They produce new ships and gear that aren't available anywhere else, and the system will probably be expanded to include more things as time goes by, like a new mode of exploration.
Our very small fleet (Task Force 3) has started working on the base, and after a couple of days now it has hit us that these things are pointless.
They serve no purpose that I personally can fathom. There is nothing there that cannot be done at a regular Star Base or Space Dock.
Their only purpose seems to be to eat up "expertise" points, various items from the invetory and Zen.
Help me out here, what are they for again?
That is an easy one...They are for giving players something to do and strive for. Fleet members can work together toward a common goal and in turn create a more social atmosphere. I would rather hang out in a starbase that I helped create and customize then in one that I did not. Also as you earn fleet credits you can exchange them for upgrades and better gear.
Do you have any idea how many years it will take to get these items?
Honestly, the grind for even the basic tier upgrades is impossible for a small fleet.
I see no benefit.
My fleet is below the recommended size, all casual players and RPers, and we're halfway to T1. I'm willing to bet we can get to T3 in at least a couple of months. It's not as dire as you think.
The purpose is:
1) To give something that players can continuously work toward.
2) To provide a sink mechanism for Expertise, Dilithium, Commodities and DOFFs.
3) To provide an incentive for players to commit to the Fleet social structure.
4) To give developers an additional vector to expand the game.
I'm actually quite interested in how this will develop, with additional Holding types coming online in future Seasons. Imagine tying a revamp of the Exploration/Genesis system to a new outpost holding?
tier 1 can be done fast (you need to do 10 (militairy) missions, thats about 4 days.
How do you figure?
Each military mission takes 20 hours to complete. 20 hours * 10 missions = 200 hours. Even if you have an officer available to activate the mission at the end of the previous one, that still sets you back 8.3 days. Not 4.
Each military mission takes 20 hours to complete. 20 hours * 10 missions = 200 hours. Even if you have an officer available to activate the mission at the end of the previous one, that still sets you back 8.3 days. Not 4.
You can run 2 projects simultaneously (actually 3, but the third is of a different track). So you really only have 100 hours.
However, that only unlocks the ability to upgrade. You still need to "do" the project for a track upgrade, and then the project for the base upgrade. Each of those has a 20 hour completion period. So, to get a tier 1 starbase, you are looking at a minimum of 6 days
_____________________
Come join the 44th Fleet.
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How have people completed tier I already? My fleets pretty large, our needs are literally filled in minutes and we've been steady since launch and we are not there yet.
Our fleet is tiny, currently only 3 active as most have moved on, and we are adult players that have jobs and real life commitments so cannot play 24/7 like some do.
Oh well, it's a quiet place to spawn into the game, and we at least got rid of the blast shutters.
I just don't see how this advances the story line one little bit.
Our fleet is tiny, currently only 3 active as most have moved on, and we are adult players that have jobs and real life commitments so cannot play 24/7 like some do.
So're mine. And it's still easy, we have 2 1/2 years of resources to draw on. Getting half way to T1 hasn't really even dented our pool of resources yet, except for DOFFs.
Because really, what else are you going to spend it on?
Wait, I thought you could only run one project per track at a time??
You can have up to 3 active projects running. As far as I can tell, you can run 2 of them in the same track (ie 2 military or 2 science or 2 engineering). It won't let you run 3 at the same time.
Upgrade projects, however, can only be run one at a time.
_____________________
Come join the 44th Fleet.
startrek.44thfleet.com[SIGPIC][/SIGPIC]
I have to agree with a small fleet even smaller since a lot got upset with the grab for cash box's and went inactive....
There is virtually no way for a small fleet and by small I mean less than 3-5 active out of the 40 in fleet to grind the grind needed to get a star base...
It was designed as a resource sink to keep us all poor and it was designed to do that to large fleets.
Look at the price of a common DOFF security officer on the exchange 600K up from 12 k a month ago thats 5000% inflation in a month its a system designed to keep us all broke while a few exploit the system
God bless the free market and all who support the bull that goes with it
Anyone else find it strange that I can get a mailbox at a higher tier, or I can hit the mail icon.
