Are most special projects pointless to do? For instance the latest one we are doing gives 15 xp only (the confiscate contraband project). The regular projects give 1000xp and seem like the require less resources. What am I missing?
they are quick turn around projects to give large fleets an easy way to contribute new stuff rather than waiting 20 hours for projects to finish. they give a tiny amount of xp to give them some worth but the main goal is to provide a semi permanent way to add stuff to get people credits.
Basically, they reward large fleets by requiring a significant amount of resources so that all the numerous members have their fair chance at obtaining Fleet Credits to buy stuff with. The overall outcome may be a minor cosmetic change, or even nothing at all. The point is that the journey to complete it rewards the members more than the outcome.
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Read the description : a way to provide FC to large fleets. 15xp should give you your starbase maybe 2 or 3 weeks earlier if it last 7 months, but you'll have to be able to focus on the main projects as soon as they are available.
the other projects give large amounts of xp to a single category, I.E. tac projects give 1k tac, and take a long time to complete once you have the resources put into it - the specials take far less time, so you can get a few off before the others finish, and give xp across the board.
the other projects give large amounts of xp to a single category, I.E. tac projects give 1k tac, and take a long time to complete once you have the resources put into it - the specials take far less time, so you can get a few off before the others finish, and give xp across the board.
Unless of course you;re a one person or small fleet. Across the board has little meaning in that case when you;re doing it all or all of the player are contributing already.
I have one loaded now that I'll go ahead and do some time but I doubt I'll do another. Unless it;s something actual special like the windows or maybe plants around the station or something along those lines. The "everybody gets fleet credits" isn;t that important to me.
If you are in a large active fleet, then the special projects are necessary. If you are in a small fleet, then special projects shouldn't be touched unless there is some unique project like the open windows project that costs 200k dilithium.
Actually, they can take up to two months off your tier advancement. In 24-hours, it will net you 720 XP for each specialty. You could finish a starbase in ~71% of the time compared to not using them.
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
Actually, they can take up to two months off your tier advancement. In 24-hours, it will net you 720 XP for each specialty. You could finish a starbase in ~71% of the time compared to not using them.
if you have that much fleet marks and/or dil or whatever they're requiring.
I may have a bit of a bankroll in this game but even I don;t have that much.
And I'm sorry but where do you get 720 xp's when they only award 5 xp's for 30 minutes of project.
Special projects are meant for large fleets. This allows a constant supply of fleet credits whilst you wait 20hrs for the main projects to finish.
If you are not in a big fleet, you wont see the benefit in doing them.
The fleet I help run has 60+ active members, they will come in handy once we have got tier 1 out of the way..
Are most special projects pointless to do? For instance the latest one we are doing gives 15 xp only (the confiscate contraband project). The regular projects give 1000xp and seem like the require less resources. What am I missing?
It actually says in the description for nearly every special project this:
Special Projects are useful for generating Fleet Cradits for members of the Fleet.
That's exactly what they are for, other than obviously the ones that give cosmetic changes.
__________________________________ CO noob and STO veteran.
I hope they add a way to cancel projects, sometimes we find the prices of various items required have skyrocketed.
Well, all projects have what they need before you select them. Then, they can sit there in the "batter's box" until the previous project completes. That should give you plenty of time to gather the needed resources without having to spend one EC.
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
Still would be nice to just be able to max out the fleet mark contributions then cancel the project lol
Yeah, which is why they don't allow it. Otherwise it becomes a farming tool for people too impatient to do things the right way.
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
Comments
-The Milkshake Song: Vulcan Edition
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God, lvl 60 CW. 17k.
Me playing UT2k4 (red guy) - http://www.youtube.com/watch?v=Wz0DnP7wXnU
Unless of course you;re a one person or small fleet. Across the board has little meaning in that case when you;re doing it all or all of the player are contributing already.
I have one loaded now that I'll go ahead and do some time but I doubt I'll do another. Unless it;s something actual special like the windows or maybe plants around the station or something along those lines. The "everybody gets fleet credits" isn;t that important to me.
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
if you have that much fleet marks and/or dil or whatever they're requiring.
I may have a bit of a bankroll in this game but even I don;t have that much.
And I'm sorry but where do you get 720 xp's when they only award 5 xp's for 30 minutes of project.
2 projects an hour x 24 hours x 5 xps = 240 xps.
Look again, Mike. The projects give 5 xp PER category. So, each project gives 15 xp. 30 xp/hr translates to 720 xp/day.
The Armada
Original join date: Feb 5, 2010
Twitter: @davejl_99, & @STO_BBArmada
If you are not in a big fleet, you wont see the benefit in doing them.
The fleet I help run has 60+ active members, they will come in handy once we have got tier 1 out of the way..
Please kindly look at what you wrote further up:
I believe you mean 240 points for each class, category, or speciality for a total of 720 points across all three.
We're all getting confused because many of us are using our own words and not using what terms that Cryptic defined.
And it doesn;t help that that there's still no docs to all this and no response from Cryptic when confusion is point out.
I should have stayed with my damn MUD.
It actually says in the description for nearly every special project this:
Special Projects are useful for generating Fleet Cradits for members of the Fleet.
That's exactly what they are for, other than obviously the ones that give cosmetic changes.
CO noob and STO veteran.
I have to admit that when I read that at first, I was thinking it was for future income. Considering I was looking at the trade mission one.
Now I know.
Well, all projects have what they need before you select them. Then, they can sit there in the "batter's box" until the previous project completes. That should give you plenty of time to gather the needed resources without having to spend one EC.
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
Yeah, which is why they don't allow it. Otherwise it becomes a farming tool for people too impatient to do things the right way.
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
Want mission to add screen-doors to my starbase...
But of course, how else would you keep out the magic space mosquitoes? Damn terrifying.