What is with this if anything we need less of this.They even said it wasn't what they wanted it to be but now it's part of the start of the game too?How does that make any since?
What is with this if anything we need less of this.They even said it wasn't what they wanted it to be but now it's part of the start of the game too?How does that make any since?
I like aid missions. They're fast and make running the exploration dailies take less time. Gimme!
What is with this if anything we need less of this.They even said it wasn't what they wanted it to be but now it's part of the start of the game too?How does that make any since?
You can now do buy low for supplies needed for colonies
or
Craft your own on a ship
The culture now grants a gift for your aid (normally green or better).
Now that the junk they need is available in the replicator, I can get the tingly feeling of actually acting like a Starfleet captain and helping out (hopefully in more detail later) without having to slog back and forth to Starbase (and, storywise, divert from other important missions my ship may be assigned) or carry around oodles of possibly-worthless trade gear. The way it's set up - making the prices much higher in the replicator than direct sale - means the mission can be done on-site at a significant expense of energy, which makes sense replicating enough supplies to distribute across a world. Or if you do prepare in advance or slog to the Starbase, the price vs. reward is such that you should turn at least a mediocre profit on it.
oh, I read that you didn't, and since i've never had a single one in the B'tran cluster I assumed it was right.
The randomness of them seems to be very... stringy.
Now, what definitely doesn't appear right now are Aid missions in Delta Volanis that an Admiral can use to complete Needs of the Many. One of my fleetmates ran a very long, very frustrating test and also found the workaround of getting a lowbie to hunt down a mission and then joining on to that one. The missions appear to be level-banded and locationally linked, so there are some level and location combinations where no valid aid missions exist.
So instead of warping back out now you gamble for credits in order to get an item.
they should be called "Space casino" missions really...
Not really. If you buy on the low end you can profit or at least not lose much from almost any level-appropriate green. Via replicator, I'm not certain that even big greens - engines, shields, deflectors - can break even. As with combat, of course, there's the chance it might be a really useful or in-demand drop, but I wouldn't expect people to seek out Aid missions to gamble on those chances (at least not sanely).
I don't like these missions, and warp out of the system every time I get one. I'm a starship captain not the manager of a welfare office.
Agreed. If Cryptic won't get rid of these missions I would like to see them changed so that I have an option to NUKE THE PLANET from orbit. Now THAT I would pay EC for.
They round out your duties as established in Star Trek since TOS.
Having a starship is not just about blowing things up.
And I think that the fixes have done the job.
I'd like to see more scope for these missions - interference by enemies, beaming down etc.
Much more could be done. But for the moment they add a texture that is missing from most games.
I like them now and with a just a little prep work they can be cheap and esay to do. Every vendor can tell you what each starcluster needs. usually only 3 different items. So you really only have to carry three. They stack to 50 in your inventory so not a lot of space used. Last if you scroll over the commodity you can find out where to get it cheapest. Starbase is not always the answer. For example in Hromi cluster they want shield generators, industrial energy cells, and sady memory lapses here (sorry). Shield gens are the export of sol spaced dock so get them there. Vulcan will get you the industrial cells at half the price of spacedock, and andoria will get you the other one. I have turned a 10k credit profit in on go around.
I also agree they are canon Starfleet captains have always been about helping out those they can.
you don't get these missions in the B'tran cluster, though, so how does it give credit towards the daily ?
Yes you do.....I have done 4 of them, got decent loot for doing them also. Unless you mean the "Outreach" thing, which I'd bet you can just pop into whatever explore zone that corresponds with that particular outreach and hop signal contacts till you get a A2P to pop
Yes you do.....I have done 4 of them, got decent loot for doing them also. Unless you mean the "Outreach" thing, which I'd bet you can just pop into whatever explore zone that corresponds with that particular outreach and hop signal contacts till you get a A2P to pop
If you're overlevel for the zone that doesn't necessarily work, because of how the missions are level-assigned in the clusters.
Comments
I like aid missions. They're fast and make running the exploration dailies take less time. Gimme!
You can now do buy low for supplies needed for colonies
or
Craft your own on a ship
The culture now grants a gift for your aid (normally green or better).
Green =Uncommon better= Blue or Purple.
Loot.
they have changed it, go to the replicator and you can buy the bits and pieces you need, or buy them from a starbase at a cheaper rate if you want
you get cool items for doing them now. the loot has little tinge of colour in them, either green, blue or purple (purple being the best)
i teamed with someone yesterday, he completed the mission and i got a green shield worth 23'000 credits for doing nothing.
ive had blue items before. they are now quick and well worth doing them
you don't get these missions in the B'tran cluster, though, so how does it give credit towards the daily ?
I have. Bloody expensive to do from the replicator, too.
oh, I read that you didn't, and since i've never had a single one in the B'tran cluster I assumed it was right.
The randomness of them seems to be very... stringy.
Now, what definitely doesn't appear right now are Aid missions in Delta Volanis that an Admiral can use to complete Needs of the Many. One of my fleetmates ran a very long, very frustrating test and also found the workaround of getting a lowbie to hunt down a mission and then joining on to that one. The missions appear to be level-banded and locationally linked, so there are some level and location combinations where no valid aid missions exist.
they should be called "Space casino" missions really...
Not really. If you buy on the low end you can profit or at least not lose much from almost any level-appropriate green. Via replicator, I'm not certain that even big greens - engines, shields, deflectors - can break even. As with combat, of course, there's the chance it might be a really useful or in-demand drop, but I wouldn't expect people to seek out Aid missions to gamble on those chances (at least not sanely).
Agreed. If Cryptic won't get rid of these missions I would like to see them changed so that I have an option to NUKE THE PLANET from orbit. Now THAT I would pay EC for.
They round out your duties as established in Star Trek since TOS.
Having a starship is not just about blowing things up.
And I think that the fixes have done the job.
I'd like to see more scope for these missions - interference by enemies, beaming down etc.
Much more could be done. But for the moment they add a texture that is missing from most games.
Kirk didn't get his wallet out to pay for their stuff though.
Agreed, there should be more than pew-pew in STO but aid the planet should have been solved in a better way than just buying things.
I also agree they are canon Starfleet captains have always been about helping out those they can.
Energy Credits aren't really money.
Not like Latinum.
Yes you do.....I have done 4 of them, got decent loot for doing them also. Unless you mean the "Outreach" thing, which I'd bet you can just pop into whatever explore zone that corresponds with that particular outreach and hop signal contacts till you get a A2P to pop
If you're overlevel for the zone that doesn't necessarily work, because of how the missions are level-assigned in the clusters.