While reading the patch notes for the first time I totally missed the dillithium store bit. At least no competition for crafting from there anymore. :eek::D
As for turning in old crafting materials, how about something like the discard function, where you can select to either trade-in one or all items in a stack ? I don't want to click 5 million times to convert stuff.
While reading the patch notes for the first time I totally missed the dillithium store bit. At least no competition for crafting from there anymore. :eek::D
As for turning in old crafting materials, how about something like the discard function, where you can select to either trade-in one or all items in a stack ? I don't want to click 5 million times to convert stuff.
Dil store had such ludicrous prices, it was not a competition to anything.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
Will the change in prices for the Energy Credit (EC) value of items at the vendor (increase value of weapons, reduce value of eng/shield/def) result in a projected zero sum change in EC earning opportunities? If not, how much of a reduction in EC earning is to be anticipated?
With the exploration missions gone, are the accolades associated with them gone as well? Also, if the accolades are left will in and not completely deleted will there be a way to get rid of them in the "In Progress" accolades tab?
Memory Alpha is closed, but you can now do R+D from anywhere - just click the R+D tab at the top of the Duty Officer window.
I hope Memory Alpha will reopen someday.
Memory Alpha is basically a giant library open to aynone so it could be a neutral hub with a lot of lore info accessible. Maybe make some historical characters appear as holographic versions ?
I'm also a bit sad to see Exploration Clusters closed (and exploration missions) removed. I was expecting a revamp, not a direct deletion. I'll miss running random exploration mission to test-drive new gear loads & stuff
But this could be the first step towards the big galactig map crunch and the Delta Quadrant expansion
On a noteside, I can't say I'm not surprised Neverwinter crafting is more or less copy pasted. Though it sounds a lot more "slavery" in NW...
I just hope you Devs won't add 'tools' requirement to crafting, said tools only found in Lockboxes/Lobi store. If you ever played NW, yu'll understand.
The first thing I've noticed is that you apparently can't convert old items to new in bulk--if you have a magnificent hoard be prepared for a LOT of clicking.
It's going to take some time to figure out fully.
Exciting though. :-)
We'll try to address that, that's a pretty huge QoL hitch.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Wow, that material conversion is PAINFUL. Trying to convert over a thousand samples one at a time with confirmation box.
Agreed, and I'm still at it.
One temporary workaround is to position the arrow so you double-click on the line item you're buying and the OK button appears in the same spot, so I can take my hand off the trackpad and just wail away at the left-click button.
Hopefully they come up with one of those "How many?" sliders.
But if the old stuff has no other purpose in the new version, why isn't there a "Convert All" button that does this for us?
Yeah, guys, can cannons get some love too? +Dmg trait for cannons too please. Way too much Beam buffs from you guys of late Some of us LIKE cannons too you know.
So basically it is another reputation. Another clicky Farmville mini game. I thought this was going to bring more exploration and the need to "hunt" crafting materials like in other games......no the little exploration that was the clusters are gone now and turned into a doff contact window. Plus were stuck going into the same old elite queues to hope to get materials too? Real creative.
The old assignments tab for the doff system looked better than the oversized new one.
We'll try to address that, that's a pretty huge QoL hitch.
A simple slider like the ones for contributing to fleet projects would fix it, as would a "Convert All" button or similar (because I don't see any reason to save the old stuff).
Yeah, guys, can cannons get some love too? +Dmg trait for cannons too please. Way too much Beam buffs from you guys of late Some of us LIKE cannons too you know.
...Am I reading this right? You want cannons to be buffed even MORE?! It's not as if tacts/escorts have been nerfed as of late anyway, the turn rate bonus (while small) will let you bring your precious cannons to bear faster and thus destroy your targets quicker.
Sounds like a carbon copy of the Neverwinter one. which is not a bad thing IMO. Really really hoping we'll be able to access crafting through Gateway like they can in NW.
I'm guessing we can expect prices on DOFFs on the exchange to skyrocket to insane prices now.
What I really want to know, and maybe I missed the explanation, but is there any craftable gear that will be as good as or better than rep/fleet gear? And I don't mean that it's a MKXII ultra violet, but that it will have great stats, procs, special attributes not found on rep and fleet gear?
