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Have fleet starbases lived up to your expectations?

thetruthurtsthetruthurts Member Posts: 22 Arc User
Simple question: have fleet starbases lived up to your expectations? Why or why not?
Post edited by thetruthurts on
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  • thecosmic1thecosmic1 Member Posts: 9,365 Arc User
    edited September 2012
    The only expectation I had from Fleetbases was to have more things to do with Fleetmates. I think it covers that - though I would have liked a larger variety of Fleet activities. Based on Dev statements it would seem more variety will be coming in Season 7 - and probably each Season beyond that.

    As 95% of my Fleet doesn't PvP no one's been pushing hard for Fleet advancement - no one really cares about the various Provision or Fleet Ships. We only recently hit T2 in all areas but we've only had 12 Provisions used out of 127 members and over 400 characters in the Fleet. The biggest demand seems to be for the T4 Aquarius ship - which we'll probably get to around Christmas.

    So outside of my typical comment that I'd rather see more Mission Content in Seasons rather then system updates, I haven't had any more issue with Season 6 then I have the earlier Seasons.
    STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited September 2012
    Yes and no. They are what I was expecting... not what I was hoping for.

    Right now there is really no reason to visit anyone else's starbase. I was hoping for a place where fleets could have something truly their own.

    Massive personalized banners hanging from the walls, customisable welcome plaques in the transporter room, entirely different textures and aesthetics (New and Shiny, Old and Worn, Old and Well Kept, TNG visuals and textures, yadda, yadda, yadda...), possibly a Farscape style marketplace full of odd aliens selling weird (rare) wares you're unable to purchase anywhere else, customisable contacts, and the ability to name/dress them in starbases, the list goes on.

    As it stands right now, everyone has the same projects, same visuals, same, same, same. There is literally no difference between the options that the fleets "Guardians of Equestira", "Ten Forward", "Minuteman", and "Cats United". You could go to anyone of these starbases and you would never tell the difference. And that's sad.

    It's what I was expecting, I knew it would be like this, but it's not what I wanted. :(
  • cormorancormoran Member Posts: 440 Arc User
    edited September 2012
    Yes and no. They are what I was expecting... not what I was hoping for.

    That pretty much sums it up for me.
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited September 2012
    All I care about are the ships.

    If they enabled PvP between fleets, I would enjoy them more. As it is, they're just another timesink and another means to get new ships.
    [SIGPIC][/SIGPIC]
  • zordar01zordar01 Member Posts: 318
    edited September 2012
    cormoran wrote: »
    That pretty much sums it up for me.

    Same here.
    Star Trek: Online - Now with 100% more dinosaurs!!
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited September 2012
    Simple question: have fleet starbases lived up to your expectations? Why or why not?

    Short answer: No

    I was expecting this to be something to do on the side and build up over time with fun things to do, but instead it ended up being nothing but a gigantic moneysink with real and game currencies, with more Boring Grinds, all for no real benefits.

    Once my fleets are completed with Tier 2, we are done.
  • thetruthurtsthetruthurts Member Posts: 22 Arc User
    edited September 2012
    If the starbase defense missions had actually be a part of the system, I would have really enjoyed it. But as it is, they are completely separate, and complete irrelevant. If your starbase is destroyed a million times it doesnt actually matter. So without those missions, the fleet starbase is unfortunately just a currency sink.
  • thecosmic1thecosmic1 Member Posts: 9,365 Arc User
    edited September 2012
    If the starbase defense missions had actually be a part of the system, I would have really enjoyed it. But as it is, they are completely separate, and complete irrelevant. If your starbase is destroyed a million times it doesnt actually matter. So without those missions, the fleet starbase is unfortunately just a currency sink.
    That's a rather narrow point of view, IMO. I mean, if your character gets blown up a million times it doesn't matter either. I don't see why a single side project should be more realistic then the main aspects of the game.

