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Fleet Game Features

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I was thinking of some interesting fleet features we could propose to devs. What do you think?

1. Fleet can fight for control over starbases.
- We should allow fleets control over certain starbases. However, we would only allow fed to fight klingons over control. If the feds control it, the klingons cannot shop there and the reverse is true.
- Fleet gets to keep a % of all sales that goes through that starbase whether it is through the shops or exchange.
- Another fleet can declare war against that starbase and a fight for control would break out at a specific time, e.g. 72 hrs after a war is declared. That will give each fleet time to organize for battle.

2. Fleet can have their own rooms
- this can be on a starbase or planet
- only fleet members can enter
- in the room, there will be a bank and exchange terminal
- we could also set it to fleet with reputation of X points and above can buy a room for X million energy credits or something.
Post edited by baddmoonrizin on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I like it, it seems my fleet is kinda divided.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Instead of giving fleet's their own room in a starbase, fleets should have their own starbases, with a Fleet shipyard, equipment store NPC's, a bank therminal, a mail terminal, access to the Exchange and the ability to buy and train Bridge Officers. Also, Fleet leaders should be able to customize said starbase, choose where in their respective faction's space to put it, and players should be able to Transwarp there.

    However, I do NOT want to lose the ability to use the starbase I built and customized because of PvP that I don't want to participate in.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I am not in a fleet, but I still would think having a starbase would be a nice thing for them. Territory wars of any sort is stupid unless they limit the team sizes to numbers even smaller guilds can field, though. If unchecked, it ALWAYS will end in a "biggest guild wins" scenario, which is boring. I think a ladder based system like in Guild Wars would be a lot better way to introduce guild vs guild PvP.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Im fairly sure the devs have mentioned somewhere in the eons of time that Fleet starbases and yards was going to be in eventually. Means the fleets can build ships for members instead of forking out 20k creds :)

    Dont ask me for a source tho lol... may have been in one of the dev chats three wolf moons ago...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Im fairly sure the devs have mentioned somewhere in the eons of time that Fleet starbases and yards was going to be in eventually. Means the fleets can build ships for members instead of forking out 20k creds :)

    Dont ask me for a source tho lol... may have been in one of the dev chats three wolf moons ago...

    Yeah, I think there was a Q&A where they said fleet starbases would be added eventually.

    Personally, I'd just like it if fleets could create their own instance of fleet actions. We spent ages trying to get all of us into the same instance for the Crystalline Entity.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Fleet starbase is a must.

    i do like the idea of fighting for control star bases. - could be a couple of civillan star bases out in the neutral zone - a couple for fleet vs fleet, and a couple for straight up PvP. whoever wins controls it for their side for 10 min. - they would of course have to offer something more then the star bases that are already available....cards/3d chess/ orian dancing girls/ trbble races - odd ball stuff that you wouldn't normaly find on a fed/klink base.

    - also too for card mini games - we should be able to bet items too, not just energy credits

    also agree that fleets should be able to do their own instances - the game in general still has a few problems here and there putting team members in the same instance, though - should be done about the same way.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I'll add my Vote to this

    Looks like some good ideas there. I'm just not sure how many Cryptic would choose to implement.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    jx99 wrote: »
    I was thinking of some interesting fleet features we could propose to devs. What do you think?

    1. Fleet can fight for control over starbases.
    - We should allow fleets control over certain starbases. However, we would only allow fed to fight klingons over control. If the feds control it, the klingons cannot shop there and the reverse is true.
    - Fleet gets to keep a % of all sales that goes through that starbase whether it is through the shops or exchange.
    - Another fleet can declare war against that starbase and a fight for control would break out at a specific time, e.g. 72 hrs after a war is declared. That will give each fleet time to organize for battle.

    2. Fleet can have their own rooms
    - this can be on a starbase or planet
    - only fleet members can enter
    - in the room, there will be a bank and exchange terminal
    - we could also set it to fleet with reputation of X points and above can buy a room for X million energy credits or something.

    I like the idea of fleets being able to "design" their own starbase. Of course just because you form your own fleet doesnt mean you get a starbase right away........you can actually have fun with this idea. Smaller fleets can still have starbases but they would not be as large as say a large fleets starbase. Over time of course you can build onto your starbase but for starters lets say that the fleet can start off with only a transporter room, armory, and fleet admirals office. (fleet admirals office is for fleet members only) inside the fleet admirals office you will have fleet controls and customization options for starbase.....you can add on to the starbase with credits to purchase other options like shipyard, clubs, personel offices, requistions etc etc. inside fleet starbasees you would have NPC's of course walking around and tending shops. the fleet would get a percentage of the cut from sales within the starbase, say 10%. That would be like a rent charged to the NPC to do business there. Or if a player would like to open a shop, they would be welcome to with the fleet getting 10% cut of profits.

    To protect the starbase on the outside, the fleet would be able to drop minefields, turrents, NPC ships. The higher up your starbase level, the more protection you will recieve. Say start off with minefields and work your way up to NPC ships.

    As far as "raids" are concerned, Instead of raiding for control of starbase, you can operate this idea just like a fleet action in game. the two "waring" fleets would be able to enter a "holodeck" on either waring fleets starbase and depending on what option is selected having a ground or space battle. The wining fleet would have a rare drop collected by fleet admiral (leader) and then the scoring system just like fleet actions would drop an item level depending on points.

    this is just a few ideas i had on this subject. I hope the Dev's think that the above mention is doable because it would make the game...."interesting"

    -Michael"Cuban"Dawson@MikeD
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Another idea would be to allow a "fleet combat simulator" or somesuch, so that fleets could practice tactics etc, and just have some fun together on the fly. Make it so that those without a fleet can be invited in to the match so no one feels left out. Or make it an open system, that can also be used for fleet play and practice.
This discussion has been closed.