test content
What is the Arc Client?
Install Arc
Options

Quality of Life - Fleet Improvements

sassycountersassycounter Member Posts: 49 Arc User
edited October 2014 in Fleet System and Holdings
The following is a list of quality of life ideas centered on the current fleet system and based on some of the issues mentioned in the forums over the past couple months.

Holding Functionality
Holding functionality is an idea where developed holdings contribute to the other holdings. This is to help relief some of the burden of a smaller fleet’s advancement, however this will still benefit larger fleets that continually run projects in order to generate credits. Since these contributions are fleet generated, they probably won’t generate fleet credits for the person that donates them; however that is a tricky issue that may just be avoided by allowing players to collect those credits.
  • Dilithium Mine - Dilithium shipments
    • Your fleet will receive shipments from the mine with refined dilithium. This will be collected in the fleet bank in a new currency slot. The amount per delivery will increase as the mine levels. The frequency of the deliveries would probably be daily or weekly. The dilithium set up could be similar to EC, with permissions set on who can donate\withdraw. I realize these could be open to abuse but the only solution that I can see that would not lead to abuse is having the deliveries autofill into fleet projects, which sounds complicated to manage.
  • Embassy - Romulan recruitment doffs.
    • This is a tricky item, since normal doffs have powers associated with them. To generalize this, I propose doff tokens – 1 token for each type needed for each type used in fleet projects (civ, tac, eng, sci). These tokens will be delivered into the fleet bank and will only be useable for fleet projects.
  • Spire - Commodity & Data Sample shipments
    • Your fleet will receive shipments of random commodities and data samples into the fleet bank. These are excess materials from Alliance operations that are being returned.
Fleet Bank Update
  • Cargo Bay: A place to store commodities. These are ‘weightless’ items that can be dumped in. the cargo bay could also be applied to personal inventories.
  • R&D: A separate tab for group dump\access.
Reputation Projects
To celebrate a fleet member’s personal accomplishments, I propose a new type of project that will require reputation commendation tokens. 25 tokens seems reasonable, large fleets will be able to fill this in a flash and smaller fleets should have alts that can donate 1 each. The rewards for completing these are purely cosmetic and merely suggestions at the moment.
  • Counter Command
    • No idea really – either a piece of an undine ship or a psi warriors armor.
  • Dyson
    • Voth dissident npcs walking around the spire.
  • Romulan
    • Tal Shiar-esque large romulan plate or Romulus\Remus tribute.
  • Nukara
    • Decorative Tholian crystals at Dilithium Mine.
  • Omega
    • A borg alcove on the starbase.

Donation Buffs
To encourage donations, donations should offer some sort of buff.
  • Donating 1000 dilithium would give you a two hour bonus for 5% bonus dilithium. This would escalate with the amount donated with maybe a max of 15%.
  • Donating doffs would grants a cxp bonus.
    • These should also generate more fleet credits than they currently do.
  • Donating commodities, devices, or other items would grant an EC bonus.
    • These should also generate more fleet credits than they currently do.

Upgraded Fleet Search UI
The fleet search system needs an overhaul. Right now the search is clumsy; there have been times where I can’t find my fleet while I’m on a character in that fleet. The return information from the search is crammed into a few lines.

Im not a UI artist but ideally I would like to see the information on the search results to be cleaned up and then when you click on a fleet, have that line expand to show some fleet details: tier information, players online, events coming up, website, recruiting message, etc.


Auto Demotions by Account

It seems that characters are demoted one at a time when the absent leader mechanic kicks in. Inactive leaders that had a lot of characters can take forever to demote since the demotions are one at a time, each spanning about 2 weeks(?).

