Ah Fleets.......the extreme majority of people are in, or have been in at least one in this game.
They're founded, they grow and expand, they reach as far as they can, they decline, and then.....they die. It is simply the way of things.
However in this game, that can mean that an awful lot of work will have gone to waste if a fleet dies, due to the Starbase systems, and I believe that this is an incredible waste of resources and can lead to players loosing interest in the game.
Towards this end, I propose a "Fleet Merger System" for lack of a better term, that will allow two fleets to merge their rosters and all of the fleet's holdings, taking/keeping what is more developed in terms of base Holding Tiers/trees, and finding some % to use for the experience that is not used to be added in.
The system would allow old/dead fleets with established bases that simply died out along the way, to join in with developing start-ups or still active established fleets, or even the small but dedicated fleets, and prevent extreme resource waste/loss.
Anyway, do yall think this would be a good idea for the game?
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Do you have specific suggestions for how that would work?
Because there are quite a few problems with the idea that Cryptic would have to deal with.
I'm not shooting the idea down, just pointing out that a solution would not satisfy everybody and a bad solution will make a lot of people really angry.
Also, Cryptic is pretty careful about what they give away "for free". Allowing fleets to blend the best of their holdings together isn't really in their interests and pretty much makes fleet advancement a moot issue.
My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here Link: How to PM - Twitter @STOMod_Bluegeek
I don't think mergers are good. But I like alliance ideas where fleets can grant access to each others bases. You can go without invites but costs could be 20% higher or something. Not outrageous. But discourages fleets from just developing parts of holding in the long run.
Make alliances a task through embassies etc.
They could even expire over a month and require a new project to reopen.
PvE Jem'Hadar motto:Participation Ribbonsare life.
Considering the amount of uber fleets that have already started on their second or third fleets and bases to circumvent the 500 member limit, it's essentially too late for any merger or alliance system to really be effective.
Now if Cryptic had actually added in truly separate Romulan Fleets and bases then an alliance system would still be plausible and would solve the issue of having to grind another fleet base from scratch.
Sure there would be some fleets that might ally with smaller fleets because then it would give another avenue of earning fleet credits, but overall larger fleets would loose out profits from selling fleet gear access. So in the end there would be very little obtained from such a system being added while still not addressing the overall issue that fleet projects should be scaled based on fleet size.
Scaling system:
100 members or less = max tier 3 exterior
can still progress to tier 5 shipyard, tier 5 comm, etc
No Embassy holding
No limited time special projects
Can still progress dil mine holding (no discounts rewarded)
Overall project costs reduced by 50 percent
Once fleet member size reaches next tier on scale, then a special project has to be completed to bring resources spent up to par with next tier.
250 members to 101
Max Tier 4 exterior
Tier 5 shipyard, etc
Embassy fleet holding
Special limited time projects
Dil mine holding
Overall project cost reduction = 25%
500 members to 251
Tier 5 through out
Embassy
Special limited time projects
Dil mine (including dil mine discounts)
overall project cost reduction = 10 percent (stackable with dil min discounts)
>>>...Dump 70% of already spend dilithium and fm of the absorbed fleet into a holding tank, the rest will vanish (transfer tax). The absorbing fleet can use the accumulated dili and fm for new projects (no fc when the holding tank is used) - that way no unfair benefit regarding faster progress is achieved.
So at least not all spent items of the absorbed fleet would be lost - members of the absorbed fleet still would have achieved something (makes the decision to abandon fleet a lot easier)...<<<
(I apologize for any mistakes as I am not an English speaking native.)
What I'd like to see is a system in which fleet XP beyond 250k in a category can be sent to an allied (allied not to be restricted by faction) fleet. This should be a semi-permanent choice, changeable only when the ally also reaches 250k in a category.
I suppose the closest analogue in the game to this is CXP commendation reports, which allow you to turn 10k CXP into fleet marks... after you've more than maxed out a category.
At the moment I am interested in the idea of buying of dead Tier 1 and Tier 2 fleets. My eventual goal is to sell those fleets to fleet that want to start a fleet but doesnt want to start from the bottom.
If anyone is interested in selling a T1 or T2 fleet, please PM me or find me in game @admiralmank
What I'd like to see is a system in which fleet XP beyond 250k in a category can be sent to an allied (allied not to be restricted by faction) fleet. This should be a semi-permanent choice, changeable only when the ally also reaches 250k in a category.
I suppose the closest analogue in the game to this is CXP commendation reports, which allow you to turn 10k CXP into fleet marks... after you've more than maxed out a category.