    I don't believe very many people would be pleased with a Fleetbase that needed to be constantly rebuilt after every failed Alert. That would really make Fleetbases a currency sink. :)
    STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
  • thetruthurtsthetruthurts Member Posts: 22 Arc User
    edited September 2012
    thecosmic1 wrote: »
    I don't believe very many people would be pleased with a Fleetbase that needed to be constantly rebuilt after every failed Alert.

    I never said it should have to be rebuilt after every failure, so responding as if I did is just a strawman tactic. However without having any effect at all on the base, the defense missions are meaningless to the system itself. In fact, they are not really even a part of the fleet base system. They are completely optional and have no effect in any way on the development of the base; just like the colony defense and no win scenario missions.
  • thecosmic1thecosmic1 Member Posts: 9,365 Arc User
    edited September 2012
    I never said it should have to be rebuilt after every failure, so responding as if I did is just a strawman tactic. However without having any effect at all on the base, the defense missions are meaningless to the system itself. In fact, they are not really even a part of the fleet base system. They are completely optional and have no effect in any way on the development of the base; just like the colony defense and no win scenario missions.
    The point is death does not matter in the game in any fashion. There's no reason for anyone to have ever believed that it would matter for Fleetbases. That's the strawman: saying that it doesn't do X when nothing in the game does X. So yes, if your Starbase is destroyed a million times it doesn't matter, just as it doesn't matter if your character is destroyed a million times. You might as well be debating why trees aren't pink or Andorians aren't orange. :)
    STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
  • thetruthurtsthetruthurts Member Posts: 22 Arc User
    edited September 2012
    thecosmic1 wrote: »
    The point is death does not matter in the game in any fashion. There's no reason for anyone to have ever believed that it would matter for Fleetbases. That's the strawman: saying that it doesn't do X when nothing in the game does X. So yes, if your Starbase is destroyed a million times it doesn't matter, just as it doesn't matter if your character is destroyed a million times. You might as well be debating why trees aren't pink or Andorians aren't orange. :)

    By your logic there can never be a territory control system in the game as players and the devs have discussed in the past. If dying doesnt matter or have any effect on the game, then there would be no metric to decide which faction controls X territory.
  • thecosmic1thecosmic1 Member Posts: 9,365 Arc User
    edited September 2012
    Dying will have no major impact on Territory Control, just as it has no impact on PvP right now. Someone can die 20 times in a PvP match. That doesn't mean their team didn't ultimately win.

    And TC is really a pipe dream. We can all pretend it's coming, but I wouldn't expect to see it before 2014; and who knows what will happen to the game between now and then. They might have a new owner by then with entirely different plans for the game. :)

    I worry about the Season directly ahead of me. I've been here too long to worry about things which they'd like to do at some point. :)
    STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
  • thetruthurtsthetruthurts Member Posts: 22 Arc User
    edited September 2012
    thecosmic1 wrote: »
    Dying will have no major impact on Territory Control, just as it has no impact on PvP right now. Someone can die 20 times in a PvP match. That doesn't mean their team didn't ultimately win.

    In PvP you are not fighting for control of anything. :) In a TC system you would be. :) So dying/wining/losing would have to have an impact in such a system for it to actually mean anything. :) However, you seem to be saying that current game mechanics can never change. :)
  • thecosmic1thecosmic1 Member Posts: 9,365 Arc User
    edited September 2012
    In PvP you are not fighting for control of anything. :) In a TC system you would be. :) So dying/wining/losing would have to have an impact in such a system for it to actually mean anything. :) However, you seem to be saying that current game mechanics can never change. :)
    What I'm saying is that in TC, it's a team event, so an individual dying has no real impact on the overall outcome. The game system wouldn't be calibrated to an individual, but rather the performance of the entire team. If Team A does better then Team B then Team A controls this territory for X amount of time.

