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Fleet Economy Revamp

dkeith2011dkeith2011 Member Posts: 595 Arc User
Here is my idea for a new approach to the Fleet economy.

I offer this idea freely to the Devs if they find it interesting and/or useful.

The goal is to create a balanced system that is equally fair to all fleet sizes and avoids the massive grinds for specific items that the current system is overloaded with.

1: Throw the current contribution system and all of its requirements out the airlock and forget about it. Project durations will be maintained however.

2: Place a Fleet Resource Coordinator (FRC) on the base.

3: Donate any and all items, DOffs, BOffs and select currencies to the FRC to be converted into Fleet Resources (FR). The amount of FR generated will depend on the quality/rarity of the donated item(s)/currency and the total available is stored numerically in the Fleet Bank in the same manner as ECs.* These would likely be a cap on the total FRs banked, but probably high enough to not be a serious issue.

4: Players receive Fleet Credits (FC) for donations to the FRC. The amount of FC generated will depend on the quality/rarity of the donated item(s)/currency.

5: Reset all projects to use FR rather than the specific items currently required.

6: Any fleet member normally able to contribute to fleet projects can allocate FR to a scheduled project.


This system will remove bottlenecks created by specific item requirements.

The broader base of items/currencies available for donation would allow smaller fleets to achieve development goals more quickly and easily.

The retained time-gates on projects will maintain advancement balance regardless of fleet size. Small fleets will still take longer to complete projects simple because they have fewer donations overall in comparison to larger fleets.

This system also makes canceling a project, even a fully funded one, a non-issue. The allocated FR is simply returned to the bank to await reallocation. This is exploit-proof as the players receive FCs when items are donated and converted into FRs, not when items are donated to specific projects.

This would also allow players to gain FCs when there are no projects running, allowing them to purchase items from the feel stores more easily.
Post edited by dkeith2011 on
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Comments

  • tonyalmeida2tonyalmeida2 Member Posts: 0 Arc User
    edited August 2013
    Like the idea.
    pvp = small package
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited August 2013
    The advantage of the current system is that it simulates creating a building or other object to some degree. You need X amount of concrete, Y amount of steel, Z amount of glass, contractors, and a certain amount of time to create a building with other materials needed based on the type of building. Converting everything into universal Fleet Resources removes that sense of realism.
  • elessymelessym Member Posts: 0 Arc User
    edited August 2013
    starkaos wrote: »
    The advantage of the current system is that it simulates creating a building or other object to some degree. You need X amount of concrete, Y amount of steel, Z amount of glass, contractors, and a certain amount of time to create a building with other materials needed based on the type of building. Converting everything into universal Fleet Resources removes that sense of realism.

    Not to mention, one of the major reasons to require different resources is that getting the resources forces you to do different content.
    "Participation in PVP-related activities is so low on an hourly, daily, weekly, and monthly basis that we could in fact just completely take it out of STO and it would not impact the overall number of people [who] log in to the game and play in any significant way." -Gozer, Cryptic PvP Dev
  • purplegamerpurplegamer Member Posts: 1,015 Arc User
    edited August 2013
    starkaos wrote: »
    The advantage of the current system is that it simulates creating a building or other object to some degree. You need X amount of concrete, Y amount of steel, Z amount of glass, contractors, and a certain amount of time to create a building with other materials needed based on the type of building. Converting everything into universal Fleet Resources removes that sense of realism.

    Why? You're still sending those resources to the coordinator, who then dictates the expenditure of those resources to use on the various projects. They become the logistics officer.
  • purplegamerpurplegamer Member Posts: 1,015 Arc User
    edited August 2013
    elessym wrote: »
    Not to mention, one of the major reasons to require different resources is that getting the resources forces you to do different content.

    Think about this statement: "... forces you to do different content."
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited August 2013
    starkaos wrote: »
    The advantage of the current system is that it simulates creating a building or other object to some degree. You need X amount of concrete, Y amount of steel, Z amount of glass, contractors, and a certain amount of time to create a building with other materials needed based on the type of building. Converting everything into universal Fleet Resources removes that sense of realism.

    Not really.

    You would still be feeding the same resources to the base. The only difference here is that you would be dropping the resources into a depot for later use instead of using them immediately.

    Anyone who has ever done construction knows you want to have a reasonable amount of material on hand to keep the project moving during the inevitable shipping delays.
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited August 2013
    elessym wrote: »
    Not to mention, one of the major reasons to require different resources is that getting the resources forces you to do different content.

