Since Starbases launched last year, Cryptic has made a number of changes to the project requirements that have greatly helped the rough grind it can become. DOFF's have become less specific (no more Sensor doffs) and Fleet Marks have become a bit easier to come by (CXP turn in and increase to mission rewards).
While Dilithium is still a major headache for smaller fleets, as that runs up against the daily refinement cap. The 1k XP mission do not require Dilithium so if you play it smart, you can save Dilithium for the upgrade projects. They do, however, require lots of DOFF's. And DOFF's are the biggest obstacle right now for advancement.
There are only so many ways to acquire DOFF's without buying packs from the Z-store or boxes from the officer on the starbase. Most people only come into a handful a day. And because of the random nature of obtaining DOFF's, even if you get a good number of them, you still have to worry about getting the ones you need.
Because of the way DOFF's work, you are far more likely to get Science and Tactical doff's over their project counter parts, Security and Medical. Engineer/Operations are a little bit better balanced to each other but still not perfect. For gaining DOFF's to use, this spread works out reasonably enough. But for starbase donations it runs into a major issue, mainly, that you need to donate roughly equal amounts.
For example, when you purchase Science DOFF's you will likely get 3-4 Science to every 1 Medical. This imbalance is evident on the exchange. Science DOFF's sell for less then 10k but Medical sell for 70k+.
I personally have over 800 Science DOFF's I have no use for. Our fleet does a pretty good job of filling all the project requirements on a daily basis. Except Medical DOFF's. We just can't find enough of them. And it's not like other things. You can't grind Medical DOFF's like you can Dilithium or Fleet Marks.
In order to fix this imbalance there are a number of options Cryptic can take:
1) From the Starbase DOFF vendor, allow people to purchase Science or Medical DOFF's directly. Make it random within each department but not random between both.
2) Make the DOFF project requirements accept both types (Science/Medical, Security/Tactical, Engineering/Operations).
3) Balance the project requirements along the ratio of their appearance.
Ex: Tier 3 projects require 60 Science and 70 Medical for 130 total. Change that to 30 Medical and 100 Science. Same number of DOFF's required but balanced for what you can find.
Any of these options will help alleviate the imbalance in these projects.
I agree, and I agreed with the last few threads that were made about this.
The imbalance is pretty annoying, especially like you say with medical/science doffs. The outcome for what is delivered *needs* to be rolled for twice. One roll for department, one for specialization.
Since Starbases launched last year, Cryptic has made a number of changes to the project requirements that have greatly helped the rough grind it can become. DOFF's have become less specific (no more Sensor doffs) and Fleet Marks have become a bit easier to come by (CXP turn in and increase to mission rewards).
While Dilithium is still a major headache for smaller fleets, as that runs up against the daily refinement cap. The 1k XP mission do not require Dilithium so if you play it smart, you can save Dilithium for the upgrade projects. They do, however, require lots of DOFF's. And DOFF's are the biggest obstacle right now for advancement.
There are only so many ways to acquire DOFF's without buying packs from the Z-store or boxes from the officer on the starbase. Most people only come into a handful a day. And because of the random nature of obtaining DOFF's, even if you get a good number of them, you still have to worry about getting the ones you need.
Because of the way DOFF's work, you are far more likely to get Science and Tactical doff's over their project counter parts, Security and Medical. Engineer/Operations are a little bit better balanced to each other but still not perfect. For gaining DOFF's to use, this spread works out reasonably enough. But for starbase donations it runs into a major issue, mainly, that you need to donate roughly equal amounts.
For example, when you purchase Science DOFF's you will likely get 3-4 Science to every 1 Medical. This imbalance is evident on the exchange. Science DOFF's sell for less then 10k but Medical sell for 70k+.
I personally have over 800 Science DOFF's I have no use for. Our fleet does a pretty good job of filling all the project requirements on a daily basis. Except Medical DOFF's. We just can't find enough of them. And it's not like other things. You can't grind Medical DOFF's like you can Dilithium or Fleet Marks.