Map Updates
  • Link all maps.
    • If you are invited to a high tier fleet map through the public service channel, you need to be invited to a specific map, making the inviter travel back and forth. Currently the embassy and starbase are linked so an invited player can travel between the two without leaving the inviter’s maps. This does not work however with the spire and mine. Not sure if a bug, or different tech is used for those transfers. This would ease the burden of players willing to invite players in need to fleet holdings.
  • Celebration décor toggle.
    • To celebrate some fleet achievement, fleet parties are pretty common, but the starbase is a lackluster place to hold them. Implementing celebration décor, with a toggle of course, would open the fleet base for parties.
      • Décor could include, an open bar (maybe not free drinks since this can be exploited, but perhaps just an additional bar NPC), banners, lowered light levels.
  • More Holodeck functionality.
    • Possibly mission replay or foundry missions.
    • Or possibly a room for fleet minigames.
      • Velocity, poker, hide & seek, was also trying to figure out a way to make a sto version of clue as a fleet event.
        • This would require a lot programming and design but is a nice little feature.

Customization
Many players have wished for starbase customizations however not sure how this would affect map loading\server resources.
  • Place station botanist to switch up the flowers every now and then.
  • Option to change to male dancers in the bar (kdf).
  • Summer event decorations added to display.
  • Display fleet emblem on starbase hull.

Micromanaging
There are many fleet officers\leaders that would like to watch over every minutia of a fleet’s activity, this seems a bit ridiculous to me, but at times have also wished for something that would help me track down an issue player.
  • Player detail
    • Join date
    • Promotion history.
    • Infractions
  • Donation logs
  • Purchasing logs
  • Officer page to post things just to officers.

Experience Boost over time
The length of time a fleet has been around should count towards something. Perhaps a fleet project xp bonus. For every year a fleet has been founded, a 10% boost to project xp. This will help older small fleets get their tiers up. This wouldn’t benefit also older large fleets if they continue to add fleet holdings.

Trade In System
Offer the ability for people to turn fleet items back in for the provision they consumed. There have been instances of people buying up a bunch of stuff and then deleting said character. Granted there is no expectation for these people to turn their items in for the benefit of their other fleet mates but the Good Samaritan option, I think, should be available.

Crafting Station Upgrade
The crafting station on the starbase is now useless in the new crafting system. Gecko has played with idea of having a crafting bonus around these areas so that could be applied to the crafting station. If not, being able to buy catalysts from this station with fleet credit would also be nice.

Alliance\Support
People have mentioned some sort of alliance or support system where players from larger fleets can help contribute to smaller fleets. This is usually done by them leaving their fleet, and joining yours while they donate and go back and rejoin their old fleet and get re-promoted. A complicated but quality of life solution would be to allow players to contribute to other fleets without leaving theirs.

There could be a contribute button in the fleet search UI. If the starbase has any open projects, the player can contribute to that fleets project and receive the credits.

Fleet Merger System
Since small fleets are suffering, many people have been talking about trying to perform fleet mergers. In theory it makes sense to pool resources to accomplish big goals. The tech would be complicated but ideally would allow the two fleets to combine experience, and provisions. So if ‘fleet A’ has 90,000 experience in their military track and ‘fleet B’ has 30,000, the fleets would merge for 120,000 and unlock the tier 4 shipyard upgrade. This would also apply to provisions as well, so in B has 30 and A has 10, they now have combined resources of 40 provisions.

The bigger issue is the human component and not 100% sure if any attempted merger was ever that successful. The two fleets would need to know each other pretty well to make a smooth transition.

Bugs
There are of course many bugs but the biggest complaint I’ve seen is the Fleet Uniforms preview glitch. I assume the preview is supposed display you’re character in the uniform, however this may not be passing correctly the fleet menu, since the preview looks like an unattached skin with no model. Would a static mannequin be a suitable replacement for everyone?
Post edited by sassycounter on

Comments

  • Options
    jnohdjnohd Member Posts: 5 Arc User
    edited September 2014
    I'm on board with most of the above! Referring to my own tool update requests here, some of which echo your input above:
    jnohd wrote: »
    The existing Fleet Tools are in dire need of several changes and additions. Off the top of my head, I can list a few here that I run afoul of DAILY in my attempts to manage and guide Bloodbath and Beyond:

    • Roster: Sort by @HANDLE! It is almost impossible to work out who is who, ensure the right characters hold the right ranks, and eliminate all characters from an offending account without this ability. It becomes the member's responsibility to identify any rank issues for alts, etc. It becomes tedious to sift through hundreds of names to determine if an account has in fact logged in recently on an alt or is inactive