    Exactly what diverse content did you have in mind?

    The primary supplies for all fleet projects drop only from a very limited amount of content. This system would make literally everything in the game useful and therefore all content desirable. Players could play any content they like rather than be forced to run the same handful of missions over and over.
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited August 2013
    starkaos wrote: »
    The advantage of the current system is that it simulates creating a building or other object to some degree. You need X amount of concrete, Y amount of steel, Z amount of glass, contractors, and a certain amount of time to create a building with other materials needed based on the type of building. Converting everything into universal Fleet Resources removes that sense of realism.
    Why? You're still sending those resources to the coordinator, who then dictates the expenditure of those resources to use on the various projects. They become the logistics officer.

    Exactly.

    Which is more realistic? Your Captain assigning materials and personnel to jobs randomly on the construction site or the site foreman assigning them according to the job schedule?
  • hevachhevach Member Posts: 2,777 Arc User
    edited August 2013
    dkeith2011 wrote: »
    Exactly.

    Which is more realistic? Your Captain assigning materials and personnel to jobs randomly on the construction site or the site foreman assigning them according to the job schedule?

    In this vein, which is more realistic: The foreman placing a shopping list style order for all of the materials needed or simply accepting whatever comes in with the end result being an immense overabundance of fleet marks and a virtual absence of crew.
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited August 2013
    The thing is that with the logistics officer it can be all the same item so it could be a ton of doffs. Which is more likely, building a starbase with a bunch of different resources or building a starbase with just people? I certainly would not want to step in a starbase that is created with just people and not decent building supplies. The logistics officer already states that we need these resources and its up to the fleet to fill them. Either way, Fleet Resources are too creepy and I seriously doubt that any Captain would send their duty officers into a grinder so they can become a Fleet Resource.
  • jetwtfjetwtf Member Posts: 1,207
    edited August 2013
    hevach wrote: »
    In this vein, which is more realistic: The foreman placing a shopping list style order for all of the materials needed or simply accepting whatever comes in with the end result being an immense overabundance of fleet marks and a virtual absence of crew.

    Any construction crew i hire better have it's own crew to do the work.

    OT

    interesting idea but I think is what they need to work on is actualy balancing between small fleets and large fleets so the project costs are fair so small fleet members do not have to donate 100% while large fleet members only have to do 25%.
    Join Date: Nobody cares.
    "I'm drunk, whats your excuse for being an idiot?" - Unknown drunk man. :eek:
  • hevachhevach Member Posts: 2,777 Arc User
    edited August 2013
    Yeah, except you're part of that crew. Starfleet incorporates the entire supply line.

    If you were hiring an outside crew and expected them to do that part of the work, you wouldn't be contributing any resources at all except raw cash.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited August 2013
    IMO to make it fair, fleet's need a scaling system that makes costs for smaller fleet's less expensive at the cost of increased timers, while larger fleet's have the current costs with current or lessened timers. Also booting or members leaving will not affect existing timers until the project is completed, and even than you may want to establish a form of temporary penalty for losing or removing members.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited August 2013
    hevach wrote: »
    In this vein, which is more realistic: The foreman placing a shopping list style order for all of the materials needed or simply accepting whatever comes in with the end result being an immense overabundance of fleet marks and a virtual absence of crew.

    Don't take it quite so literally.
    starkaos wrote: »
    The thing is that with the logistics officer it can be all the same item so it could be a ton of doffs. Which is more likely, building a starbase with a bunch of different resources or building a starbase with just people? I certainly would not want to step in a starbase that is created with just people and not decent building supplies. The logistics officer already states that we need these resources and its up to the fleet to fill them. Either way, Fleet Resources are too creepy and I seriously doubt that any Captain would send their duty officers into a grinder so they can become a Fleet Resource.

    One way or another those materials are being supplied. Even if that means your donated crew are doing a job then being traded 'off screen' for other items.

    .
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited August 2013
    jetwtf wrote: »
    Any construction crew i hire better have it's own crew to do the work.

    OT

    interesting idea but I think is what they need to work on is actualy balancing between small fleets and large fleets so the project costs are fair so small fleet members do not have to donate 100% while large fleet members only have to do 25%.
    IMO to make it fair, fleet's need a scaling system that makes costs for smaller fleet's less expensive at the cost of increased timers, while larger fleet's have the current costs with current or lessened timers. Also booting or members leaving will not affect existing timers until the project is completed, and even than you may want to establish a form of temporary penalty for losing or removing members.