    But, as I said above, debating things that are a year, maybe even longer, away seems pointless - especially when those things have never even been confirmed, but are just in the "we'd like to do it at some point" category. Heck, as far as I know Cryptic hasn't even fully replaced Gozer yet, and he was they guy doing the new PvP system.
    STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
  • thetruthurtsthetruthurts Member Posts: 22 Arc User
    edited September 2012
    thecosmic1 wrote: »
    What I'm saying is that in TC, it's a team event, so an individual dying has no real impact on the overall outcome. The game system wouldn't be calibrated to an individual, but rather the performance of the entire team. If Team A does better then Team B then Team A controls this territory for X amount of time.

    So how is that so radically different than a team effort having an effect when defending a starbase?
  • thecosmic1thecosmic1 Member Posts: 9,365 Arc User
    edited September 2012
    So how is that so radically different than a team effort having an effect when defending a starbase?
    You're not "buying" your territory with Dilithium and then losing it. No one wants to "pay" to rebuild/repair a Fleetbase because of a bad Alert encounter - just as no one wants to pay to rebuild a ship due to an accidental death. That majority of Trek fans wouldn't find that enjoyable. There's a reason why every Sci-Fi fan doesn't choose to play Eve.
    STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
  • thetruthurtsthetruthurts Member Posts: 22 Arc User
    edited September 2012
    thecosmic1 wrote: »
    You're not "buying" your territory with Dilithium and then losing it. No one wants to "pay" to rebuild/repair a Fleetbase because of a bad Alert encounter - just as no one wants to pay to rebuild a ship due to an accidental death. That majority of Trek fans wouldn't find that enjoyable. There's a reason why every Sci-Fi fan doesn't choose to play Eve.

    That may very well be true, but it is a completely different argument than saying that "death does not matter in the game in any fashion". :) If team win/loss can have effect on TC, then it could also have an effect on defending a starbase, which you previously argued couldnt work due to the game mechanics. :) And here is one extra smiley for you since you like them so much :)
  • thecosmic1thecosmic1 Member Posts: 9,365 Arc User
    edited September 2012
    That may very well be true, but it is a completely different argument than saying that "death does not matter in the game in any fashion". :) If team win/loss can have effect on TC, then it could also have an effect on defending a starbase, which you previously argued couldnt work due to the game mechanics. :) And here is one extra smiley for you since you like them so much :)
    If you can't see the difference between paying for something and not paying for something, then sure. There's no difference. I have a feeling that the people who have 5 million Dilithium and a billion ECs put into their Fleetbases will feel differently, though. :)
    STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
  • thetruthurtsthetruthurts Member Posts: 22 Arc User
    edited September 2012
    thecosmic1 wrote: »
    If you can't see the difference between paying for something and not paying for something, then sure. There's no difference. I have a feeling that the people who have 5 million Dilithium and a billion ECs put into their Fleetbases will feel differently, though. :)

    No, I understand that difference :) And I agree people would not enjoy having to pay extra to rebuild/repair a base, even though I never even suggested that :) There are other ways to have effects, such as incremental increase or decrease in project times depending on success or failure :)
  • darkenzedddarkenzedd Member Posts: 881
    edited September 2012
    Nope, not by a long shot.

    The insane grind and money sink that these are, all we get to show for it is a starbase that looks like everyone elses and space/ground gear that pales in comparison to the elite gear already available.

    To top it off, once we do the insane grind to get the supposed pot of gold at the end of the rainbow, we are then met with more expense to buy the stuff we just spent months grinding for!

    As you can probably tell, I am not exactly happy with the starbase system.....
  • captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited September 2012
    Yes, for the most part.

    I was hoping doffs would get some unique missions inside the base and the limited time projects are not done in a way i would have hoped for. (a certain number should unlock at each tier and you just pick the one you want in the order you want) but im happy enough with the rest of it.
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited September 2012
    Yes, but only because I expected the absolute bare minimum effort from Cryptic and an incredibly low value for the players (low value but a high cost, Cryptic's new motto perhaps?)

    I did dare to hope that the fleet base defense missions would be more intrinsically tied to your fleet's base, that there'd be more customization, and new features. Instead we got what I've come to expect from Cryptic, a one size fits all base with the exact same contacts we already had access to. In fact the only new functionality i've seen thus far is the inclusion of the doff vendor with fleet credits.

