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[PC] Announcing the Dranuur Colony Fleet Holding!

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  • ltminnsltminns Member Posts: 12,569 Arc User
    Yeah, quite a few people also had that wish. Too late now as they'll be wrapping this up by the end of the coming week for the October 3rd release.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • crm14916crm14916 Member Posts: 1,516 Arc User
    I don't do game coding, so have no idea how much work would be involved in adding this to the existing map... But it seems to me that it would not take any more than copying some permissions over...

    And yes, I do know it's Cryptic...

    :)
    CM
    "Equipped with his five senses, man explores the universe around him and calls the adventure science." - Edwin Hubble
  • evilmark444evilmark444 Member Posts: 6,950 Arc User
    crm14916 wrote: »
    I don't do game coding, so have no idea how much work would be involved in adding this to the existing map... But it seems to me that it would not take any more than copying some permissions over...

    And yes, I do know it's Cryptic...

    :)
    CM

    I would think it would be nothing more than changing a map setting to yes / enabled, but there could be other considerations too. Game developers frequently only build / texture the parts of the scenery the player is intended to see, if you've ever glitched through a wall in a game and found you could see through the backs of some objects that's an example of what I'm talking about. If using those items would cause you to be able to see things like that, the devs will never enable them.
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  • ltminnsltminns Member Posts: 12,569 Arc User
    They did say a few years ago that it was not a trivial task to enable a map for the hoverboards and Floaters. It was quite a bit more than just turning a switch to on.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • vorwodavorwoda Member Posts: 694 Arc User
    ltminns wrote: »
    They did say a few years ago that it was not a trivial task to enable a map for the hoverboards and Floaters. It was quite a bit more than just turning a switch to on.

    That must not be true any longer, because I played a Foundry mission where Floaters were enabled on a map (NOT Risa), and the mission blurb at the beginning even mentioned that you would be able to use Floaters on one of the maps. If you like, I'll try to find that mission again and post the name so you can see for yourself. This was six months or so ago that I played it.
  • ltminnsltminns Member Posts: 12,569 Arc User
    Perhaps they meant that it would be considerably more work to make it universally availible. Thanks for the heads up.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    ltminns wrote: »
    Perhaps they meant that it would be considerably more work to make it universally availible. Thanks for the heads up.
    Floaters are restricted because of things called "vis regions". Basically, they're a way of telling the game which parts of the map it doesn't need to load because the player can't see it. The problem is that if you can fly up above the walkable area suddenly you can see almost all of the map! Vis regions have to be specifically calculated with flying in mind, and on most maps they aren't. AFAIK Foundry Maps either don't have them or have a simplistic version automatically computer generated.
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  • evilmark444evilmark444 Member Posts: 6,950 Arc User
    ltminns wrote: »
    Perhaps they meant that it would be considerably more work to make it universally availible. Thanks for the heads up.
    Floaters are restricted because of things called "vis regions". Basically, they're a way of telling the game which parts of the map it doesn't need to load because the player can't see it. The problem is that if you can fly up above the walkable area suddenly you can see almost all of the map! Vis regions have to be specifically calculated with flying in mind, and on most maps they aren't. AFAIK Foundry Maps either don't have them or have a simplistic version automatically computer generated.

    This is what I was trying to explain :)

    The best example I can think of is in World of WarCraft. In the first expansion, Burning Crusade, they introduced flying mounts. These mounts could not, however, be used in the original areas of the game because they were not built with flight in mind, meaning there were massive regions of nothingness between zones and in any area the players were never intended to see from the ground. In the third expansion they redesigned the old areas from the ground up to make flight possible, which was a massive undertaking.
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  • tilartatilarta Member Posts: 1,798 Arc User
    tilarta wrote: »
    2Q0MfQgl.png
    F5rBx4al.png

    Weapons designs borrowed from Mass Effect universe.
    Seriously, I looked at that assault rifle and instantly thought of the M-76 Revenant.
    s6HFedG.png

    Eh, they don't look THAT similar. I saw it and instantly thought "a typical SciFi upgrade of a modern weapon, I wonder if it fires projectiles?"

    They're phaser weapons.
    Unfortunate, as I would have liked more options for kinetic/projectile ground weapons.
    Personally, as soon as I see a vanilla (phaser or disruptor) weapon, I ignore the gear, because I find them uninteresting.