    That is never going to happen, Stahl has all but directly stated as much.

    The mine was supposed to be the help small fleets needed and we all know how that played out.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited August 2013
    dkeith2011 wrote: »
    That is never going to happen, Stahl has all but directly stated as much.

    The mine was supposed to be the help small fleets needed and we all know how that played out.

    Yeah another hugely expensive sink, I mean go figure that it would cost dilithium towards your very own dilithium mine.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • earloftharearlofthar Member Posts: 0 Arc User
    edited August 2013
    Fleet counsels are the best in the game, Sci / Eng and with the new fleet holding Tac. Fleet ships are among the best in the game, fleet weapons /shields are a very good number 2 in the game.

    There is MASSIVE bonuses to being a tier 5 fleet. Tell me why it shouldn't be hard to do ? I mean chuck your garbage into the fleet and poof tier 5.

    Every game has a grind for the top tier equipment, WOW/********* ect.. all require months of grinding for one or two skills.. end game content can take years. Why should grinding up a starbase be simple?

    Bottlenecks happen because fleets doesn't have enough active players... Way to solve this .. recruit, offer a fun and inviting space to play in and you will have more active players.. Either that or wait.

    Small fleets are mad because nobody wants to be a part of there fleets, and they can't level as fast as fleets with 10 times there active members. .... Well DUH more people grinding = faster leveling.

    Get off your can, grind for you fleet, and come talk to me when YOU personally have donated over 10 million fleet credits to your fleet like i have.
    Stonewall@LordHarconan

    Lifetime Member
    Vice Admiral of the Omega Family Fleet
    (228 members and growing)
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited August 2013
    earlofthar wrote: »
    Fleet counsels are the best in the game, Sci / Eng and with the new fleet holding Tac. Fleet ships are among the best in the game, fleet weapons /shields are a very good number 2 in the game.

    There is MASSIVE bonuses to being a tier 5 fleet. Tell me why it shouldn't be hard to do ? I mean chuck your garbage into the fleet and poof tier 5.

    Didn't say it should be easy, I said it should be fair.

    Every game has a grind for the top tier equipment, WOW/********* ect.. all require months of grinding for one or two skills.. end game content can take years. Why should grinding up a starbase be simple?

    Because, believe it or not, some players don't enjoy running the same overused and frankly boring missions over and over.

    And again, not simple, fair.

    On a related note, is anyone else as tired of seeing WoW trotted out as the end-all-be-all of MMO mechanics as I am?


    Bottlenecks happen because fleets doesn't have enough active players... Way to solve this .. recruit, offer a fun and inviting space to play in and you will have more active players.. Either that or wait.

    Go out and try to recruit into anything other than a T5 fleet and see how many takers you get.

    Small fleets are mad because nobody wants to be a part of there fleets, and they can't level as fast as fleets with 10 times there active members. .... Well DUH more people grinding = faster leveling.

    See previous answer.

    Get off your can, grind for you fleet, and come talk to me when YOU personally have donated over 10 million fleet credits to your fleet like i have.

    Done that with 4 characters and its still only a drop in the bucket.

    Answers in red.
  • aarons9aarons9 Member Posts: 961
    edited August 2013
    hate to say it but i didnt really read the whole thread just the first post..

    here is the problem with what you suggest..

    most of the people only want to run the easy fleet mark missions..
    they dont want to collect 400 doffs, or 500 particle traces, or whatever..
    those ones are the ones complaining about the projects and not getting enough FC..

    so you want to put this box in the base that you can throw stuff into and collect FC..
    people will just donate the FM and gain 100,000s of FC..

    the box will be mostly empty of everything else.. i promise. why would they put in DIL or DOFFs if you can put in FM and get FC.
    [12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
    [12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited August 2013
    aarons9 wrote: »
    hate to say it but i didnt really read the whole thread just the first post..

    here is the problem with what you suggest..

    most of the people only want to run the easy fleet mark missions..
    they dont want to collect 400 doffs, or 500 particle traces, or whatever..
    those ones are the ones complaining about the projects and not getting enough FC..

    so you want to put this box in the base that you can throw stuff into and collect FC..
    people will just donate the FM and gain 100,000s of FC..

    the box will be mostly empty of everything else.. i promise. why would they put in DIL or DOFFs if you can put in FM and get FC.