DOFF pricing on the exchange has always been insane, this will just make it 10x worse. Hawk mentioned in a dev blog thread that the crafted gear will have unique procs only available through crafting, so take that as you may.
As for the gateway, that seems to be a dead project.
So far, a couple of quick thoughts -- still messing with it...
1. As already addressed above, some sort of mechanism to convert old materials en masse would be much appreciated!
2. It would be nice if the system would automatically select the best available duty officer for the job, rather than grabbing one arbitrarily. I can't tell what logic the system uses -- it doesn't seem to go by rarity, or alphabetically. If "best available" won't work, perhaps a system where we could select favorites that would persist?
3. Some of the craftable components are not consistent in their names. For instance, in the beams research tab, there is a component that is called an Emitter Array, but the crafting menu refers to it as a Subprocessor Unit.
4. In general, I find the large-format UI to be a bit cluttered and very scroll-intensive. This isn't a big deal, but I'd prefer something where I could see more options at a given time.
5. I do not, not, not, not like the way that random chance is implemented into the crafting system. At least, not at low crafting levels. The high odds of receiving a common item seem absurd -- why would I, as a player, input this much time, energy, and possibly money into a system that's most likely going to take my money and hand me a MK II common phaser beam array? Ditto for higher ranks, and particularly so for high-level gear that requires rare inputs. Even assuming I hit the jackpot and get a rare or very rare item, I don't seem to have any control over the mods that I'll get. At first blush, I wonder if I might not be better off farming in Ker'rat for good gear.
6. I understand that time is part of most crafting systems, but I find the delays to be obnoxious and a little excessive. An hour for a Mk VI beam array? That turned out to be common? Pshhhh. And no, you're not getting my dilithium to skip those when the system goes live, despite the very large and attractive "skip" button that dominates the screen.
7. I really wish that there were a way to queue up a large number of the craftable common and uncommon components. You know, the ones that are necessary in large numbers? I think that would be a pretty nice QOL improvement.
Still getting a feel for the system. Jury is definitely still out. I feel as though it is a considerable improvement over the old system -- but it seems a little clunky at the moment. I'll keep tinkering with it. I remain excited and optimistic.
I have to say I'm not liking the feel of the new Doff UI, it seems more confusing than the previous one and the window has to be scaled large to see the inputs taking up more screen real estate can't imagine playing with that on my laptop. I know its still a work in progress so hopefully the items wont be clipped in the final version (I'm on a 27" 1080p monitor and its still takes up a lot of space.)
I am also very disappointed in the loss of the clusters and the replacement being a cheap pop up box to start doff missions. The cluster may have been random generated missions scan 5 things or kill 5 things but sometimes its nice to do something else once in awhile that isn't the same queued stuff over and over for the 1000th time. It just seems the game is constantly reducing its footprint to clicky UI menu stuff. I just wonder why don't we just throw out all the maps and just select your queue from a menu after signing on and wait to be placed on a battle map. (Being sarcastic but things are becoming more and more of a menu game unless fighting in queues.)
As for crafting I never really crafted in the old system because the loot drops when I started (2010) were worth using. After F2P and drops were all but worthless vendor TRIBBLE, the rep gear was superior to crafted gear. I then went on to use fleet gear instead of rep gear because of the cost. I'm excited to see some new craftable items but it seems on the surface to be complicated and a little convoluted but I will follow up more on that after I see how much work, resources, and time it takes to make one piece of gear. I'm really not + or - on crafting as I didn't do it before but would be a good opportunity to get me playing the game more if it were done right... There needs to be an explore component to find the trace resources you need and not just playing the same old missions.
As for trade in values for old particle traces I haven't yet had anyone transferred over with them to test that to see what those conversion rates are. So maybe I'm having just the initial shock of it all and it will grow on me will just have to wait and see. The clusters could have been the perfect opportunity for exploration to find these rare elements randomized on mission maps in the clusters.:(
Gold Sub since March 2010
Lifetime Sub since June 2010
I would still like an answer in regards to what will happen to the accolades associated with the loss of the exploration accolades.
