Be quick, though ? when a special project becomes available, it will only be available for a limited time.
You also need to be quick because, despite feedback received on Tribble, no system was put in place to limit donations, meaning if you are offline when a project starts you are out of luck. Here is my suggestion to fix this problem which never should have existed in the first place:
You also need to be quick because, despite feedback received on Tribble, no system was put in place to limit donations, meaning if you are offline when a project starts you are out of luck.
This.
The system is not really ideal and is allready causing grief within the Fleet i am in.
You also need to be quick because, despite feedback received on Tribble, no system was put in place to limit donations, meaning if you are offline when a project starts you are out of luck.
Agreed.
You have a 30 second window to donate resources or you have to wait for the next project. Place a cap on the the maximum credit you can acquire in 24hours, and halve the project time to balance. Maybe some individual projects for 1 member of the fleet to be able to collect some fleet credits.
You also need to be quick because, despite feedback received on Tribble, no system was put in place to limit donations, meaning if you are offline when a project starts you are out of luck.
Or you can be on a fleet of two people like me and try to come up with 30 white refugees by yourself.
You are either in a huge fleet or a small fleet. Both have pros and cons. Double edged sword and all that.
And put limit on donations , how can small fleet work with that ?
Yes, put a cap which can be decided. And it will be yelling, its too big, its too small.
Nah, the system what is on is ok. Special projects are ok for that . Run colonist missions, doesnt requite much. It doesnt interfere with need for Main projects, its ideal mission to run around and arounnd .)
... but the amazing materials of the 25th century ? like transparent aluminum ? make it possible to build a structure that can withstand the pressures of space (and even combat) while providing a scintillating view of the universe.
Does this mean they have reached the point where they can now corrugate transparent aluminum?
Don't say I have to worry about all that gas floating around in space as well now?
Well I would assume "pressures" means more along the lines of the effects of temperature on materials, the transitions from hot to cold to hot places materials under certain stresses, even in space. That or he means space barnacles.
That is a great suggestion though. They could add a list of completed projects to the Fleet UI, so you can see what has been completed (if you've been away for a while or are curious). More or less like the one the DOFF UI has - although I would like a flagg be also added to the featured project advert on the left of the fleet UI.
Sadly these special projects will not be much of a focus for my 2 player fleet. Not only is 200k Dilithium extremely expensive, but thinking about, "Ok 200k Dilithium we don't have that much but what we do have we can do many many main projects in military, science, or engineering."
So for critically small fleets [less than 5] those purely eye candy projects are out of our ability even to think about doing. mostly because we could do this one project to 20 other projects and finishing whole tier sections. thus unlocking functionality over opening some windows up.
For larger fleets 25+ or so in size these projects are super easy because the dilithium cost is spread around very nicely.
I know they wont ever include some sort of scaling systems to the number of accounts to a fleet. However they may in 2 or 3 years take mercy on the very few of us who haven't opened up the windows yet and give it to us at a reduced cost.
These eye candy rotating projects are cool but for myself and my other fleet member. they are far far too costly for what little they actually do.
Getting feedback does not guarentee anything will change, no matter how much we wish it could be guarenteed. I'm not saying it won't change, but there's not a 100% chance.
Much like P2W. Virtually all feedback was negative, but in the end, orders were orders and they had to put it in.
Was named Trek17.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
Well I would assume "pressures" means more along the lines of the effects of temperature on materials, the transitions from hot to cold to hot places materials under certain stresses, even in space. That or he means space barnacles.
No, atmospheric pressure is a consideration, too. Pressure is never the direct concern, pressure differential is. If the pressure is equal inside and out, even if that pressure is very very great, the skin can be made of tinfoil and it'll be fine. But if the interior pressure is higher or lower than the exterior pressure, the skin has to withstand that pressure differential.
A spacecraft or station with an internal pressure of 1 atmosphere has to withstand the same pressure differential as a vacuum depressurized vessel at sea level, just focused in the opposite direction. That changes how the force is applied and how the structure has to bear it, but not the amount of force.
Real world spacecraft get around the problem by having a much lower pressure than 1 atmosphere, but the differential is still bigger than an airplane with a pressurized cabin, and those can already blow out damaged windows just from pressure differential.
So for critically small fleets [less than 5] those purely eye candy projects are out of our ability even to think about doing. mostly because we could do this one project to 20 other projects and finishing whole tier sections. thus unlocking functionality over opening some windows up.
Well a 2 person fleet I'm in has it done in our KDF and Fed starbase. It all depends on how long you have been saving up and acquiring goodies.