    Resources and Credits generated would have to be rebalanced of course.

    More valuable things, dilithium for example, would generate far more Resources and Credits than a data sample or white DOff. Generally speaking, the more rare or valuable the item is the more Resources and Credits it generates.

    Getting this balanced could be tricky, but I think it would be worth it in the end.

    If anything, this might help generate more income for Cryptic. If it is possible to fund projects solely by donating dilithium for Resources I can easily see more players buying Zen and dropping it on the exchange.
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited August 2013
    earlofthar wrote: »
    Fleet counsels are the best in the game, Sci / Eng and with the new fleet holding Tac. Fleet ships are among the best in the game, fleet weapons /shields are a very good number 2 in the game.

    There is MASSIVE bonuses to being a tier 5 fleet. Tell me why it shouldn't be hard to do ? I mean chuck your garbage into the fleet and poof tier 5.

    Every game has a grind for the top tier equipment, WOW/********* ect.. all require months of grinding for one or two skills.. end game content can take years. Why should grinding up a starbase be simple?

    Bottlenecks happen because fleets doesn't have enough active players... Way to solve this .. recruit, offer a fun and inviting space to play in and you will have more active players.. Either that or wait.

    Small fleets are mad because nobody wants to be a part of there fleets, and they can't level as fast as fleets with 10 times there active members. .... Well DUH more people grinding = faster leveling.

    Get off your can, grind for you fleet, and come talk to me when YOU personally have donated over 10 million fleet credits to your fleet like i have.

    Exactly. My fleet is trying something new for us with a contest to get the most fleet credits in a month that starts next week. The reward is a lockbox ship and the minimum value to get it is earning 1 million in a month. We are counting alts for my Fed and KDF fleet for each contestant and with numerous opportunities to donate, then it will make for a fun contest. Certain people have been disqualified due to them being Fleet Leaders or being the major contributors of the fleet. Anyone that wants to use my idea can go right ahead.

    The problem with most fleets is that only a fraction donate more than what is necessary to get their equipment and various events are necessary to help with contributing.
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited August 2013
    starkaos wrote: »
    Exactly. My fleet is trying something new for us with a contest to get the most fleet credits in a month that starts next week. The reward is a lockbox ship and the minimum value to get it is earning 1 million in a month. We are counting alts for my Fed and KDF fleet for each contestant and with numerous opportunities to donate, then it will make for a fun contest. Certain people have been disqualified due to them being Fleet Leaders or being the major contributors of the fleet. Anyone that wants to use my idea can go right ahead.

    The problem with most fleets is that only a fraction donate more than what is necessary to get their equipment and various events are necessary to help with contributing.

    Events can be fun, but they simply don't address the core issue.

    That being the absurdly large requirements and the equally absurdly limited way to get those requirements.

    If I'm faced with the choice of running 20 STFs and being bored to tears after 2 or running those 2 and going to do something else (STO or not), guess which one I'm likely to pick.

    On the other hand, if I can go run 20 different missions and get a varied scattering of rewards to donate and have a lot more fun earning them...

    For me, that's a no-brainer.
  • aarons9aarons9 Member Posts: 961
    edited August 2013
    starkaos wrote: »
    Exactly. My fleet is trying something new for us with a contest to get the most fleet credits in a month that starts next week. The reward is a lockbox ship and the minimum value to get it is earning 1 million in a month. We are counting alts for my Fed and KDF fleet for each contestant and with numerous opportunities to donate, then it will make for a fun contest. Certain people have been disqualified due to them being Fleet Leaders or being the major contributors of the fleet. Anyone that wants to use my idea can go right ahead.

    The problem with most fleets is that only a fraction donate more than what is necessary to get their equipment and various events are necessary to help with contributing.

    my fleet this would never happen.

    most projects stay open only minutes..

    we just queued up the t5 mil project and it took only 8 hours to fill up..


    there is no way ONE person could get 1m a month, let alone the entire fleet.

    when the projects start there is 15-20 people online to fill them.
    [12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
    [12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
  • lordvalecortezlordvalecortez Member Posts: 479 Arc User
    edited August 2013
    aarons9 wrote: »
    my fleet this would never happen.

    most projects stay open only minutes..

    we just queued up the t5 mil project and it took only 8 hours to fill up..


    there is no way ONE person could get 1m a month, let alone the entire fleet.

    when the projects start there is 15-20 people online to fill them.

