Please use this thread to post feedback and issue about the new Fleet Research Lab holding.
Fleet Research Lab:
- This is a new Fleet Holding where fleets will be able to build their very own Space Station Research Lab using Krenim technology.
- This facility will offer many opportunities for players to explore and participate in the existing R&D system in new and rewarding ways.
- Advancing through this new holding will grant new options for equipping your ship and crew.
- The Fleet Research Lab will also feature many unlockable projects to visually improve its exterior and interior.
- For more details, please visit the Fleet Research Lab blog at: http://www.arcgames.com/en/games/star-trek-online/news/detail/9424713-star-trek-online%3A-delta-fleet-holding
Comments
Please note that this is... a bit of an understatement.
- Most of the UI display is just white boxes.
- Players will not have access to the actual maps associated with this Holding.
- There are multiple reward entries that currently just say "..." as those features are not yet finalized.
Most of the above is in a far better state on our internal builds, but the patch going to Tribble is a little more "work in progress" than some of you may be accustomed to seeing.
Cryptic - Lead Systems Designer
"Play smart!"
Also, I got 5th slot for starship, ground, space and active reputation trait. Is this an unlockable feature from new holding or a bug? (just be sure if should keep my hopes up or not)
EDIT: For now I can't slot anywhere anything in that 5th slots
Well, poo. Looks like that might not've made it into this build. I'll see if there's anything that we can do to correct that, but it might have to wait until our next Tribble build.
Cryptic - Lead Systems Designer
"Play smart!"
Most notably, there's no method of acquiring Research Lab Provisions to run the projects (They're not in the Replicator). Any ETA on when those internal build will go live on Tribble? Also, could you please add Fleet Marks to the Infinite Resource Console on Drozana? As there's no method of stockpiling them on Tribble, it may slow down the progression of testing the projects.
Oh yeah, totally doable. Will show up in a future build. Thanks for pointing it out.
Cryptic - Lead Systems Designer
"Play smart!"
Can it be combind in a Fleet Box?
Maybe leave the doffs in their own pack so that a lack of doff space wont lock you out of claiming the rest.
Awesome... Testing should be fun now...
I did notice a slight adjustment on the "Settings" section of the fleet menu, the "Uniform and Permissions" tabs are now under the fleet logo... looks ok... is that part of the fleet revamp Geko talked about a few months back on a P1 Interview??
I did notice that too... if they are adding a 5th one to that, that is great great news... amazing... we'll see tho
EDIT: Btw guys...
Second the need for White Doffs for Donation. Would likely need to be in their own box by branch (Tactical, Engineering, etc.).
It will be difficult to complete Fleet projects without them.
Filters on duty officer donations .... default to whites only , default to non-r&d traited, optionally checkbox to view/donate green/blue duty officers ... adding in an equivalent of the numbered requirements...
AKA ..
0 - List White doffs by default
1 - Don't list "special" doffs , like the R&D specialization doffs by default, make that a select/checkbox
2 - Enable donation of Uncommon, Rare and Very Rare duty officers to the projects after clicking a checkbox to view these. Set the system to White 1, Green 3, Blue 6, Purple 9 .. equivalent of the project requirements.
But a DOFF vendor for those who don't have a built-up Starbase would help still.
Since they are making changes to the fleet UI, they should take a look at the UI bugs in the fleet window. Honestly, I don't believe that window has ever worked right.
Holodeck ticket 2,597,295: Empty "Vault Log" in fleet window
Holodeck ticket 2,597,298: No space between scrollbars and tables in "News" tab of fleet window
Holodeck ticket 3,398,449: Cursor does not move when user types message of the day
Holodeck ticket 3,398,450: Wrong messages of the day for fleet holdings
Holodeck ticket 3,429,880: Order of fleet project requirements reversed
For those like me that means I have to do weird games like copying characters with tons of White DOFFs to tribble to get a Tier II on the main star base (for future use) and to advance the Research Lab.
I'll do it- but guys *painful* is the correct word here.
But there is no Transwarp to it - not from sector and not from Starbase - eww...
(because i thought there was transwarp unlock project at level 1 ?)
By the way, under Transwarp -> Fleet Solenae Dyson Sphere Spire - >
i got 2 destinations here - both named Fleet Spire ?