    I still find it hard to believe they couldn't even make new skins for existing ships with a fleet version. Or even a few more parts, like nacelle and dish variants, even if only cosmetic! Actually they took out existing skins you could buy off the Z-store and made them available thru fleet ships only. How desperate must they be to get anything new done that they had to resort to cannibalizing existing products?

    Nevermind the whole fleet ship issue. Everything has been said already, nothing new would add anything of value.

    @thecosmic1, they actually DID specify what would happen if you failed the fleet defense for your base, you would not get any bonuses but would get the usual values for things. We all assumed you would get regular recognition or whatever stat they came up with and if you successfully defended the base you'd get an extra bonus on top of that. I want to say there was also mention of your base construction being paused for a while if you were unable to defend the base, presumably not so much that it would cripple construction. They even went so far as to specify you would not loose any progress on your base.
  • dalolorndalolorn Member Posts: 3,655 Arc User
    edited September 2012
    darkenzedd wrote: »
    Nope, not by a long shot.

    The insane grind and money sink that these are, all we get to show for it is a starbase that looks like everyone elses and space/ground gear that pales in comparison to the elite gear already available.

    To top it off, once we do the insane grind to get the supposed pot of gold at the end of the rainbow, we are then met with more expense to buy the stuff we just spent months grinding for!

    As you can probably tell, I am not exactly happy with the starbase system.....

    I expected some grinding, but yeah, buying the gear at the end of the road isn't quite worth it. In fact, some of my resources are being conserved for buying that gear, which in turn prevents me from getting the necessary fleet credits. :mad:

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
  • rikevrikev Member Posts: 0 Arc User
    edited September 2012
    We have starbases?

    I say this as I rarely have any reason to go near my one and zero idea what I am supposed to be doing with the few fleet marks I have scavenged.
    Hi, my name is Nigel. I'm your group's healer.
  • tmichctmichc Member Posts: 164 Arc User
    edited September 2012
    In answer to the OP's question; yes and no.

    The fleets (one KDF, one Fed) I'm in are making steady progress, and there's certainly been a spread of people contributing and using the fleet provisions. However, I'm finding it a bit of a pain securing the necessary DOffs to finish off some projects and also the vast amounts of dilithium required. I could use my dilithium to help finish the project, but then I won't actually have the dilithium needed to buy any of the shiny things at the end of it without some more grinding.

    Also, when we had a brief crisis with certain DOff requirements (between us we didn't have enough), I decided to scout the Exchange. Not only were there not enough DOffs of that quality to meet the requirements for our fleet alone, they were all rather expensive for what we were getting.

    So I was expecting grind to get the starbase moving forward, but the amount of grind is starting to get dull and repetitive, particularly when it comes to silly things. When the bartender project was being done I could not get either Dosi or Romulan Ale for love nor money, but now we've done it I've picked up 3 Dosi and 6 Ales in the space of 4 days from DOff missions and random drops. And I've not been doing anything different or using different DOffs for the missions either (e.g. Confiscate Contraband regularly gave me a small hypo, now it's suddenly giving me Romulan Ale or Dosi using the same DOffs).

    Tim

    Edit: I should point out that the Ale/Dosi is coming from 2 characters, not a single one.
  • rtk142rtk142 Member Posts: 613 Arc User
    edited September 2012
    tmichc wrote: »
    I could use my dilithium to help finish the project, but then I won't actually have the dilithium needed to buy any of the shiny things at the end of it without some more grinding.

    That's what I really don't like about dilithium. Oh you want to craft some nice weapons? Fork over an insane amount of dilithium. You want to do a starbase project? Give us more dilithium. Oh and hey, you can get free zen for even more dilithium. What I hate most is the 8K/day refinement cap. I'm a lifer approaching my 1000th day so I have access to the refiner, but 8500/day isn't much better.
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  • walshicuswalshicus Member Posts: 1,314 Arc User
    edited September 2012
    Short answer: No

    I was expecting this to be something to do on the side and build up over time with fun things to do, but instead it ended up being nothing but a gigantic moneysink with real and game currencies, with more Boring Grinds, all for no real benefits.