Don't those do the same thing?
Anyways, I agree that there really isn't much that we can do that cannot be done at ESD, plus there are additional things like episode replay that can be done at SFA.
But, the bones for expansion are there, especially in terms of an exploration revamp, foundry integration, etc. etc.
Only time will tell if this is yet another almost abandoned new system added to the game, before gears are shifted to a different system.
I have to agree with a small fleet even smaller since a lot got upset with the grab for cash box's and went inactive....
There is virtually no way for a small fleet and by small I mean less than 3-5 active out of the 40 in fleet to grind the grind needed to get a star base...
It was designed as a resource sink to keep us all poor and it was designed to do that to large fleets.
Look at the price of a common DOFF security officer on the exchange 600K up from 12 k a month ago thats 5000% inflation in a month its a system designed to keep us all broke while a few exploit the system
God bless the free market and all who support the bull that goes with it
my small fleet whole heartily disagrees we are doing just fine and should be hitting t1 by wendsday with a shipyard and probably have the transwarp gate operational shortly afterwards
doffs are the only thing we are having issues with
my small fleet whole heartily disagrees we are doing just fine and should be hitting t1 by wendsday with a shipyard and probably have the transwarp gate operational shortly afterwards
doffs are the only thing we are having issues with
Stupid Doffs
I agree with Voriz.
While it might take us longer on some of the bigger projects because we are smaller, I have to say that a small fleet (like ours - 20 to 15ish) means that it's easier to feel like you were a part of making things happen.
my small fleet whole heartily disagrees we are doing just fine and should be hitting t1 by wendsday with a shipyard and probably have the transwarp gate operational shortly afterwards
doffs are the only thing we are having issues with
How small is your fleet, and just how, exactly are you this far along so soon?
How small is your fleet, and just how, exactly are you this far along so soon?
My fleet has about 5 or 6 active players. We're about that far along, although the lack of a reliable Exchange is causing us to run out of DOFFs. We have 2 1/2 years of resources on everything else to call upon, and this hasn't really made much of a dent so far, despite the complaints. Even fleet marks aren't much of a problem, since most of us are playing the new content anyway.
But then, if you don't want the ships, don't want the gear, and don't want to do the work to get them . . . I guess don't build a starbase, then? It's still optional.
Sure there are a couple of missions, but the ship store & Fleet Ship Module, have devalued Fleet Starbases. Cryptic had better roll out the next stage ASAP or they will flop (ie Exploration & colonies)
It feels very much like a Group Doff System, which is boring.
How small is your fleet, and just how, exactly are you this far along so soon?
10ish but only 5 are big contributors
i guess we had a decent stock pile form members doing the btran daily and i had a huge dili surplus form when i was grinding to get the gal-r and venture. it was not like we really prepared most of it is we had good EC surpluses from selling loot form STF runs so most things we do not have we can buy
Thing is, I'm not sure this is a bad thing. Sure, it's nice to have huge stockpiles of stuff, but without anything of value to spend it on, it's all worthless.
Fleets cooperating to get ultra-rare items is a good enough reason for me (though I agree about the fleet modules).
Comments
Honestly, the grind for even the basic tier upgrades is impossible for a small fleet.
I see no benefit.
My fleet is below the recommended size, all casual players and RPers, and we're halfway to T1. I'm willing to bet we can get to T3 in at least a couple of months. It's not as dire as you think.
Over the past few days my fleet has had 12 online... We are nearly half way through T1 Military and T1 Eng...
Nothing is impossible if you set your mind to it.
1) To give something that players can continuously work toward.
2) To provide a sink mechanism for Expertise, Dilithium, Commodities and DOFFs.
3) To provide an incentive for players to commit to the Fleet social structure.
4) To give developers an additional vector to expand the game.
I'm actually quite interested in how this will develop, with additional Holding types coming online in future Seasons. Imagine tying a revamp of the Exploration/Genesis system to a new outpost holding?
How do you figure?