    According to what I learned, the Dranuur holding can be attacked by the Tzenkethi if a project costing 50,000 Fleet Credits is filled.
    This requires 20 players to participate in, so starting it solo or even a small number is not advised.
    Another indication that this holding is for large fleets only?
    But I sincerely hope this isn't a stealth test for Fleet vs Fleet warfare game mechanic.

    I am wondering how many large Fleets are still active with frequent/large population logins though.
    No names please, just a count.

    Bees like honey, they don't like vinegar.
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  • ffttfftt Member Posts: 715 Arc User
    edited September 2017
    tilarta wrote: »
    ...According to what I learned, the Dranuur holding can be attacked by the Tzenkethi if a project costing 50,000 Fleet Credits is filled.
    This requires 20 players to participate in, so starting it solo or even a small number is not advised.
    Another indication that this holding is for large fleets only?...

    You actually pick a battle option where the enemy is chosen randomly from a selection of types of enemy and it isn't necessarily an attack but a holographic wargame where you defend four colony shield generators. It doesn't require 20 players (it's not a queue and can be started by anyone with the proper tokens and fleet permissions) but a Cryptic spokesperson has written each generator is designed to be defended by five players.

    There are, however, the new queues coming up where the Tzenkethi attack the Lukari colony (not your fleet colony). The ground assault version is the first 10-player ground queue. Note these new queues award Lukari or Fleet Marks and not the new colony provisions.
  • ltminnsltminns Member Posts: 12,569 Arc User
    New build on Tribble, just released, 'substantially' reduces Resource requirements in favor of more Dilitium, removes Doff requirements for XP generating Projects, removed secondary Provisioning Projects, and increases automation of Resource farming earlier in the process.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • gulremalgulremal Member Posts: 153 Arc User
    Some good news there. I sincerely hope this holding does well.
  • protoneousprotoneous Member Posts: 2,984 Arc User
    For those not following things in the Tribble Test Server section of the forums, here's 2 photos of standard Colony tier 4 projects before and after the latest changes.
    Tribble has been updated to ST.80.20170917b.12

    Lukari Fleet Colony
    • Balanced resource requirements for the Fleet Colony Holding to require substantially less Commodities such as Ore, Batteries, and Luxury Goods, in favor of requiring more Dilithium.
    • Removed the Duty Officer requirements from the Fleet Colony XP related projects.

    Before:
    OEbcJxA.jpg

    After:
    qRDoo6O.jpg
  • ltminnsltminns Member Posts: 12,569 Arc User
    edited September 2017
    As the Doffs in Reputation Projects were replaced on a 100:1 ratio, removing 154 Doffs should have resulted in a 15,400 addition of Dilitium. As the modified Dilitium contribution is still 81,015 Dilitium greater. Provisions have decreased by 3,825, so each Provision is worth 21.18 Dilitium. This does not even account for the 204 increase in Fleet Marks.

    Any thoughts on how this is a substantial reduction?
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • tilartatilarta Member Posts: 1,798 Arc User
    Is there an excess of Dilithium flooding the game?
    To be brutally honest, if this is true (doubtful), it means players have either been hoarding this resource instead of using it or committing far too much of their free time in collecting it.

    Bees like honey, they don't like vinegar.
    Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad :'(
  • ltminnsltminns Member Posts: 12,569 Arc User
    The latter. Some, all they do is farm Dilitium over numerous alts and refine it. They also are very active in farming Contraband.

    Between Upgrade Weekends and the Phoenix Prize Pack Events I can't believe a decent portion of Dilitium hasn't been sucked out of the system.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    > @repetitiveepic said:
    > These dil sinks could be what we've needed for so long to bring the dilex under control and revitalize sto as a f2p game.

    If only those few that went for them so far would not be pissed off by the demands this time.

    100k for an xp project. Yea thats going to be a well working Dil sink for me...
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  • ffttfftt Member Posts: 715 Arc User
    At 100k dilithium per project and hundreds of projects to do per branch at the higher tiers...

    They could be massive sinks alright, but since I'm inclined to think that achieving the higher tier upgrades for smaller fleets is unattainable I'd be unlikely to futilely sink my dilithium into them. So for me, the colony would fail as a dil sink.
  • ltminnsltminns Member Posts: 12,569 Arc User
    This is how this Dilitium sink will end up:

    https://m.youtube.com/watch?v=Kmw6ApBxDGc
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • captaincelestialcaptaincelestial Member Posts: 1,925 Arc User
    Tzenkethi Lockbox, discuss on forums.... Would love to, but it leads to the general forums....

