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xcom43xcom43 Member Posts: 723 Arc User
We need a added Option to the Starbase Projects.

We need a Remove Option for the Projects.
The fear of death follows from the fear of life. A man who lives fully is prepared to die at any time.
Post edited by xcom43 on

Comments

  • l0cutus359l0cutus359 Member Posts: 0 Arc User
    edited August 2012
    xcom43 wrote: »
    We need a added Option to the Starbase Projects.

    We need a Remove Option for the Projects.

    Yes, I agree!

    Please!
    Locutus

    Delirium Tremens
    Tier 4 Starbase, Tier 3 Embassy
    http://dtfleet.com/
  • sollvaxsollvax Member Posts: 4 Arc User
    edited August 2012
    would be abused
    Badly
    Live long and Prosper
  • syberghostsyberghost Member Posts: 1,711 Arc User
    edited August 2012
    sollvax wrote: »
    would be abused
    Badly

    How? As long as it didn't return the materials, the only abuse it could be used for is griefing, and a fleet leader can grief his members a dozen different ways. In fact, it'd be far more effective to let the missions finish and banish the members, thereby gaining from their loss of materials, than by removing a mission in progress.
    Former moderator of these forums. Lifetime sub since before launch. Been here since before public betas. Foundry author of "Franklin Drake Must Die".
  • sollvaxsollvax Member Posts: 4 Arc User
    edited August 2012
    ok simple terms

    Assume player "Captain Curve" happens to be number two in his fleet
    he has manage permissions

    Now he is short of fleet credits to buy that last precious fleet ship
    its early morning
    no one is about

    So he cancels the project in the bottom slot (that he can't contribute to because all he has is 140,000 expertise)

    starts another
    fills the expertise
    Cancels

    repeats this until he can buy the ship

    buys the ship
    puts the original project back

    See what i mean??

    Or Example two player "slicer" holding leader rank in a joint leader fleet decides he does not WANT the fleet to have that tactical officer
    so he waits til the timers running then ABORTS it
    Live long and Prosper
  • levi3levi3 Member Posts: 1,663 Arc User
    edited August 2012
    There should be only 2 ways or this will be abused to rack up enormous fleet credits:

    A) the project can be cancelled if there has been no contributions

    b) the project pending can be removed - not just changed to a different project as it is now

    I have to agree with what sollvax indicated - I have 5 million+ exp points - I could do just the Xp donation 500 times - then turn that around at tier 2 and use those fleet credits to buy green doffs or commons and sell them - endlessly
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited August 2012
    I see Sollvax's point.

    But, again, as long as the resources aren't returned and the project hasn't completed yet can it be that bad?

    You'll still expend valuable resources to accumulate Fleet Credits. You still wouldn't lose any Fleet Credits you'd already gained.

    Yes, Fleet leaders could misbehave badly. But there's not much stopping them from doing that now.

    Speaking as a Fleet leader, I want to be able to delegate project selection in case I'm not available to keep things moving along. On the other hand, I'd also like to be able to undo a bad decision.

    Say somebody in my fleet had queued up the Tribble project. We would have been stuck with it and not able to do any more special projects until it completed.

    I wish we had the ability to put a project on Hold. That is, not to cancel it completely and lose the resources put into it, but to clear the way to do something else and then come back to it later on.
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
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  • carmenaracarmenara Member Posts: 0 Arc User
    edited August 2012
    bluegeek wrote: »
    Speaking as a Fleet leader, I want to be able to delegate project selection in case I'm not available to keep things moving along. On the other hand, I'd also like to be able to undo a bad decision.

    I have run 2 starbases purely by delegation now, one Fed and one KDF.

    The key is to train up deputies by teaching them basic 'market analysis' and project management skills, so that they can make their own decisions wisely, or know to contact me out of game before making a possibly controversial choice.

    I have two ranks in the Fed fleet dedicated to starbase construction and nothing else:-

    "Profit and Acquisition" deals with prepositioning / acquiring resources and instructing new players how to manipulate the Exchange to obtain stuff. They are chief financiers able to predict market trends and run "FCA liquidation" ops to decrease the price of key resources temporarily, or post buy/sell orders to pilots based on market trends and project reqs.

    There are about 4 "FCA liquidators" in the fleet and are activated on a basis of necessity.

    "Strategic Services" are the trusted few whose main job is to monitor and assign SB projects in their stead.

    There are at any time only 1-2 strategic operations officers in the fleet, giving redundancy but not allowing too many chefs to spoil the broth.

    That said it should be no biggie for any fleet to delegate project management so long as those granted access take it seriously and are not the sort to fall for Ferengi marketing tricks.

    Stable managers who know long term planning do very well as project overseers. Those who have a short attention span and are spontaneous do better as part of trading teams. So there is a role for everyone to play :) Just like a typical Klingon Great House, pilots can also challenge one another for operations staff positions, keeping efficiency at 100% and prevents stagnation.

    I'd say we never had wanted to undo anything so far and this very basic role-based chain of command had kept everyone from stumbling into some hugely expensive project no one wants to finish.

    I also monitor the build progress and assign / remove / adapt management access where necessary, so routine XP grinds are handled autonomously while I retain full control of possibly risky or expensive ventures. I have a policy for financing the hugely expensive stuff myself, and leave the lower cost ones to others.
    STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.

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  • seekerkorhilseekerkorhil Member Posts: 472
    edited August 2012
    levi3 wrote: »
    There should be only 2 ways or this will be abused to rack up enormous fleet credits:

    A) the project can be cancelled if there has been no contributions

    b) the project pending can be removed - not just changed to a different project as it is now

    These need to be the circumstanced in which a project can be removed.

    Or you could just plan ahead using the Wiki. My fleet knows what we are doing for the next month already. Exactly which projects and which construction projects we are going to do in which order.
  • chrisknight44chrisknight44 Member Posts: 0 Arc User
    edited October 2012
    They definitely need a remove project option for both current and pending projects. The way around the "unlimited" xp problem is simple. For projects that get scrapped that have resources put into them, the starbase inventory or what-not could have a pool where all the xp, fleet marks, doffs, and other items go into (with a list of course). Then when a project becomes active that can use any of those things, items from the pool automatically get applied giving no one double fleets marks. Simple, easy fix.
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