Each military mission takes 20 hours to complete. 20 hours * 10 missions = 200 hours. Even if you have an officer available to activate the mission at the end of the previous one, that still sets you back 8.3 days. Not 4.
You can run 2 projects simultaneously (actually 3, but the third is of a different track). So you really only have 100 hours.
However, that only unlocks the ability to upgrade. You still need to "do" the project for a track upgrade, and then the project for the base upgrade. Each of those has a 20 hour completion period. So, to get a tier 1 starbase, you are looking at a minimum of 6 days
Come join the 44th Fleet.
startrek.44thfleet.com[SIGPIC][/SIGPIC]
and at this rate about a week is projected for t1
Oh well, it's a quiet place to spawn into the game, and we at least got rid of the blast shutters.
I just don't see how this advances the story line one little bit.
Oh, um, what story line?
So're mine. And it's still easy, we have 2 1/2 years of resources to draw on. Getting half way to T1 hasn't really even dented our pool of resources yet, except for DOFFs.
Because really, what else are you going to spend it on?
You can have up to 3 active projects running. As far as I can tell, you can run 2 of them in the same track (ie 2 military or 2 science or 2 engineering). It won't let you run 3 at the same time.
Upgrade projects, however, can only be run one at a time.
Come join the 44th Fleet.
startrek.44thfleet.com[SIGPIC][/SIGPIC]
^ This pretty much.
And a distraction from what PWE does.
There is virtually no way for a small fleet and by small I mean less than 3-5 active out of the 40 in fleet to grind the grind needed to get a star base...
It was designed as a resource sink to keep us all poor and it was designed to do that to large fleets.
Look at the price of a common DOFF security officer on the exchange 600K up from 12 k a month ago thats 5000% inflation in a month its a system designed to keep us all broke while a few exploit the system
God bless the free market and all who support the bull that goes with it
Don't those do the same thing?
Anyways, I agree that there really isn't much that we can do that cannot be done at ESD, plus there are additional things like episode replay that can be done at SFA.
But, the bones for expansion are there, especially in terms of an exploration revamp, foundry integration, etc. etc.
Only time will tell if this is yet another almost abandoned new system added to the game, before gears are shifted to a different system.
lol... punny
my small fleet whole heartily disagrees we are doing just fine and should be hitting t1 by wendsday with a shipyard and probably have the transwarp gate operational shortly afterwards
doffs are the only thing we are having issues with
No. At a terminal you can deal with attachment. With the interface by the minimap, it;s read and send only with no access to attachments.
Hope this helps
Stupid Doffs
I agree with Voriz.
While it might take us longer on some of the bigger projects because we are smaller, I have to say that a small fleet (like ours - 20 to 15ish) means that it's easier to feel like you were a part of making things happen.
How small is your fleet, and just how, exactly are you this far along so soon?
My fleet has about 5 or 6 active players. We're about that far along, although the lack of a reliable Exchange is causing us to run out of DOFFs. We have 2 1/2 years of resources on everything else to call upon, and this hasn't really made much of a dent so far, despite the complaints. Even fleet marks aren't much of a problem, since most of us are playing the new content anyway.
But then, if you don't want the ships, don't want the gear, and don't want to do the work to get them . . . I guess don't build a starbase, then? It's still optional.
Sure there are a couple of missions, but the ship store & Fleet Ship Module, have devalued Fleet Starbases. Cryptic had better roll out the next stage ASAP or they will flop (ie Exploration & colonies)
It feels very much like a Group Doff System, which is boring.
10ish but only 5 are big contributors
i guess we had a decent stock pile form members doing the btran daily and i had a huge dili surplus form when i was grinding to get the gal-r and venture. it was not like we really prepared most of it is we had good EC surpluses from selling loot form STF runs so most things we do not have we can buy
Thing is, I'm not sure this is a bad thing. Sure, it's nice to have huge stockpiles of stuff, but without anything of value to spend it on, it's all worthless.
Fleets cooperating to get ultra-rare items is a good enough reason for me (though I agree about the fleet modules).