In order to fix this imbalance there are a number of options Cryptic can take:
1) From the Starbase DOFF vendor, allow people to purchase Science or Medical DOFF's directly. Make it random within each department but not random between both.
2) Make the DOFF project requirements accept both types (Science/Medical, Security/Tactical, Engineering/Operations).
3) Balance the project requirements along the ratio of their appearance.
Ex: Tier 3 projects require 60 Science and 70 Medical for 130 total. Change that to 30 Medical and 100 Science. Same number of DOFF's required but balanced for what you can find.
Any of these options will help alleviate the imbalance in these projects.
i agree with you sir. I will add that even if you buy piles of DOFF packs it hardly helps with the bottleneck so i just gave up on the DOFF packs for Starbase advancement.
You understand that this is "working as intended" right?
By making it harder to fill the doff slots it does 2 things:
1) Forces some people to use the Dilithium projects instead(the bases sole purpose is to make money for PWE after all - mr Stahl gave a long speech to investors about how much money they would make per starbase)
2) it adds an extra time gate that slows down production.
Your points all make excellect and perfect sense to make things easier - but if it's "working as intended" why should they change it?
IMO the doff requirements on Starbase projects shouldn't be career specific at all. If I need 1000 doffs, any doffs should work. If I have 1000 civilians I want to donate, then that should be good enough.
The bigger annoyance to me is the sheer number of Fleet marks that I have, and so few projects to put it against. I know, some of the bigger missions require more fleet marks but it is a while before I can get to those and it will be a real annoyance. The fact that the Crystalline Event will give you 1000 fleet marks only adds to the annoyance.
Here's the "one thing" I would like them to work on: a project on its own that would only accept fleet marks, like 5000 of them, with minimal rewards. Just imagine the amount of fleet marks that can be traded in for credits, and therefore more credits to buy the Fleet DOffs. Perhaps they should also increase the rewards for optional projects such as Confiscate Contraband to around 100 XP per tier?
I hope these changes are coming, I will agree that this is not "broken" but some enhancements would be nice.
The following is just an IDEA, please don't take it as a promise of any potential changes. Just something I'd like to float past you, for feedback.
Altering the drop tables of the Doffs would be an extremely time-intensive procedure, with minimal payoff for the average player. So, as an alternate option, what would happen if the "Medical Duty Officers" requirements on certain Projects was expanded to include "Science and Medical Duty Officers"?
Would that address this concern in an equitable manner?
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Comments
The imbalance is pretty annoying, especially like you say with medical/science doffs. The outcome for what is delivered *needs* to be rolled for twice. One roll for department, one for specialization.
Please devs!
Kirk's Protege.
i agree with you sir. I will add that even if you buy piles of DOFF packs it hardly helps with the bottleneck so i just gave up on the DOFF packs for Starbase advancement.
By making it harder to fill the doff slots it does 2 things:
1) Forces some people to use the Dilithium projects instead(the bases sole purpose is to make money for PWE after all - mr Stahl gave a long speech to investors about how much money they would make per starbase)
2) it adds an extra time gate that slows down production.
Your points all make excellect and perfect sense to make things easier - but if it's "working as intended" why should they change it?
because the topic has been brought up several dozen times since starbase launch.
Also - see my post above - it's "working as intended" - that means they know about it and most likely will leave as is.
Mr Shahl said some changes were coming - i am sure this is one that has been discussed - the outcome we will find out over the next few weeks.
Here's the "one thing" I would like them to work on: a project on its own that would only accept fleet marks, like 5000 of them, with minimal rewards. Just imagine the amount of fleet marks that can be traded in for credits, and therefore more credits to buy the Fleet DOffs. Perhaps they should also increase the rewards for optional projects such as Confiscate Contraband to around 100 XP per tier?
I hope these changes are coming, I will agree that this is not "broken" but some enhancements would be nice.
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