    • Fleet Mail: Send to [RANK]. Large group of Officers? trying to only send to new recruits? good luck. While this is more of a Mail System change, it has become glaringly apparent that communicating with your community is more difficult than it should be

    • Recruited by: Who?? I have seen this in several other games, and while it is not as immediate as several other issues I encounter, I do spend at least some time scratching my head and thinking "who the heck are you" when I encounter a new name on the roster brought in by one of my Officers. Add to this a method of seeing who last changed (demoted -or- promoted) of that member!

    • Individual rights/rules. Officer assigned to communication gets Fleet Mail rights, but not the others. Quartermaster gets Bank rule change rights, but no one else (besides the Leader, of course), Planning Officer gets access to changing Fleet Holding projects, but the other officers are locked out, Aide De Camp officer has nearly all the same rights as the Leaders, without exposing those abilities to any other Officer. Temporarily granting Store access to a member (perhaps even on a timer) without changing their rank? Muting or temporarily removing a right as a disciplinary action without calling undue attention to them (as demotion would)? We need some way to alter key rules for individuals.

    • Logged Off/On Fleet Channel messages (for Officers/Leaders): Using the same notifications as Friends (but filtered only to characters in the Fleet, not account handles), let us know who comes on/off. An addition to the MOTD that tells officers/leaders who is online right then and there would be useful too.

    • Fleet Leader and Officer TITLES. Let us display it on the Chatacter(s) holding the Leadership rank. Let the Leaders set what ranks gain access to "Fleet Officer" title above their head as well

    The list goes on, but Please consider a base level overhaul of some of the Fleet Management systems!
    Wampaq@Jnoh, Fleet Leader: ..Bloodbath and Beyond [SIGPIC][/SIGPIC] 'Iw HaH je Hoch!
    ALL HOLDINGS FINISHED! - Starbase 5-5-5-5 || Embassy 3-3-3 || Mine 3-3-3 || Spire 3-3-3
    A laid back KDF fleet welcoming independent, casual, & part-time players and groups. Roms & alts welcome.
    Send in-game mail to Wampaq@Jnoh, visit our recruitment thread and FB page for more info.
  • Options
    sassycountersassycounter Member Posts: 49 Arc User
    edited September 2014
    Sort by @handle would be amazing! I generally try to promote alts based on a users overall status so their fleet experience is the same character for character.

    The recruited by would also be amazing. I’m in a rather small fleet so we notice when someone new comes along pretty quickly and the officer that recruited usually will introduce them, but it gets awkward if it’s just you and the new guy and you have no idea who the hell s\he is.

    The other tools may be more useful for large fleets, so I can’t speak on their usefulness. I’m stuck in a small fleet mindset so it’s hard for me to imagine how often these would come up.
  • Options
    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited September 2014
    Wow these are awesome suggestions! I agree with em all. :)

    Hm.... something else?

    Yea, an exchange console on main base would be cool. I don’t want to ask for too much here but In my opinion every Tier 4 base should have one to make the upgrade worth while. ;)

    Thx
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • Options
    dabelgravedabelgrave Member Posts: 979 Arc User
    edited September 2014
    Add more fleet ranks.

    One issue with the suggested Fleet Merger System is it's exploitable. It would cost far less to build a great number of T1 fleets and merge them than it does to take a single fleet to T5.
  • Options
    sassycountersassycounter Member Posts: 49 Arc User
    edited September 2014
    Wow these are awesome suggestions! I agree with em all. :)

    Hm.... something else?

    Yea, an exchange console on main base would be cool. I don’t want to ask for too much here but In my opinion every Tier 4 base should have one to make the upgrade worth while. ;)

    Thx

    An exchange would be nice as well. the other fleet holdings have them so it would only make sense that the starbase should.

    dabelgrave wrote: »
    Add more fleet ranks.