    Once my fleets are completed with Tier 2, we are done.

    I love seeing you post about Fleet Starbases, because 99% of the time you contradict yourself and provide your own solutions to the gripes you have.


    You don't have to grind, you've CHOSEN to grind. You don't have to use real currencies. You've CHOSEN to use real currencies.
    http://mmo-economics.com - analysing the economic interactions in MMOs.
  • edited September 2012
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  • ussdelphin2ussdelphin2 Member Posts: 525 Arc User
    edited September 2012
    walshicus wrote: »
    You don't have to use real currencies. You've CHOSEN to use real currencies.

    To me that argument never holds water, If I purchase an item in the real world with my money then I have used a form of currency, If I say to someone I will work X amount of hours for the item then I have paid in another form of currency.... but I guess your time has no value.
    How I picture a lot of the forumites :P
  • sekritagentsekritagent Member Posts: 510 Arc User
    edited September 2012
    One of the problems with Fleet Starbases is that just like ship interiors, they provide no purpose aside from accessing what you can already access in other places.

    Another is that as someone said, setting up yet another pay wall to access more paid items. Given PWE's Ferengi tendencies it's not surprising but it sure does suck.

    A few thoughts:
    1. Fleet Starbases need to generate passive income somehow to justify the investment. Some enterprising fleets are doing this by selling temporary access to buy fleet ships to those who would rather not be in a fleet. But it needs to be more than that. We need an Operations area (the KDF has one, the Fed one is underneath for some reason) where you can administer an area of space. Maybe you have only small ships coming to small bases where larger bases have a larger variety of Starships passing by. How about generating a nominal amount of EC based on a sliding scale of freighter traffic? How about some Alien Artifacts coming in to do research to equip the base? Or seized contraband to create a Fleet Dilithium bank which could be used to fuel those special limited time projects? Maybe some enhancements like Dabo which increase the number of exotic aliens milling around with special things to do for income?
    2. Fleet Starbases need customizable exteriors. Fleet Emblems should be at the top of the list, along with different configurations. The Federation T1 starbase looks horrific, for example and not at all worthy of the time investment. Maybe T1 could be customized to look like K-7 or T3's to look like Starbase 47/Vanguard or Starbase 375. "Standard" is not good enough at this level of investment.
    3. Interiors need to be customizable as well. Why does it look like a ship interior? Should be like DS9 with an Ops, a Promenade, a Docking Bay, a Medical Bay, an Engineering. Some RP elements to the interior wouldn't kill you either.
    4. Fleet Starbases need to be meaningful to the overall landscape. Maybe this needs to be the focus of Season 8 or something with the PVP zones and/or territory control, but could also be Fleet Action based. I think right now it is somewhat tied in with the Fleet Actions in that you get someone's base at random but tying in with the income idea, there needs to be a benefit to fighting enemies associated with higher tiers.
    5. The concept of Fleet Operations needs to be fleshed out. These are currently limited to PUGs if you have a Fleet in the various Fleet Event "content". There's nothing providing a unifying sense of purpose except all putting money in the pot to make the starbase grow. There need to be PVP or PVE or some sort of Fleet Operations. Maybe Alliances? Opportunities for diplomacy with enemy-faction fleets? Not sure here.
    6. There needs to be much more flexibility in how we build our bases. If I want my outlying structures to be at Tier 1 while I upgrade the main base only to Tier 2, I should be able to do that. I should be able to set direction of the way my fleet builds its base so I can focus on some priorities and not others. I think the outlying structures should depend on the size of the base, not the other way around like it is now. I.E. to build a T2 Shipyard, I should need a T2 base to support it. But I could easily have a T2 base supporting T1 or even T0 structures. Maybe to keep it from getting out of hand you gate it to the next level up, i.e. if you have T1 structures the max base size you can build is T2 after which you can't proceed.
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