I'm a bit sick of people complaining about very short term issues or about their bad fleet leadership. The current way things work is good, the ability to forbid contribution is stupid enough, it's, yes, let's dare saying it's facist enough in a game, since I don't want to see someone else blocking my game without any reason if he wants to do that, but don't worry : your ressources will deplete. You'll run out of commodities, credits, etc, and then everyone will start complaining about this.
I'm a bit sick of people complaining about very short term issues or about their bad fleet leadership.
Its not bad fleet leadership, its bad system design. You can have the greatest leadership in the world, but without any way to actually *regulate* the policies in place they are pointless. That said, if you are sick of reading complaints you can stop any time you like.
The.Grand.Nagus
[SIGPIC][/SIGPIC]
Join Date: Oct 2008
Location: NPW Forums
Its not bad fleet leadership, its bad system design. You can have the greatest leadership in the world, but without any way to actually *regulate* the policies in place they are pointless. That said, if you are sick of reading complaints you can stop any time you like.
Maybe a good stop-gap is to use one of your fleet ranks as a way to stop the obsessive-compulsive donators. Say you have 5 guys who live on the top of the leaderboards and have the project timer as their alarm clock. Rename one of your fleet ranks to something unique and assign the over-givers to it. Give them the same permissions as their standard rank but uncheck the box that allows them to donate to fleet projects. Once the leaderboard balances back out, give the O/C back their donation rights.
Could we see special projects that would allow a fleet to change the exterior appearance of their starbase to one of the canon bases? K-7, Regula, etc?
Could we see special projects that would allow a fleet to change the exterior appearance of their starbase to one of the canon bases? K-7, Regula, etc?
Well, as you go up in Starbase Tiers the appearance of your starbase changes. If I remember right a T5 looks remarkably similar to ESD
The fleet leaders can determine what the cap is. If it is a small fleet then they can set a very large cap, or none at all.
So then a fleet leader could impose a cap until he logs on, remove the cap so he can donate a lot, then put cap back on. Nothing is solved this way. The answer to the problem of donation hogs is to leave their fleet. Let them be head of nothing. If it is not the leader doing the hogging, then demote the ofender to a rank that can't donate. The current systemm works. Just find or create a fleet that has fair players.
I would never belong to a fleet with players that selfishly shut me out of the benefits. No fleet name is so elite that it is worth enduring selfish and rude activity.
So then a fleet leader could impose a cap until he logs on, remove the cap so he can donate a lot, then put cap back on. Nothing is solved this way. The answer to the problem of donation hogs is to leave their fleet.
You just solved your own hypothetical problem. No one would stay in a fleet with the leader doing that, so that is a nonsense example. However a controllable cap would allow fleet leaders to to prevent any one member from "hogging" the donations. That said, here is my proposed solution, which does not involve any cap:
You also need to be quick because,despite feedback received on Tribble, no system was put in place to limit donations, meaning if you are offline when a project starts you are out of luck. Here is my suggestion to fix this problem which never should have existed in the first place:
Comments
You also need to be quick because, despite feedback received on Tribble, no system was put in place to limit donations, meaning if you are offline when a project starts you are out of luck. Here is my suggestion to fix this problem which never should have existed in the first place:
http://sto-forum.perfectworld.com/showthread.php?t=315521
The.Grand.Nagus
[SIGPIC][/SIGPIC]
Join Date: Oct 2008
Location: NPW Forums
This.
The system is not really ideal and is allready causing grief within the Fleet i am in.
Agreed.
You have a 30 second window to donate resources or you have to wait for the next project. Place a cap on the the maximum credit you can acquire in 24hours, and halve the project time to balance. Maybe some individual projects for 1 member of the fleet to be able to collect some fleet credits.
Oh yes, and how many atmospheres of pressure is that then?
Don't say I have to worry about all that gas floating around in space as well now?
Or you can be on a fleet of two people like me and try to come up with 30 white refugees by yourself.
You are either in a huge fleet or a small fleet. Both have pros and cons. Double edged sword and all that.
Yes, put a cap which can be decided. And it will be yelling, its too big, its too small.
Nah, the system what is on is ok. Special projects are ok for that . Run colonist missions, doesnt requite much. It doesnt interfere with need for Main projects, its ideal mission to run around and arounnd .)
Does this mean they have reached the point where they can now corrugate transparent aluminum?
The fleet leaders can determine what the cap is. If it is a small fleet then they can set a very large cap, or none at all.