Second, is there a plan for those who have maxed out the already existing R&D to get a head start on this one? I mean if players have taken the time to do the existing one, then logically they should get just a bit of a head start on this system.
No offense, but the new DOFF UI is simply horrible. It's big, clunky, and searching for a specific assignment is a lot more difficult. Also, it's difficult to search for a specific commendations mission. For example exploration, military, espionage.... because it's all together, and only the small picture can differentiate them.
Finally, when you select your DOFF, currently it's a nightmare. I can't see their traits, quickly search for the ones I'm looking for (using filters), etc.... All I have a is a list of DOFF, with absolutely no informations except for the rarity, name and +X crafting skill.
The craft UI is no better (since it's mostly the same). What's a EPS conduit ? A console, and if yes, what does it do ? Do I need to check on the exchange ? A catalyst ?
As for the items themselves, while some of them are must have, at least once (the beam for example), others are not very useful (cannons). While others are more gimmick than anything else (shields).
I agree with a previous post that the interface is a little big.
Mine is also automatically suggesting a lower-quality Fabrication Engineer as also mentioned.
Help text or tooltips would be nice. I still don't get what catalysts are or how to get them.
Information on the total number of levels/XP needed would be nice (similar to how the duty officer overview page explains where you are in relation to each level and what future levels unlock).
I'd also like to bemoan the loss of exploration clusters as a way of gathering resources. I tend to enjoy the non-combat parts of this game more than the constant fighting, and finding and scanning anomalies made me feel very Trek-y, for lack of a better term. An earlier post suggested there will be ways to earn them back, partially through battle queues--I hope everything will still be earnable some other way.
By the way, I'm new to the forums and also new to Tribble testing--is there a more official place we're expected to post feedback, or is it all just here in the forums?
Trait: On activating Beam skill, gain 2% Beam damage for 20 sec. Stacks x3.
you can only activate 1 beam skill every 15 seconds at the very most, faw 20. in that time period, how exactly do you stack this? try something like, on activating any offense skill, tac, eng, or sci. EPtW, DEM, EWP, AP, TBR, VM, FBP, TB, tach beam, CBR
Trait: On activating Cannon skill, gain +1 Turn Rate, +1 Inertia for 20 sec. Stacks x3.
same stacking problem. this is a game were the top end escorts operate at around 70 turn rate, and inertia scores range from 18 to 80. these are worthless, invisible magnitudes. increasing your inertia rateing is NOT a buff past 40 or so unless you can maintain an over 50 turn rate.
[*]Trait: Your Torpedoes and Mines penetrate an extra 10% of your targets shields
for the 100th time, how about fix the 75% base kinetic resist all shields have, that can be increased by all other sources of resistance math up to over 90% resistance? this sort of gameplay that was originally intended does not work in a game with passive regeneration, redistribution, and active heals, and the dozen or so item and rep proc heals.
pick knetic proof shields, or pick shields that can be repaired in combat, not both. if you dropped the 75% base, shields would still have as high a kinetic resist as energy resist, and torpedoes and beam overload would actually be on level playing fields.
or, un "fix" the bio torp spread, the sheer volume of 14 torpedoes per target was actually enough to somewhat work past such insurmountable torpedo counters. HY3/2/1 on things like quantums should be firing 7/5/3 as well instead of 2/3/4. spread does HY's single target damage job better then it does, with 100% accuracy.
[*]Trait: Your Particle Generator skill gives up to 25% bonus crit chance on Science powers (at 100 PartGens)
offensive sci skills already chain crit like mad, so sure pile on more. EWP and AB should really be included here too, not JUST sci skills that use particles.
Star Cluster maps are no longer available to access for all factions.
The associated Exploration missions have also been removed.
Captains can still conduct Duty Officer assignments related to these maps by flying to the appropriate border and interact with the special Duty Officer Assignment button at each cluster's location.
good residence. just making them special doff zones is all they are good for really.
Now effects Auxiliary subsystems in the same manner as existing Weapons/Engines bonuses.
Now grants Immunity to Weapons, Engines and Aux offline for full duration.
Now grants +10 Maximum Weapon, Engines and Aux power for full duration.
Increased base power bonus from 33 to 50, and gains additional benefit from the Starship Batteries skill.
