What if the contribution cap were proportionate to the items needed and scaled to the size of a fleet?
darrenkitlor's suggested mathematics forumla:
( X * 10) / Y = Z
X = total numbers of item needed for Starbase Assignment completion
Y = total fleet members
Z = contribution cap for item peer fleet member; rounded up to nearest whole integer
Reset each day for larger projects, allowing anyone in a fleet to potential complete it in due time.
For example, if 10 Diplomat DOFFs are needed, a fleet of 100 would cap at 1 contribution. If the fleet had 50 people, it would cap at two.
I think this would meet the interests of all involved, from small fleets to large ones. This ensures everyone has a chance at contributing.
Comments
I'm somewhat bothered by the fact that I can't manage how much people can contribute.
I run a somewhat small fleet, and I want everyone to feel that they are contributing on an equal footing.
The current system allows all or nothing (for example, I pretty much payed for the space view on my own... very few can be without 200k dilitium).
But RIGHT NOW, I am happy with the fact that we at least have something that is designed to be done by a fleet. But yes... theres defnetly room for expansion.
Funnily enough, this formula is a zero-sum game, as it works well at any group size.
The current system seemed to punish fleet recruitment beyond small-to-moderate size.
The.Grand.Nagus
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Join Date: Oct 2008
Location: NPW Forums
The issue is that fleet leaders can start and contribute all items, ensuring only a few get access to fleet credits.
This "gate" still allows for projects to complete but ensures a level playing field to prevent abuse of the system.
Aye, that it was. No harm bringing it up again.
Captain, U.S.S Transcendent
Explorers Fleet, Senior Member
Except that formula doesn't take into the effect of one important statistic - fleet activity. Smaller fleets tend to have decent numbers, of just people who login infrequently. Punishing people for keeping their friends who only play once a week in their fleet seems might stupid to me.
For example:
Contribution per rank
Or you could set it up
Or you could set it up
Basically, just give a slider in the permissions tab and let us determine how much you are allowed to contribute based on rank.
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
FC are part of what it takes to get one of the newfangled ships.
[SIGPIC][/SIGPIC] "I weary of the chase. Wait for me. I shall be merciful and quick."
Umm, no. They mentioned that this is what the special projects are for. The special projects only have a 30 min timer. You can sink 600 marks every 30 min. Should be plenty enough. These were adjusted from the initial tribble build where there was a 20 hour timer. So they did take the feedback into account before going live.
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Do they only require marks, or an equal amount of other resources like the other projects as well? If not, then that excludes anyone who doesnt want to grind for marks and has other types of resources from contributing.
The.Grand.Nagus
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Join Date: Oct 2008
Location: NPW Forums
They all require 600 marks. But they require other resources which depends on the project selected. For instance, last night, we had that required 10 Bartenders. Today, one required mostly commodities.
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
Yup.
Duty officers, data samples, expertise, and rare traces. All part of a single special project on 30 min timer.
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The only change they should make, in this regard, is to allow fleet leaders to set a cap if they wish. A hard cap would cause too many issues for smaller or less active fleets.
Also there are waaay to many people worrying about this. Season 6 has been live for a little over 48 hours. No fleet even has their Shipyard or Ground items stores online yet. The fleet system was stated as being something fleets will work on for years. You may not be the first in your fleet to get a fleet retrofit, but if you're stable and work together, you will get it.
If you read the mathematics, a small fleet wouldn't run into problems with this scalable setup.
A two person fleet (which is the antithesis of the fleet system's entire design but I'll ignore that) could still have a single person complete a major assignment over a two day period thanks to the reset.
The scalable cap would be >/= 50% of the contributions per day.