characters" (alts included) active in game within the last 30 days: 413 (91%)
    Mains active on our private forums or in game within the last 30 days: (100%)

    now first and foremost I don't think "Altaholism" is a problem with us as we honestly have less than 1 alt per main, beyond that I don't think that management or cleanout of inactivity is a problem ether as I've said before this is the second time in 30 days we've done a fleet cleanout of the inactive, last time we were able to free up some 130 some spots, but in 29 days we managed to fill them all up again. this time we were only able to clear 45 spots even cutting down the inactivity drop point to 30 days (which i don't think anyone here would argue is unreasonable amount of time to keep an inactive member).

    Everyone has their own "Style" of fleet management and nobody is questioning your opinions here, however for our fleet to continue to operate the way we like it meaning having it be open to anyone who's looking for a fun environment and active player base, is it for everyone? no, but our members tend to enjoy themselves in this environment. We've recently opted to start placing recruits on a trial period and being more selective of our members however its still our firm opinion that if your a fit with the fleet then you should have the ability to join and that these caps serve absolutely no purpose what so ever.

    There have been a number of responses saying things like, "you just need to manage your fleet better", or "clean out your alts" unfortunately I don't think anyone who truly knows our fleet would accuse us of failing to manage it or remove inactive members from our roster, as at the very least it should be apparent that we do. While I know they might not always agree with our process, I feel its also important to note that every fleet is unique, and what works for some fleets won't work for others, Some fleets might be comfortable with kicking members who haven't been active in the last 7 days, we're not, some fleets might be comfortable with just shutting down recruitment once they hit a full fleet in game, we're not, as we feel that everyone should have the ability to try and join whatever fleet they wish, if they are denied by the fleet thats one thing but to be denied by the game to join a fleet and play with friends is just plain silly.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Brex2 wrote: »
    No they don't. But you're not meant to have more than one fleet. You are only able to.

    A good way to not answer the question above! :)

    Maybe you shouldnt reply at all...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    So... you're saying that being invited and then rejected from an... I dunno... exclusive club, is fine, but saying people can't enter it because of... I dunno... a fire marshals warning, that's outrageous? That... um... yeah...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    What are you talking about? I ve followed up your posts in this thread, and with each reply they make less and less sense...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Ok then...
    Think of it this way; The in-game fleet is a building, it can only have X ammount of people in it at any time, any more, and there is a fire risk. However, your 'recruitment' is like the guest list to get into this building. The recuritment list is larger than the building, but the building can't be extended... what do you do? You build another building near it and make a catwalk between the two, tha "chat channels" in-game for example.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Aha. So what would be the risk? Tha a fleet with 1000 Members takes over the STO Universe? :D
    Buildings and Fleets. Nice comparison. :eek:

    Just to get back on the Track
    Keldaria wrote: »
    Sure i can answer that for you,

    Number of character in fleet:455 (after most recent fleet cleanout)
    Mains (by account handle): 280
    Alts (duplicate account handles): 175 (meaning we have 0.625 alts per main)
    Mains (by account handle) active in game within the last 7 days: 193 (69%)
    Number of "Characters" (alts included) active in game within the last 7 days: 306 (68%)
    Mains active in game within 30 days: 247 (89%)
    Number of "Characters" (alts included) active in game within the last 30 days: 413 (91%)
    Mains active on our private forums or in game within the last 30 days: (100%)

    now first and foremost I don't think "Altaholism" is a problem with us as we honestly have less than 1 alt per main, beyond that I don't think that management or cleanout of inactivity is a problem ether as I've said before this is the second time in 30 days we've done a fleet cleanout of the inactive, last time we were able to free up some 130 some spots, but in 29 days we managed to fill them all up again. this time we were only able to clear 45 spots even cutting down the inactivity drop point to 30 days (which i don't think anyone here would argue is unreasonable amount of time to keep an inactive member).

    Everyone has their own "Style" of fleet management and nobody is questioning your opinions here, however for our fleet to continue to operate the way we like it meaning having it be open to anyone who's looking for a fun environment and active player base, is it for everyone? no, but our members tend to enjoy themselves in this environment. We've recently opted to start placing recruits on a trial period and being more selective of our members however its still our firm opinion that if your a fit with the fleet then you should have the ability to join and that these caps serve absolutely no purpose what so ever.

    There have been a number of responses saying things like, "you just need to manage your fleet better", or "clean out your alts" unfortunately I don't think anyone who truly knows our fleet would accuse us of failing to manage it or remove inactive members from our roster, as at the very least it should be apparent that we do. While I know they might not always agree with our process, I feel its also important to note that every fleet is unique, and what works for some fleets won't work for others, Some fleets might be comfortable with kicking members who haven't been active in the last 7 days, we're not, some fleets might be comfortable with just shutting down recruitment once they hit a full fleet in game, we're not, as we feel that everyone should have the ability to try and join whatever fleet they wish, if they are denied by the fleet thats one thing but to be denied by the game to join a fleet and play with friends is just plain silly.

    QFT!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    This is not a building but a fleet :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    This is not a comparison it is a metaphor. (Which in it's own right... is a comparison...) anyway, until or even if the fleet cap gets raised again, you'd be best to create a secondary fleet.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Did I mention Keldarias Post? :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    You did, and for now that is impossible, play with the toys you've been given.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    You don't get it. We want Unity. By creating separate fleets it takes that unity away.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I do get it, which is why you create channels. I've been in channels with an aweful lot of members between them. I've met more people that way than "unity" would. At the end of a day, all a fleet is, is a chat channel with some fancy UI in-front of it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Brex2 wrote: »
    You did, and for now that is impossible, play with the toys you've been given.

    Seperating a Galaxy and having an Intrepid Armor was also impossible. Just saying...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    You'd like to think that, but in the end of the day, there is no unity if you split the fleet up even with Channels.

    There is No unity.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Keldaria wrote: »
    There have been a number of responses saying things like, "you just need to manage your fleet better", or "clean out your alts" unfortunately I don't think anyone who truly knows our fleet would accuse us of failing to manage it or remove inactive members from our roster, as at the very least it should be apparent that we do. While I know they might not always agree with our process, I feel its also important to note that every fleet is unique, and what works for some fleets won't work for others, Some fleets might be comfortable with kicking members who haven't been active in the last 7 days, we're not, some fleets might be comfortable with just shutting down recruitment once they hit a full fleet in game, we're not, as we feel that everyone should have the ability to try and join whatever fleet they wish, if they are denied by the fleet thats one thing but to be denied by the game to join a fleet and play with friends is just plain silly.

    The problem is not "the way you manage a fleet", you are entitled to manage it the way you want.
    But then an alt is an alt, it's not required.

    By your own words not having alts in the fleet would actually free many character slots.

    While it's legit to request a cap increase, you have to understand that:
    • It can't be put high in the "things to do agenda";
    • You should think about the negative side-effects and, in the current game state, honestly I see many.

    And as an entirely personal opinion, while as said above it's legit to ask for an increase, 500 sounds more then adeguate.
This discussion has been closed.