we have 2 problems with the Fleetbase System
small fleets can't cough up the resources fast enough to fill projects or keep up at all.
big fleets, even with the expensive Tier 5 projects have members still complaining about the eBay sniping required to slot anything into projects before they are filled.
soooo...
we were told that Cryptic thought about scaling projects, but that would be easily exploitable by kicking members, slot cheaper projects and then re-invite them to fill it up or whatever...
makes sense, and is totally what would happen.
soooo how about we do this isntead:
instead of scaling the projects, we do scaling SLOTS.
(ignore the numbers, this is just an EXAMPLE this could be done in multiple ways, it is on Cryptic to define how exactly it would scale, they have the Metrics, i don't)
for fleets with 100 Members or less, you get ONE active project slot
for fleets with 200 Members or less, you get TWO active project slots
for fleets with 500 Members or less, you get FIVE active project slots
Slot 1 would give the most rewards for the cheapest price
Slot 5 would give the fewest XP for a high price (pretty much the special 30 minute project multiplied by 24 hours, no need to fill it other than you want fleetcredits, but still enough XP to speed things up just a little)
= ever extra slot has diminishing returns!
big fleets can complete it faster, but they have to work that much harder on it on a daily basis.
the only way to exploit this system would be to fill up a fleet with fake ALTs to unlock additional project slots, which only results in fewer people having to contribute more
for the same thing,
you could get a time reduction out of that but you would have to work that much harder with way less people. (and also ALT slots cost money).
big fleets could still advance their base faster, but would have a hard time filling Slots 4 + 5 on a daily basis (= people in big fleets CAN contribute something when they are logged in and do not feel forced into the ebay sniping tactics we still see in our fleet)
small fleets would need technically longer but get the whole XP required for the full Tier 5 Base with a lot less resources required than a big fleet would have to spend on the same thing.
So this is a time vs. resources available kind of thing.
/discuss ... good / bad idea ?
// made a little bad MS paint chart to visualize the idea:
http://i.imagebanana.com/img/nckwuirn/starbasechart.jpg
Comments
keep it up!
shameless bump!!!!
There is a flaw here if a fleet like mine has less then 100 memebers and cryptic onlys allows 1 slot for 100 we would never finish at all.Especially When alot of members are not even maxed to level 50.
as i said the scaling here is only an example, cryptic has proper metrics on stuff, i don't.
for all i care you can unlock 3 project slots per Tier
or one per 50 members...
or make it scale more or less per slot...
it's an idea for Cryptic to think about and nail down the details.
yes but we are DONE with the embassy...
we are almost DONE with the FED base (we got like two more science unlocks left and that is IT).
we ONLY have the Dilithium Mine to actually work on now.
but my fleet is for a while now slotting 100% OBSOLETE embassy projects just so our members can get Fleetcredits.... and we are still eBay sniping even those.
Also a completed Dil Mine means that all cost is reduced by 9%, that results in 9% less fleetcredit produced per 24hours = counterproductive if you just want Fleetcredits.
Obsolete? Those "obsolete" projects give fleet credits when you pour resources into them, do they not? Doesn't sound obsolete to me.
a 75 person fleet currently would have no problems filling up 3 slots on their way to tier-2
this system still favors large fleets, it just obscures it.
it sounds like a better/easier solution for you for your fleet and a lot of others is a better selection of fleet credit producing projects
for example, they can use the 4th embassy/dilithium mine slot (which is basically useless 90% of the time), take 5 minutes to complete, and only use one resource each (FM, commodity, doffs, etc)
or better yet, have it as a separate special holding, with its own fleet contribution and management permission settings (so you can be more or less liberal with it)
they also cost fleet credits and dilithium, someone will always be stuck with the bad end of that project just hope to get another chance in 20 hours
People don't seem to get the point of the starbases. The idea is to have a big project that many people have to work together to finish and get the best rewards. Its meant to take time and effort. If it were easy for 20-50 people to do, every other person would go and start a fleet, which isn't the point at all. I understand people wanting to stay with smaller fleets of people they actually know, but if you don't want to participate with the larger community, then maybe you don't need the best of the best stuff.
That is some elitist bull**** right there. You dont have to join a mega sized fleet to have a need for the best gear and smaller groups have more need for the fleet gear than a mega fleet where there are a dozen players doing nothing that can help you run ESTF's rather than public qeue fail time to get you rep gear or group together to complete dilithium grind missions in minutes.
There is nothing wrong with 500 under 50 member fleets rather than just one 5000 member fleet for those players. And the greater community is zone channel.
OT:
I believe a sliding scale for fleet projects based upon the number of members(different accounts) is the best way to get the fleet size to projects discrepency worked out. the resources required should be roughly 10% of a members ability to gather resources in one day at lvl 50. size of fleet to ability to complete projects would become moot at this point as a fleet of 50 members has a fleet project geared for the exact number of members rather than 100 or 1000 members. Then so people do not just start a fleet with alts and have projects where 1 person can contribute have a minimum resource requirement for projects. Say 25 or 50 seperate active accounts worth. After the minimum number of members is filled then the scale slides with each additional members. Start a project with 50 members and enlist 50 more before the project is filled then the resources double to fill it. That prevents kicking members then starting a project and bringing them back and keeps the projecst scaled to the number of members regardless of fleet size.
"I'm drunk, whats your excuse for being an idiot?" - Unknown drunk man. :eek:
Was I wrong?
I offer this idea freely to the Devs if they find it interesting and/or useful.
The goal is to create a balanced system that is equally fair to all fleet sizes and avoids the massive grinds for specific items that the current system is overloaded with.
1: Throw the current contribution system and all of its requirements out the airlock and forget about it. Project durations will be maintained however.
2: Place a Fleet Resource Coordinator (FRC) on the base/embassy/mine.
3: Donate any and all items, DOffs, BOffs and select currencies to the FRC to be converted into Fleet Resources (FR). The amount of FR generated will depend on the quality/rarity of the donated item(s)/currency and the total available is stored numerically in the Fleet Bank in the same manner as ECs. There would likely be a cap on the total FRs banked, but probably high enough to not be a serious issue.
4: Players receive Fleet Credits (FC) for donations to the FRC. The amount of FC generated will depend on the quality/rarity of the donated item(s)/currency.
5: Reset all projects to use FR rather than the specific items currently required.
6: Any fleet member normally able to contribute to fleet projects can allocate FR to a scheduled project.
This system will remove bottlenecks created by specific item requirements.
The broader base of items/currencies available for donation would allow smaller fleets to achieve development goals more quickly and easily.
The retained time-gates on projects will maintain advancement balance regardless of fleet size. Small fleets will still take longer to complete projects simple because they have fewer donations overall in comparison to larger fleets.
This system also makes canceling a project, even a fully funded one, a non-issue. The allocated FR is simply returned to the bank to await reallocation. This is exploit-proof as the players receive FCs when items are donated and converted into FRs, not when items are donated to specific projects.
This would also allow players to gain FCs when there are no projects running, allowing them to purchase items from the feel stores more easily.
I think he meant 'obsolete' from an Embassy progression point of view.