Ships already have a cost in fleet credits and modules. But there's a hidden cost too: each fleet will have a limited quantity of available ships for purchase because it costs 200,000 dilithium to generate an inventory of 5 ship provisions.
Why do it this way? Why not just make the entire ship cost payable directly by the player purchasing the ship?
Because in the current system, someone could donate their dilithium then still not get a ship out of it. Or they could get a ship from other people's dilithium without ever paying any of that part themselves.
I just don't see the point of having the ship provisions at all.
When it comes to the other things like the temp buff items, OK, maybe. But even there, why have the fleet at large collectively fund an item that only one person can ultimately get? Why not just let the people who are buying the things pay the full cost when they actually buy it? Maybe put a tax that goes to a fleet dithium pool, or something?
First off, 200k dilithium for 5 fleet ships puts the cost at roughly 40k dilithium per ship, which is on par with early vessels.
Secondly, the provisioning assignments such as that are in to allow large fleets to rapidly provision for their members. If you notice, the assignments only run for 30 minutes. So, fleets can either run the specific project that takes 20hr and less resources, or crank out 200k dilithium so their members can obtain items faster. It's a trade-off, and actually one of the more well-done aspects of the fleetbase system.
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Secondly, the provisioning assignments such as that are in to allow large fleets to rapidly provision for their members. If you notice, the assignments only run for 30 minutes. So, fleets can either run the specific project that takes 20hr and less resources, or crank out 200k dilithium so their members can obtain items faster. It's a trade-off, and actually one of the more well-done aspects of the fleetbase system.