After that completed the first Tier of the Research Lab. Notes follow:
We called it on the last point and will await the next update.
Edit: Found the Holding. While the tier 1 Transwarp Project doesn't appear, one can travel there directly in the Delta Quad as it's now on the map.
There are handfull fleets on Tribble, and they are mostly full - of people, which are not playing in some months.
And good luck finding team to start new one (is that even possible on Tribble?)
So here is my proposition to Devs:
Make 10 or so fleets, that you can get auto-invite on some console, but will kick you automatically out if you are not logged 7 days or so ...
Or maybe relax rules for creating fleets (like just one person enough to create fleet - not need a team), but destroy it (aoutomatically) if no one from fleet was logged in 7 days or so...
I have no idea how to implement that, or if it would not slag the server, but both options would make testing fleets easier
Which is the point of this.....
Changing the requirements to form a fleet on tribble would be best. I agree this should be changed so that a single player can create a fleet, but why is there a need to auto erase them? This is a test server right? Should be no big deal what a player accumulates there.
Please do not combine items given for fleet projects into boxes and/or packs. I would so like to avoid having to delete doffs just to get more marks. Instead add boxes just for the duty officers. Packs of doffs such as (50) Tactical/Security Officers, (50) Science/Medical Officers, etc. This would be much more effective imho.
Lastly yes please at some SOON future point PLEASE include a better filtering system to be used when contributing common officers. The ability to filter out Bound/RnD/specific traits/specific professions would be just super awesome.
Was a while ago, so tech might have changed and wouldn't certainly help reduce the time/mouse clicks to fill doff requirements and so encourage more people to fill them (it always seems to be doffs and dilithium that dills slowest). Having said that grinding down doffs produces a lot more low value doff's (at least in project input terms - e.g. Civilians) so allowing use of higher quality would probably need to trade off accordingly since this would be removed.
Personally, I'd rather stick to some way to queue doff grinder missions and auto-unpack multiple fleet doffs/allow direct input to fleet projects than allow input of higher quality doff's to fleet projects.
I would really like a 'complete now' button. If I have all the resources and are worried about saving specific white Boffs- I just want it to fill in a single click.
How would this break the trading market ??? The green/blue/purple doffs would still be traded on the exchange .. as they would still retain a value .. but the values would equalize more to 3/6/9x the value as the same type white doff.
Any valuable doff/traits would still retain their high values, since those have no relation to the ec value of the doff itself.
And would not be used for those donations by the general population.
As for the time sink ... that time sink would still be there, since u get xp for exchanging them through projects, which would not get if they are donated to projects as is....
Tha twas the whole problem back when the starbase started .... the projects were either broken, and allowed all types to be put in ... or misconfigured, requiring green/blue doffs which nobody had available after 1 month into season6 , this is why they changed it all into white doffs, and later into less restricitve class requirements, instead of profession specifics.
As for the higher quality input system ... the doffs should be roughly equel (or slightly less) to the rewards u get for grinding them down ... http://sto.gamepedia.com/Fleet_Credit <== this already has a list of the old fleet-credits per doff as is ingame now ... so those values could be retained ...
As for grinding them down in the personal officer timesink ... you get CXP for doing that one ... as a tradeoff for time invested.
But yes ... it would be wrong to implement this if that meant a doff would be equal value to project completion regardless of level. The whole point is to make holdings donations less restrictive and RSI inducing.
As for the tech ... i'd say NOW would be the time to makes any such changes, as the whole system is not in production yet.
Actually there is one complete empty fleet, Section 31. Think it has like 30 ish peeps in it.
37,500 fleet credits for a blind purple R&D doff buy that binds on pickup? Without a 'standard' doff ability? Really?
(I just helped bring Embassy to level 1 on Tribble for new fleet - even with Fleet Credits/Marks boxes it was still long piece of work - for a Tribble)
The science consoles from here look to be a flat upgrade to those from the embassy, although someone will have to parse their use in combat that to verify.
There's a lot of... power creep isn't the word here. More like power leap with this holding. Additional trait slots, powerful consoles, kits that seem to put all previous kits to shame, etc. Rather than giving us more control over crafting (what I was hoping), this holding gives us more power. Not what I was hoping for.