    It would take a little luck in being the one to fill the projects up but if the major contributors are barred and alts are counted then its go able pretty easily for 1 person to make 1 million. Never mind a fleet.

    I will use my fleet for example. We are chugging away at T2 going on T3 SB. The projects cost 1800 FM daily. 1800 * 50 = 90,000 FC. Assuming you got everything going every day it would only take 12 days to reach 1,000,000 FC using the SB alone. Never mind Embassy and Mine projects. And if upgrades came along with their massive sinks in that month then I wouldn't be surprised if a well oiled fleet produced upwards of 3 million or more a month.

    So while an individual might have issues in timing, a fleet can easily clear 1 million FC.
    Cheers from Antonio Valerio Cortez III, Half-Celestial Archduke of the Free Marches Confederacy.
  • draugadandraugadan Member Posts: 68 Arc User
    edited August 2013
    The main reason things are how they are is that building fleet projects makes Cryptic money. The crazy dilithium requirements are their to make money. Their are enough people that buy Zen to turn into dilithium for fleet projects that this will not change.
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited August 2013
    draugadan wrote: »
    The main reason things are how they are is that building fleet projects makes Cryptic money. The crazy dilithium requirements are their to make money. Their are enough people that buy Zen to turn into dilithium for fleet projects that this will not change.

    As I said above this proposal could very easily make bases even more profitable for Cryptic.

    If it becomes possible to fund a project with nothing but dilithium I can see more players buying Zen for the exchange. Even if it they are only buying small amounts, that is more cash in the Cryptic coffer.
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited August 2013
    aarons9 wrote: »
    my fleet this would never happen.

    most projects stay open only minutes..

    we just queued up the t5 mil project and it took only 8 hours to fill up..


    there is no way ONE person could get 1m a month, let alone the entire fleet.

    when the projects start there is 15-20 people online to fill them.

    Yeah. Large active fleets would have a problem with this contest. However, my fleet has the Tier 3 Embassy upgrade ready Fed side, all the Tier 2 Dilithium upgrades to do KDF side, the Tier 2 Dilithium Mine upgrade currently active Fed side, the various cosmetic projects that will come out during the contest, and all the regular projects to do. Our fleet takes a few days to start upgrade projects and sometimes the regular projects. Also, KDF is lagging behind so the contest gives double the points for KDF alts so it only takes 500,000 FC to qualify for the prize KDF side, but 1 million FC Fed side.
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited August 2013
    My fleets are focusing on one track in each holding currently. Focusing our resources is the best way we can make progress currently.
  • icsairgunsicsairguns Member Posts: 1,504 Arc User
    edited August 2013
    starkaos wrote: »
    The advantage of the current system is that it simulates creating a building or other object to some degree. You need X amount of concrete, Y amount of steel, Z amount of glass, contractors, and a certain amount of time to create a building with other materials needed based on the type of building. Converting everything into universal Fleet Resources removes that sense of realism.

    where a replicator can make edible food from waste? what would be unreal about this. disassemble the matter in one object recombine it a different way for new item. very unreal in life but in trek its not.
    Trophies for killing FEDS ahh those were the days. Ch'ar%20POST%20LoR.JPG


  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited August 2013
    icsairguns wrote: »
    where a replicator can make edible food from waste? what would be unreal about this. disassemble the matter in one object recombine it a different way for new item. very unreal in life but in trek its not.

    Some things you can't replicate. Personnel, Dilithium, and other items can't be replicated. The other items could be related to Fleet Marks. Also, there is the issue of paperwork that must be completed and that could fall under Fleet Marks as well.

    Food is easy to replicate. Food is composed of Carbon, Hydrogen, Oxygen, Nitrogen and trace amounts of other items. It is just a matter of rearranging molecules to the right configuration and you have a hamburger on a plate. Everything shown in Star Trek about replicators is that it uses some bulk material to create food. It does not replicate food from just energy. There is no evidence that it manipulates subatomic particles to create food just atoms. So if a piece of equipment needs steel, then you need carbon, iron, and a few other elements to create it depending on the type of steel.

    After all, why does Voyager have to keep on looking for supplies if the replicator can create anything they want? Voyager seems to waste a ton of energy on frivolous activities like their holodeck adventures so they must have enough energy to create anything from scratch from their replicators most of the time. There are only a few episodes where the ship is in the dark to conserve energy.
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