Base duration reduced from 20 seconds to 15 seconds, but now gains more benefit from Starship Batteries skill.
Enhanced Induction Coils AND Enhanced Plasma Manifold:
Boosts to max power do not stack with the passive bonuses supplied by Warp Cores.
Only the higher will apply.
so the brel console gets buffed too, good. so wait for its duration i can buff my energy weapon cap to 135? that's a 20% bonus to damage! i thought anything buffing the weapons energy damage modifier cap past 125 was a line that you guys would actually never cross. lol.
well, its a kdf thing, and as always they need an EXCLUSIVE shot in the arm like that, oh but then kdf roms can also use it too, great. so much for this kdf thing not also buffing op romulans or anything.
oh and crafting being more doff gambling? that's TRIBBLE, role of the dice TRIBBLE. i max level it, run a ultra rare item project with the but load of materials i need, and theres a chance i'll get some blue MKXI? you have got to be kidding. the best part about the rep system is you get exactly what you pay for. this gambling TRIBBLE is exactly why i wont touch lock boxes
For the love of God (Gods/anything you believe in), keep the old Doff UI!
Just choosing a right doff for the job takes all of my screen.
And why do you reduce the number of available doff assignements? Why do you throw all non-ops related cluster assignements away?
What is the benefit of the huge 'tabs' the assignements are presented in? It takes ages to scroll through all (even with the reduced numbers).
Sorry for the negativity but that was a terrible choc to me. Doffing is the one thing keeping me in STO day to day, without it, I may as well only come for some events. And this hurts doffing a great deal.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Comments
Like getting the same 2% bonus damage please?
As for turning in old crafting materials, how about something like the discard function, where you can select to either trade-in one or all items in a stack ? I don't want to click 5 million times to convert stuff.
so if i have 3 tact consoles with the trait can i stack the bouns dam up to 9 times?
and can we chose the Mods on weapons and gear?
Dil store had such ludicrous prices, it was not a competition to anything.
I hope Memory Alpha will reopen someday.
Memory Alpha is basically a giant library open to aynone so it could be a neutral hub with a lot of lore info accessible. Maybe make some historical characters appear as holographic versions ?
I'm also a bit sad to see Exploration Clusters closed (and exploration missions) removed. I was expecting a revamp, not a direct deletion. I'll miss running random exploration mission to test-drive new gear loads & stuff
But this could be the first step towards the big galactig map crunch and the Delta Quadrant expansion
On a noteside, I can't say I'm not surprised Neverwinter crafting is more or less copy pasted. Though it sounds a lot more "slavery" in NW...
I just hope you Devs won't add 'tools' requirement to crafting, said tools only found in Lockboxes/Lobi store. If you ever played NW, yu'll understand.
It's not copy/pasted at all. >: (
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
We'll try to address that, that's a pretty huge QoL hitch.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Errm....could the beam bonus be copy pasted to the cannons? Pretty please? Just the same 2% bonus instead of the useless +1 turnrate.
Agreed, and I'm still at it.
One temporary workaround is to position the arrow so you double-click on the line item you're buying and the OK button appears in the same spot, so I can take my hand off the trackpad and just wail away at the left-click button.
Hopefully they come up with one of those "How many?" sliders.
But if the old stuff has no other purpose in the new version, why isn't there a "Convert All" button that does this for us?
Great to hear! Thank you.
The old assignments tab for the doff system looked better than the oversized new one.
A simple slider like the ones for contributing to fleet projects would fix it, as would a "Convert All" button or similar (because I don't see any reason to save the old stuff).
That said, I'm enjoying it so far!
Thanks for all your hard work.
...Am I reading this right? You want cannons to be buffed even MORE?! It's not as if tacts/escorts have been nerfed as of late anyway, the turn rate bonus (while small) will let you bring your precious cannons to bear faster and thus destroy your targets quicker.
DOFF pricing on the exchange has always been insane, this will just make it 10x worse. Hawk mentioned in a dev blog thread that the crafted gear will have unique procs only available through crafting, so take that as you may.
As for the gateway, that seems to be a dead project.