I am not a fan of the Merger option, but really like this option.
Do you have specific suggestions for how that would work?
Because there are quite a few problems with the idea that Cryptic would have to deal with...
Like "hijacking" a fleet to assimilate their ressources?
Stuff like what happened with the Kaspian division (Fleet got disbanded) for example is (fortunately!) a rare case of a "misantropic lunatic", and i bet all my latinum that with a merge system involuntary fleet merges will happen at least on a once per week basis.
The trading of fleet xp that excesses 250k would be a more troll-save solution (it would also help those fleets who need "offshoot" fleets, because they have a serious issue with the current 500-character-per-fleet limit)
Another nice thing would be a sort of Dilithium "Kickback":
-Whenever you sell an item which costs dilithium from a Fleet vendor you will get a small % of the dilithiumcost as donation to the first open slot with open dilithium requirement.
Beta, LTA, CE, Multiple preorder Versions, all Addon Packs except AoY, nearly all KDF/Rom and ~50% of all Fedships, over 25 LockboxShips, Endurer of Atari's "Year of Hell", but...
Comments
Do you have specific suggestions for how that would work?
Because there are quite a few problems with the idea that Cryptic would have to deal with.
I'm not shooting the idea down, just pointing out that a solution would not satisfy everybody and a bad solution will make a lot of people really angry.
Also, Cryptic is pretty careful about what they give away "for free". Allowing fleets to blend the best of their holdings together isn't really in their interests and pretty much makes fleet advancement a moot issue.
Link: How to PM - Twitter @STOMod_Bluegeek
Make alliances a task through embassies etc.
They could even expire over a month and require a new project to reopen.
Now if Cryptic had actually added in truly separate Romulan Fleets and bases then an alliance system would still be plausible and would solve the issue of having to grind another fleet base from scratch.
Sure there would be some fleets that might ally with smaller fleets because then it would give another avenue of earning fleet credits, but overall larger fleets would loose out profits from selling fleet gear access. So in the end there would be very little obtained from such a system being added while still not addressing the overall issue that fleet projects should be scaled based on fleet size.
Scaling system:
100 members or less = max tier 3 exterior
can still progress to tier 5 shipyard, tier 5 comm, etc
No Embassy holding
No limited time special projects
Can still progress dil mine holding (no discounts rewarded)
Overall project costs reduced by 50 percent
Once fleet member size reaches next tier on scale, then a special project has to be completed to bring resources spent up to par with next tier.
250 members to 101
Max Tier 4 exterior
Tier 5 shipyard, etc
Embassy fleet holding
Special limited time projects
Dil mine holding
Overall project cost reduction = 25%
500 members to 251
Tier 5 through out
Embassy
Special limited time projects
Dil mine (including dil mine discounts)
overall project cost reduction = 10 percent (stackable with dil min discounts)
http://sto-forum.perfectworld.com/showpost.php?p=10956641&postcount=12
>>>...Dump 70% of already spend dilithium and fm of the absorbed fleet into a holding tank, the rest will vanish (transfer tax). The absorbing fleet can use the accumulated dili and fm for new projects (no fc when the holding tank is used) - that way no unfair benefit regarding faster progress is achieved.
So at least not all spent items of the absorbed fleet would be lost - members of the absorbed fleet still would have achieved something (makes the decision to abandon fleet a lot easier)...<<<
(I apologize for any mistakes as I am not an English speaking native.)
I suppose the closest analogue in the game to this is CXP commendation reports, which allow you to turn 10k CXP into fleet marks... after you've more than maxed out a category.
If anyone is interested in selling a T1 or T2 fleet, please PM me or find me in game @admiralmank
I am not a fan of the Merger option, but really like this option.
Star Trek Online, Now with out the Trek....
Like "hijacking" a fleet to assimilate their ressources?
Stuff like what happened with the Kaspian division (Fleet got disbanded) for example is (fortunately!) a rare case of a "misantropic lunatic", and i bet all my latinum that with a merge system involuntary fleet merges will happen at least on a once per week basis.
The trading of fleet xp that excesses 250k would be a more troll-save solution (it would also help those fleets who need "offshoot" fleets, because they have a serious issue with the current 500-character-per-fleet limit)
Another nice thing would be a sort of Dilithium "Kickback":
-Whenever you sell an item which costs dilithium from a Fleet vendor you will get a small % of the dilithiumcost as donation to the first open slot with open dilithium requirement.