I think the problem is "How would everyone get their stuff back?" cause that seems to me like it would the problem.
I think most people only really want to cancel the run-of-the-mill Special Projects. When it comes to those getting your stuff back isn't much of an issue because, well, they don't reward anything of worth. 5 xp per category is basically nothing (typical projects reward 1000xp). The only reason to run these is for the Fleet Credits.
The real problem is that Special Projects are designed to be done in addition to the standard ones. Their limiting factor is the Fleet Marks. If they can be cancelled people will just start them, do the easy stuff, cancel and keep the Fleet Credits. I believe Cryptic is trying to keep a limit on the amount of Fleet Credits that can be easily attained, and being able to cancel special projects would completely undermine that.
What I generally see as the problem here is that you have these not so special "Special Projects" and you also have limited time Special Projects that give you stuff like the open windows and plants in your Starbase. These two types of projects share a queue spot. If a smaller fleet queues one (or two) of the standard (not very) Special Projects they might not be able to clear it before a limited time project runs out since the standard ones take six hundred Fleet Marks (the projects that actually give you XP rewards only require 180).
So the solution is simple: The limited time projects should have their own slot and should be able to be run concurrently with the typical "Special Projects".
I think most people only really want to cancel the run-of-the-mill Special Projects. When it comes to those getting your stuff back isn't much of an issue because, well, they don't reward anything of worth. 5 xp per category is basically nothing (typical projects reward 1000xp). The only reason to run these is for the Fleet Credits.
I think you're missing his point: if you could cancel a project, *any* project, then whatever people contributed is lost forever (DOFs, dilithium, rare samples, etc). Even those special projects you mention cost 200,000 dilithium each!
An 'easy' solution would be to give people their contributed stuff back. But what if they already spent their fleet credits?! In other words, canceling a project is not really a viable option. Being able to move a project out of the Active queue, however, would be a welcome addition (if only in the form of a toggle, to switch current and next project, when you really need/want to do a time-limited special project first).
For my fleet it is those blasted operational assets projects. 30 Energy Weapons Officers and 30 Sensor Officers is a ridiculous requirement. Currently stuck with no projects running because someone decided to run all 3 types of operational assets projects.
I think you're missing his point: if you could cancel a project, *any* project, then whatever people contributed is lost forever (DOFs, dilithium, rare samples, etc). Even those special projects you mention cost 200,000 dilithium each!
No, you're missing the point; even if you complete a special project you don't get anything of value for them being finished.
Special Projects (the main thing looking to be cancelled) only exist so you can spend on them and get the Fleet Credits. They don't further your goals because all they give is five XP per category, meaning they're worth 1.5% of what a standard project is and yet cost 333% more Fleet Marks.
Mainly people want to cancel them for two reasons: [1] Because they're a pain to finish (due to the amount of Fleet Marks involved) and they take up the same spot as the time sensitive projects which they're worried about missing, and [2] because were that possible they could simply spend on cheaper portions of the project, get the Fleet Credits, avoid the Fleet Marks entirely, cancel and repeat.
[1] Is addressed by separating the limited time projects into their own category.
[2] Is looking for an exploit and shouldn't be solved.
I think you're missing his point: if you could cancel a project, *any* project, then whatever people contributed is lost forever (DOFs, dilithium, rare samples, etc). Even those special projects you mention cost 200,000 dilithium each!
There are special projects which we can do any time and then there are limited time projects which cost 200k that have a cosmetic effect.
if they change it, the only thing we would need to cancel is the special projects (as they dont matter at all). they should not let us cancel limited time projects as that would be a risk and then people would lose out big time and they should not let us cancel normal projects either.
I'd like to be able to cancel a project to. I first picked up the special project to have blast windows in the starbase , however not willing to spend 200,000 dilithium on this so I'd love to end this and move to sonthing differrant
Here's an idea: Make each special project require donating fleet credits into the project to cancel it. This would usually require all members (Or if need be, just one person) to donate far more credits than they would have obtained for completing the project.
In other words, if one single person filled out everything to start and complete the project and obtained 150,000 fleet credits for completing it, they would need 180,000 fleet credits to cancel it.
"My frozen dairy-based confectionery attracts all the males of the species to the facilities. They all agree on it's superiority. Indeed, it is superior to yours. I could teach you the finer details but that would require monetary recompense on your part." -The Milkshake Song: Vulcan Edition
[SIGPIC][/SIGPIC]
I didn't expect to get this many responses (especially since I was a dunce and didn't see if there was any similar post on this idea), but I'm glad that I'm not the only one that feels this way.
@ Brandon, thanks for passing this along. Should be addressed either way.
I like happyhappyj0yj0y's suggestion of the limited time projects being seperate; maybe put them on the upgrade track (that I believe is only used when starbases reach the next tier? I'm not sure)?
@cusashorn, I like your idea. I think it would be a fitting requirement, as the purpose of the special projects is to generate fleet credits in the first place.
While we're on the subject, with regard to cancelling the 'departmental' projects (which I don't want to do), what about the idea of the contributions going into a 'time-lock safe' as it were, so that they could only be available for filling in the replacement project? That way, the contributions are still made, no one gets cheated and the next project is more or less at the same point as the cancelled project.
Here's an idea: Make each special project require donating fleet credits into the project to cancel it. This would usually require all members (Or if need be, just one person) to donate far more credits than they would have obtained for completing the project.
In other words, if one single person filled out everything to start and complete the project and obtained 150,000 fleet credits for completing it, they would need 180,000 fleet credits to cancel it.