1. As already addressed above, some sort of mechanism to convert old materials en masse would be much appreciated!
2. It would be nice if the system would automatically select the best available duty officer for the job, rather than grabbing one arbitrarily. I can't tell what logic the system uses -- it doesn't seem to go by rarity, or alphabetically. If "best available" won't work, perhaps a system where we could select favorites that would persist?
3. Some of the craftable components are not consistent in their names. For instance, in the beams research tab, there is a component that is called an Emitter Array, but the crafting menu refers to it as a Subprocessor Unit.
4. In general, I find the large-format UI to be a bit cluttered and very scroll-intensive. This isn't a big deal, but I'd prefer something where I could see more options at a given time.
5. I do not, not, not, not like the way that random chance is implemented into the crafting system. At least, not at low crafting levels. The high odds of receiving a common item seem absurd -- why would I, as a player, input this much time, energy, and possibly money into a system that's most likely going to take my money and hand me a MK II common phaser beam array? Ditto for higher ranks, and particularly so for high-level gear that requires rare inputs. Even assuming I hit the jackpot and get a rare or very rare item, I don't seem to have any control over the mods that I'll get. At first blush, I wonder if I might not be better off farming in Ker'rat for good gear.
6. I understand that time is part of most crafting systems, but I find the delays to be obnoxious and a little excessive. An hour for a Mk VI beam array? That turned out to be common? Pshhhh. And no, you're not getting my dilithium to skip those when the system goes live, despite the very large and attractive "skip" button that dominates the screen.
7. I really wish that there were a way to queue up a large number of the craftable common and uncommon components. You know, the ones that are necessary in large numbers? I think that would be a pretty nice QOL improvement.
Still getting a feel for the system. Jury is definitely still out. I feel as though it is a considerable improvement over the old system -- but it seems a little clunky at the moment. I'll keep tinkering with it. I remain excited and optimistic.
When crafting, even with maxed out skill in that department, I'm paying dil, but may only get a green/blue quality item?
To put it another way, I choose the Mark, but I'm gambling on the quality?
That seems to be my experience so far. I'm hoping that is *not* the case with high-level gear...
Question #2: Is there a failure result chance?
Question #: Any plans for us to craft ships/shuttles or costume parts?
Helpful Tools: Dictionary.com - Logical fallacies - Random generator - Word generator - Color tool - Extra Credits - List of common English language errors - New T6 Big booty tutorial
Yes.
No.
Not my call, obviously.
I am also very disappointed in the loss of the clusters and the replacement being a cheap pop up box to start doff missions. The cluster may have been random generated missions scan 5 things or kill 5 things but sometimes its nice to do something else once in awhile that isn't the same queued stuff over and over for the 1000th time. It just seems the game is constantly reducing its footprint to clicky UI menu stuff. I just wonder why don't we just throw out all the maps and just select your queue from a menu after signing on and wait to be placed on a battle map. (Being sarcastic but things are becoming more and more of a menu game unless fighting in queues.)
As for crafting I never really crafted in the old system because the loot drops when I started (2010) were worth using. After F2P and drops were all but worthless vendor TRIBBLE, the rep gear was superior to crafted gear. I then went on to use fleet gear instead of rep gear because of the cost. I'm excited to see some new craftable items but it seems on the surface to be complicated and a little convoluted but I will follow up more on that after I see how much work, resources, and time it takes to make one piece of gear. I'm really not + or - on crafting as I didn't do it before but would be a good opportunity to get me playing the game more if it were done right... There needs to be an explore component to find the trace resources you need and not just playing the same old missions.
As for trade in values for old particle traces I haven't yet had anyone transferred over with them to test that to see what those conversion rates are. So maybe I'm having just the initial shock of it all and it will grow on me will just have to wait and see. The clusters could have been the perfect opportunity for exploration to find these rare elements randomized on mission maps in the clusters.:(
Lifetime Sub since June 2010
Second, is there a plan for those who have maxed out the already existing R&D to get a head start on this one? I mean if players have taken the time to do the existing one, then logically they should get just a bit of a head start on this system.
Finally, when you select your DOFF, currently it's a nightmare. I can't see their traits, quickly search for the ones I'm looking for (using filters), etc.... All I have a is a list of DOFF, with absolutely no informations except for the rarity, name and +X crafting skill.
