Since the change to Fleet Tactical Consoles (NOT adding to that discussion, there are other threads for it) make them super desirable, there presents a new problem.
Currently you only get what, 10 provisions per Spire provisioning project?
Given that ships use up to 5 tac consoles, this is a problem. It's going to take a huge amount of time and cost to keep these in stock. I myself have 5 characters I'd want to kit out with them, two of whom have 5-tac console ships, the others' 4-tac.
That's 22 consoles, 22 provisions for me alone. 3 projects, 60 hrs. Just for me.
While I realise this makes the mine profitable for Cryptic and PWE, it's going to be VERY frustrating for fleet members, especially in larger fleets, having to wait for provisions and hoping they can get in first, or having to be restrained by fleet leadership for buying rights.
Please, for everyone's sake, up the number of provisions for these consoles awarded per project.
Seconded. Judging how quickly the provisions for the Dil Mine in my fleet were gone through for the Mk XII Engineering consoles when those became available, the demand is going to be huge for the Tac consoles. Of the Dil Mine consoles, I would think people would be grabbing at most two typically, whereas many are going to be wanting to fill up their 4 or 5 Tac console ships with these Tac consoles.
Maybe a larger project --in resources and reward-- that takes the same amount of time as the current one would be enough. I can't imagine needing anything less than 3 times what the Dil Mine gave as the minimum, with 4 or 5 times being optimal. However, keeping around the smaller assignment would be good to top off the Provisions after the demand has peaked, or for very small fleets.
One more reasons these consoles are a bad idea. Especially consider what those provisioning projects are going to cost when people rush to T3 to get them in the first place (instead of taking it slow and stockpiling a thousand provisions when they're cheap), then using up so many of those provisions per alt, and then the fights when those provisions get used the instant the project finishes cooking. There'll be more arguing and backstabbing than a Romulan family reunion. Short-sighted.
This just means there will be more opportunities to contribute to Fleet projects. This is a good thing. Fleets will have to constantly keep queuing up Provisioning projects to keep these consoles in stock which means more fleet members get a chance to earn fleet marks.
When we were building up our Starbase's tactical branch people would always ask for engi provisioning projects to get some fleet weapons. At first we would run them but then we just had to tell them 'no: we would only run them when we were grinding the Engi track'. Now we have something like 800 of the things sitting around our completed Starbase.
Same thing for the Armor consoles at the Mine, we are done and have several hundred provisioned and growing every day.
My Romulan Liberated Borg character made it to Level 30 and beat the (old) Defense of New Romulus with the skill point bug.
This just means there will be more opportunities to contribute to Fleet projects. This is a good thing. Fleets will have to constantly keep queuing up Provisioning projects to keep these consoles in stock which means more fleet members get a chance to earn fleet marks.
The fleet I'm in usually queues up those optional projects that give 5 exp to each main base track to let people gain Fleet Credits easily when the main upgrades are in cooldown.
When we were building up our Starbase's tactical branch people would always ask for engi provisioning projects to get some fleet weapons. At first we would run them but then we just had to tell them 'no: we would only run them when we were grinding the Engi track'. Now we have something like 800 of the things sitting around our completed Starbase.
Same thing for the Armor consoles at the Mine, we are done and have several hundred provisioned and growing every day.
While my fleet has similar numbers of Provisions now as yours, it's going to take longer than either of those to equal out the provision to needs ratio at the 10/project rate, as the provisioning projects for fleet weapons are bigger, and the per-player needs of the Tac consoles is higher than the Engineering consoles, so this could very well be a medium-term problem at the least.
There are ships that will need 4 or 5 of those new consoles, but let me give you a little overview over my needs:
SCI in Recluse: 2 Tactical Consoles,
ENG in ENG-Scimitar: 3 Tactical Consoles,
TAC in Ar'Kif: 4 Tactical Consoles (just need to replace 3 because of the set-console).
So, for all my KDF (-Roms) I'll need 8 consoles. That shouldn't be a big deal.
[SIGPIC][/SIGPIC]
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
There are ships that will need 4 or 5 of those new consoles, but let me give you a little overview over my needs:
SCI in Recluse: 2 Tactical Consoles,
ENG in ENG-Scimitar: 3 Tactical Consoles,
TAC in Ar'Kif: 4 Tactical Consoles (just need to replace 3 because of the set-console).
So, for all my KDF (-Roms) I'll need 8 consoles. That shouldn't be a big deal.
Sci ships and cruisers nowadays have 4 Tac consoles. Also, wouldn't you be upgrading to the Fleet Ar'kif with 5 Tac consoles once that part of the Spire is leveled?
My list, though not all will get fleet tacs, or will gain them slowly:
Vesta (Aventine) - Sci - 4
Avenger - Tac - 4
Jem Dread - Eng - 4
Fleet Kar'fi (soon anyways) - Tac - 4
Mogai - Eng - 4
Obelisk - Tac - 2, but this is LOLboat and will probably be replaced with something with more Tac consoles later on.
Comments
Maybe a larger project --in resources and reward-- that takes the same amount of time as the current one would be enough. I can't imagine needing anything less than 3 times what the Dil Mine gave as the minimum, with 4 or 5 times being optimal. However, keeping around the smaller assignment would be good to top off the Provisions after the demand has peaked, or for very small fleets.
When we were building up our Starbase's tactical branch people would always ask for engi provisioning projects to get some fleet weapons. At first we would run them but then we just had to tell them 'no: we would only run them when we were grinding the Engi track'. Now we have something like 800 of the things sitting around our completed Starbase.
Same thing for the Armor consoles at the Mine, we are done and have several hundred provisioned and growing every day.
The fleet I'm in usually queues up those optional projects that give 5 exp to each main base track to let people gain Fleet Credits easily when the main upgrades are in cooldown.
While my fleet has similar numbers of Provisions now as yours, it's going to take longer than either of those to equal out the provision to needs ratio at the 10/project rate, as the provisioning projects for fleet weapons are bigger, and the per-player needs of the Tac consoles is higher than the Engineering consoles, so this could very well be a medium-term problem at the least.
There are ships that will need 4 or 5 of those new consoles, but let me give you a little overview over my needs:
SCI in Recluse: 2 Tactical Consoles,
ENG in ENG-Scimitar: 3 Tactical Consoles,
TAC in Ar'Kif: 4 Tactical Consoles (just need to replace 3 because of the set-console).
So, for all my KDF (-Roms) I'll need 8 consoles. That shouldn't be a big deal.
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
Sci ships and cruisers nowadays have 4 Tac consoles. Also, wouldn't you be upgrading to the Fleet Ar'kif with 5 Tac consoles once that part of the Spire is leveled?
My list, though not all will get fleet tacs, or will gain them slowly:
Vesta (Aventine) - Sci - 4
Avenger - Tac - 4
Jem Dread - Eng - 4
Fleet Kar'fi (soon anyways) - Tac - 4
Mogai - Eng - 4
Obelisk - Tac - 2, but this is LOLboat and will probably be replaced with something with more Tac consoles later on.