The.Grand.Nagus
[SIGPIC][/SIGPIC]
Join Date: Oct 2008
Location: NPW Forums
Well I would assume "pressures" means more along the lines of the effects of temperature on materials, the transitions from hot to cold to hot places materials under certain stresses, even in space. That or he means space barnacles.
Is there some way to tell if your fleet has done this project or not? Other than the cosmetic differences if you don't know where to look?
Or how do you know if your fleet has even unlocked the ability to use that assignment?
That's the easy part.
If you get onto a Starbase, step into the main area, and can see into space, it's done.
Otherwise, I don't think there's a way to know without going.
So for critically small fleets [less than 5] those purely eye candy projects are out of our ability even to think about doing. mostly because we could do this one project to 20 other projects and finishing whole tier sections. thus unlocking functionality over opening some windows up.
For larger fleets 25+ or so in size these projects are super easy because the dilithium cost is spread around very nicely.
I know they wont ever include some sort of scaling systems to the number of accounts to a fleet. However they may in 2 or 3 years take mercy on the very few of us who haven't opened up the windows yet and give it to us at a reduced cost.
These eye candy rotating projects are cool but for myself and my other fleet member. they are far far too costly for what little they actually do.
Much like P2W. Virtually all feedback was negative, but in the end, orders were orders and they had to put it in.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
No, atmospheric pressure is a consideration, too. Pressure is never the direct concern, pressure differential is. If the pressure is equal inside and out, even if that pressure is very very great, the skin can be made of tinfoil and it'll be fine. But if the interior pressure is higher or lower than the exterior pressure, the skin has to withstand that pressure differential.
A spacecraft or station with an internal pressure of 1 atmosphere has to withstand the same pressure differential as a vacuum depressurized vessel at sea level, just focused in the opposite direction. That changes how the force is applied and how the structure has to bear it, but not the amount of force.
Real world spacecraft get around the problem by having a much lower pressure than 1 atmosphere, but the differential is still bigger than an airplane with a pressurized cabin, and those can already blow out damaged windows just from pressure differential.
Well a 2 person fleet I'm in has it done in our KDF and Fed starbase. It all depends on how long you have been saving up and acquiring goodies.
That was kind of the point of my post.
The.Grand.Nagus
[SIGPIC][/SIGPIC]
Join Date: Oct 2008
Location: NPW Forums
God, lvl 60 CW. 17k.
Its not bad fleet leadership, its bad system design. You can have the greatest leadership in the world, but without any way to actually *regulate* the policies in place they are pointless. That said, if you are sick of reading complaints you can stop any time you like.
The.Grand.Nagus
[SIGPIC][/SIGPIC]
Join Date: Oct 2008
Location: NPW Forums
Maybe a good stop-gap is to use one of your fleet ranks as a way to stop the obsessive-compulsive donators. Say you have 5 guys who live on the top of the leaderboards and have the project timer as their alarm clock. Rename one of your fleet ranks to something unique and assign the over-givers to it. Give them the same permissions as their standard rank but uncheck the box that allows them to donate to fleet projects. Once the leaderboard balances back out, give the O/C back their donation rights.
Problem solved...temporarily, at least.
Could we see special projects that would allow a fleet to change the exterior appearance of their starbase to one of the canon bases? K-7, Regula, etc?
Well, as you go up in Starbase Tiers the appearance of your starbase changes. If I remember right a T5 looks remarkably similar to ESD
I'm sure things will cost a ton more as you gain Tiers giving more people a chance to donate... just be patient
So then a fleet leader could impose a cap until he logs on, remove the cap so he can donate a lot, then put cap back on. Nothing is solved this way. The answer to the problem of donation hogs is to leave their fleet. Let them be head of nothing. If it is not the leader doing the hogging, then demote the ofender to a rank that can't donate. The current systemm works. Just find or create a fleet that has fair players.
I would never belong to a fleet with players that selfishly shut me out of the benefits. No fleet name is so elite that it is worth enduring selfish and rude activity.
You just solved your own hypothetical problem. No one would stay in a fleet with the leader doing that, so that is a nonsense example. However a controllable cap would allow fleet leaders to to prevent any one member from "hogging" the donations. That said, here is my proposed solution, which does not involve any cap:
http://sto-forum.perfectworld.com/showthread.php?t=315521
The.Grand.Nagus
[SIGPIC][/SIGPIC]
Join Date: Oct 2008
Location: NPW Forums
That's just how I read it anyway.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
You must have missed my post when I told them as usual they will ignore our feedback anyways...
***Disenchanted***
Real Join Date: Monday, 17 May 2010