    Hopefully they'll have it for us to discuss on Monday.

    All the same, while I'm very glad the second place winner Lukari ship is available, though behind the Lockbox is a bummer. The chances of getting it.... Mind you, we'd have a better chance getting the flying saucer through the Lockboxes than through the Phoenix packs.
  • vorwodavorwoda Member Posts: 694 Arc User
    Lukari ships. Heh. The first one was a triangle, now a circle! Wow, how do the designers think these things up? What imaginations!
  • ltminnsltminns Member Posts: 12,569 Arc User
    I can't wait for the Pentrahedron Battlecrusier. :)
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • salvation4salvation4 Member Posts: 1,167 Arc User
    I guess next years summer event is here instead of Risa because we can powerboard around here..
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  • kktwentykktwenty Member Posts: 3 Arc User
    what is the reasoning behind yet another fleet holding without an exchange? Is this to increase the "fun" in transwarping to your research lab? I never understood why the starbase didn't have an exchange.
  • ltminnsltminns Member Posts: 12,569 Arc User
    It's because even though you know how to install those Exchange Consoles on the Holdings, you forget how to do that until you finished Tier 5 on the Starbase. Training Protocols is need to know between the different Construction crews. ;)
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • casbynesscasbyness Member Posts: 171 Arc User
    So, let me see if I have this right...

    I have a solo fleet. I got it to Tier 4 in the Starbase holding, and fully completed all the other smaller holdings. I *just* last week completed K-13, there's two days left until the final upgrade finishes and my fleet hit level 61.

    It took literally years for me to make this much progress on my own, using six alts.

    Okay. So now there's this new holding. Looks similar to the Starbase in many respects, so I'm back to grinding fleet marks and Dil to fill up projects each day.

    But wait. What's these new provisions? Unlike other holdings, these don't appear anywhere in the replicator for me to buy using fleet credit. I can't just quickly buy and donate them to fill up the required progress bar.

    Oh - apparently I get them from mini games, within the colony holding map itself? Okay...

    Ohhhhh. These are *THOSE* mini games. The same three tedious games I've had to play thousands of times in missions, etc.

    Oh well. I guess I'll just have to grind....wait. I neeed HOW MANY of each provision to activate even a single daily project?!!

    1,046??! For EACH of the THREE different standard Tier 1 daily projects?

    Hmm. How many provisions does a mini game award you with then?

    Wait...250?! So...I have to do each mini game FOUR times per day?

    Oh...nope. Even a really good score on a mini game only awards about 200 of a single provision. Often you only get 50-150 from one game. To get the full 250 of each type I need to do each mini game at least twice, perhaps 3-4 times, in order to collect the 250 limit. And each single mini game takes 60 seconds to complete.

    Then I have to switch alt and do the exact same thing with another character. And then I have to switch alt again and get another 250 of each on a third character. And then again on a fourth. And then once more, for a total of needing to grind out 250x3 on five different alts in order to hit the required 1,046 for each daily project.

    So that's....hmm....five alts grinding roughly 9 mini game sessions each, once per day. So that's 45 plays of the mini games. Per day. Just to collect what I need to fill the provision box of the three standard Tier 1 daily projects.

    Forty five runs of the mini games. Every. Single Day. Just for daily T1 projects. Not even including increases in requirements for later tiers, or what will be required to fill up the upgrade projects once I hit the required milestone goals.

    So basically, all I'll now be doing in STO is playing these same three mini games. Forever. None of my characters will ever leave the Colony holding map again, except to earn Fleet Marks from queues. There just won't be any time, because all I'll be doing over and over are those same three mini games.

    Working as intended? Shall I kill myself now, or let the mini games do it for me? O.o
  • protoneousprotoneous Member Posts: 2,984 Arc User
    casbyness wrote: »
    I have a solo fleet. I got it to Tier 4 in the Starbase holding, and fully completed all the other smaller holdings. I *just* last week completed K-13, there's two days left until the final upgrade finishes and my fleet hit level 61.

    It took literally years for me to make this much progress on my own, using six alts.

    (...)

    Shall I kill myself now, or let the mini games do it for me? O.o

    A Tier 4 starbase with all other holding complete built solely by you? Wow. You, good sir, deserve a pat on the back. That is some incredible effort you put in there.

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