Realistically, this is probably the only way that is likely to be implemented.
If cancelled, a project must return the FCs (or as above, burn different ones), otherwise people would slot projects, fill the data sample/commodities sections, then cancel.
This as well as the naming of the starbase and where the fleet can put it are things that are obvious and should have been a given when creating this for the game!
I am really surprised that not one dev brought these obvious points up in the many meetings that they had regarding the starbases.
Is it just incompetence, or are the devs so out of touch with what an mmo requires?
I think the problem is "How would everyone get their stuff back?" cause that seems to me like it would the problem.
I think an even more important thing to consider would be cancelling active personal projects, I have two projects now that I have accidentally qued, for items I dont want since I already have them (maco shield array xii) and an item I dont want because I meant to pick the XII version.
Admittedly, I am also vexed that I have an elite scorpion quesd that I dont want, but I conciously qued it before getting a Wells and not needing it anymore. I will gladly pay the resources for it, because it wasnt an "oh TRIBBLE wrong button, finger twitch" accident.
Comments
Cheers,
Brandon =/\=
I think most people only really want to cancel the run-of-the-mill Special Projects. When it comes to those getting your stuff back isn't much of an issue because, well, they don't reward anything of worth. 5 xp per category is basically nothing (typical projects reward 1000xp). The only reason to run these is for the Fleet Credits.
The real problem is that Special Projects are designed to be done in addition to the standard ones. Their limiting factor is the Fleet Marks. If they can be cancelled people will just start them, do the easy stuff, cancel and keep the Fleet Credits. I believe Cryptic is trying to keep a limit on the amount of Fleet Credits that can be easily attained, and being able to cancel special projects would completely undermine that.
What I generally see as the problem here is that you have these not so special "Special Projects" and you also have limited time Special Projects that give you stuff like the open windows and plants in your Starbase. These two types of projects share a queue spot. If a smaller fleet queues one (or two) of the standard (not very) Special Projects they might not be able to clear it before a limited time project runs out since the standard ones take six hundred Fleet Marks (the projects that actually give you XP rewards only require 180).
So the solution is simple: The limited time projects should have their own slot and should be able to be run concurrently with the typical "Special Projects".
I think you're missing his point: if you could cancel a project, *any* project, then whatever people contributed is lost forever (DOFs, dilithium, rare samples, etc). Even those special projects you mention cost 200,000 dilithium each!
An 'easy' solution would be to give people their contributed stuff back. But what if they already spent their fleet credits?! In other words, canceling a project is not really a viable option. Being able to move a project out of the Active queue, however, would be a welcome addition (if only in the form of a toggle, to switch current and next project, when you really need/want to do a time-limited special project first).
No, you're missing the point; even if you complete a special project you don't get anything of value for them being finished.
Special Projects (the main thing looking to be cancelled) only exist so you can spend on them and get the Fleet Credits. They don't further your goals because all they give is five XP per category, meaning they're worth 1.5% of what a standard project is and yet cost 333% more Fleet Marks.
Mainly people want to cancel them for two reasons: [1] Because they're a pain to finish (due to the amount of Fleet Marks involved) and they take up the same spot as the time sensitive projects which they're worried about missing, and [2] because were that possible they could simply spend on cheaper portions of the project, get the Fleet Credits, avoid the Fleet Marks entirely, cancel and repeat.
[1] Is addressed by separating the limited time projects into their own category.
[2] Is looking for an exploit and shouldn't be solved.
There are special projects which we can do any time and then there are limited time projects which cost 200k that have a cosmetic effect.
if they change it, the only thing we would need to cancel is the special projects (as they dont matter at all). they should not let us cancel limited time projects as that would be a risk and then people would lose out big time and they should not let us cancel normal projects either.
In other words, if one single person filled out everything to start and complete the project and obtained 150,000 fleet credits for completing it, they would need 180,000 fleet credits to cancel it.
-The Milkshake Song: Vulcan Edition
[SIGPIC][/SIGPIC]
@ Brandon, thanks for passing this along. Should be addressed either way.
I like happyhappyj0yj0y's suggestion of the limited time projects being seperate; maybe put them on the upgrade track (that I believe is only used when starbases reach the next tier? I'm not sure)?
@cusashorn, I like your idea. I think it would be a fitting requirement, as the purpose of the special projects is to generate fleet credits in the first place.
While we're on the subject, with regard to cancelling the 'departmental' projects (which I don't want to do), what about the idea of the contributions going into a 'time-lock safe' as it were, so that they could only be available for filling in the replacement project? That way, the contributions are still made, no one gets cheated and the next project is more or less at the same point as the cancelled project.
If cancelled, a project must return the FCs (or as above, burn different ones), otherwise people would slot projects, fill the data sample/commodities sections, then cancel.
I am really surprised that not one dev brought these obvious points up in the many meetings that they had regarding the starbases.
Is it just incompetence, or are the devs so out of touch with what an mmo requires?
I am going to speculate that it is both sadly....
I think an even more important thing to consider would be cancelling active personal projects, I have two projects now that I have accidentally qued, for items I dont want since I already have them (maco shield array xii) and an item I dont want because I meant to pick the XII version.
Admittedly, I am also vexed that I have an elite scorpion quesd that I dont want, but I conciously qued it before getting a Wells and not needing it anymore. I will gladly pay the resources for it, because it wasnt an "oh TRIBBLE wrong button, finger twitch" accident.
I feel scammed by Cryptic.