The craft UI is no better (since it's mostly the same). What's a EPS conduit ? A console, and if yes, what does it do ? Do I need to check on the exchange ? A catalyst ?
As for the items themselves, while some of them are must have, at least once (the beam for example), others are not very useful (cannons). While others are more gimmick than anything else (shields).
Mine is also automatically suggesting a lower-quality Fabrication Engineer as also mentioned.
Help text or tooltips would be nice. I still don't get what catalysts are or how to get them.
Information on the total number of levels/XP needed would be nice (similar to how the duty officer overview page explains where you are in relation to each level and what future levels unlock).
I'd also like to bemoan the loss of exploration clusters as a way of gathering resources. I tend to enjoy the non-combat parts of this game more than the constant fighting, and finding and scanning anomalies made me feel very Trek-y, for lack of a better term. An earlier post suggested there will be ways to earn them back, partially through battle queues--I hope everything will still be earnable some other way.
By the way, I'm new to the forums and also new to Tribble testing--is there a more official place we're expected to post feedback, or is it all just here in the forums?
you can only activate 1 beam skill every 15 seconds at the very most, faw 20. in that time period, how exactly do you stack this? try something like, on activating any offense skill, tac, eng, or sci. EPtW, DEM, EWP, AP, TBR, VM, FBP, TB, tach beam, CBR
same stacking problem. this is a game were the top end escorts operate at around 70 turn rate, and inertia scores range from 18 to 80. these are worthless, invisible magnitudes. increasing your inertia rateing is NOT a buff past 40 or so unless you can maintain an over 50 turn rate.
for the 100th time, how about fix the 75% base kinetic resist all shields have, that can be increased by all other sources of resistance math up to over 90% resistance? this sort of gameplay that was originally intended does not work in a game with passive regeneration, redistribution, and active heals, and the dozen or so item and rep proc heals.
pick knetic proof shields, or pick shields that can be repaired in combat, not both. if you dropped the 75% base, shields would still have as high a kinetic resist as energy resist, and torpedoes and beam overload would actually be on level playing fields.
or, un "fix" the bio torp spread, the sheer volume of 14 torpedoes per target was actually enough to somewhat work past such insurmountable torpedo counters. HY3/2/1 on things like quantums should be firing 7/5/3 as well instead of 2/3/4. spread does HY's single target damage job better then it does, with 100% accuracy.
try 3 or 4 seconds.
offensive sci skills already chain crit like mad, so sure pile on more. EWP and AB should really be included here too, not JUST sci skills that use particles.
sounds alright, if the deflect is removed
sounds alright
good residence. just making them special doff zones is all they are good for really.
like a lot of launch locations, looked bizzare and crapy. and its full of unidine! time to exterminatus just to make sure.
good ridence to that hilariously over priced TRIBBLE. all that was doing was trolling new players that didn't know any better.
so the brel console gets buffed too, good. so wait for its duration i can buff my energy weapon cap to 135? that's a 20% bonus to damage! i thought anything buffing the weapons energy damage modifier cap past 125 was a line that you guys would actually never cross. lol.
well, its a kdf thing, and as always they need an EXCLUSIVE shot in the arm like that, oh but then kdf roms can also use it too, great. so much for this kdf thing not also buffing op romulans or anything.
oh and crafting being more doff gambling? that's TRIBBLE, role of the dice TRIBBLE. i max level it, run a ultra rare item project with the but load of materials i need, and theres a chance i'll get some blue MKXI? you have got to be kidding. the best part about the rep system is you get exactly what you pay for. this gambling TRIBBLE is exactly why i wont touch lock boxes
Just choosing a right doff for the job takes all of my screen.
And why do you reduce the number of available doff assignements? Why do you throw all non-ops related cluster assignements away?
What is the benefit of the huge 'tabs' the assignements are presented in? It takes ages to scroll through all (even with the reduced numbers).
Sorry for the negativity but that was a terrible choc to me. Doffing is the one thing keeping me in STO day to day, without it, I may as well only come for some events. And this hurts doffing a great deal.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!