    One issue with the suggested Fleet Merger System is it's exploitable. It would cost far less to build a great number of T1 fleets and merge them than it does to take a single fleet to T5.


    you're right about the fleet merger, didn't even think of that. It's something i've seen mentioned a lot so i thought i'd add it to the list. i can see it working with extremely congenial players with good intentions but as you said could be easily exploited.

    As for more fleet ranks, i was thinking of something like a assigned fleet officers. similar to how we assign first officer, chief engineer etc. Not sure what the roles would be, but second in command would be one, a fleet quarter master might get discounts on commodities and be responsible for topping of fleet projects.
  • Options
    rodentmasterrodentmaster Member Posts: 1 Arc User
    edited September 2014
    Solution: Allow the merger, add the supplies/provisions together, but no Xp. Only add finished features so that the combined total is no greater than either of the sums.


    So, two T1 fleets merge, it's a T1. A T1 and a T2 merge, it's a T2 still. Based on projects completed, features unlocked, you wouldn't gain anything for the higher fleet, but everyone would be pulled up to match it.

    You'd have to designate an absorber and an absorbee. One to invite and one to join the merger. That inviting fleet would retain all current project status, but the accepting/joining/merging fleet would lose all current progress and all projects would resume where the first fleet left off. The only difference would be if a project underway is already completed on the other fleet, in which case it would be expunged (all resources lost, as per cancelling any project).

    That way, combining fleets is additive but not exploitive. You're only taking with you that which you've grinded blood sweat and tears to achieve.
  • Options
    leveslylevesly Member Posts: 53 Arc User
    edited September 2014
    Or instead of worrying about Tier stuff.

    Simply add the amount of Tactical, Science and Engineering xp Earned

    Fleet 1: 10,000 Tactical XP

    Fleet 2: 20,000 Tactical XP


    = 30,000 XP.

    If that then takes you over the required amount for a tier congratulations.

    This way it simply avoids exploitation as no matter how many other fleets you create you still need to gain the required xp to combine them.
  • Options
    rodentmasterrodentmaster Member Posts: 1 Arc User
    edited September 2014
    Tier 0 projects are easier to fill out than Tier1. Once you progress past a tier you cannot run lower tier projects. If you start mixing/adding XP, you run the exploit of starting multiple starter-fleets, running up XP with easier projects, merging them, taking the easy contributions, and doing it again.

    Hence, forget the XP.
  • Options
    mimey2mimey2 Member Posts: 0 Arc User
    edited September 2014
    levesly wrote: »
    Or instead of worrying about Tier stuff.

    Simply add the amount of Tactical, Science and Engineering xp Earned

    Fleet 1: 10,000 Tactical XP

    Fleet 2: 20,000 Tactical XP


    = 30,000 XP.

    If that then takes you over the required amount for a tier congratulations.

    This way it simply avoids exploitation as no matter how many other fleets you create you still need to gain the required xp to combine them.

    Actually that would be extremely exploitable.

    Say I make 25 new fleets. It is very, VERY easy to get 10,000 xp in a tier 0 fleet on each Starbase holding. Those projects are CHEAP. I could do the 1,000 xp one on all three areas each day easily.

    Just repeat that 10,000 xp on each area 25 times and then put all the fleets together and BAM, instant tier 5 holdings, all you need to do is the upgrades.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • Options
    sassycountersassycounter Member Posts: 49 Arc User
    edited September 2014
    The fleet merger system is very exploitable; it is also probably the hardest to implement so if cryptic implemented any of the ideas, it would be last on the list. If holding functionality and xp boosts come into play, mergers wouldn't be necessary. fleets can stay small if they want.

    Even without xp transfer, provision projects are cheaper at lower tiers so that would also be an exploit.
  • Options
    dabelgravedabelgrave Member Posts: 979 Arc User
    edited September 2014
    I could see a functional merger system taking two possible forms:

    1. The disbanding fleet gets all members merged into the receiving fleet. Starfleet decommissions all progress on the disbanding fleet. All provisions in the disbanding fleet are lost.

    2. The disbanding fleet gets all members merged into the receiving fleet. The higher level holdings of both fleets are retained, and the lower level holdings decommissioned and lost. The higher number of provisions is kept, the lower lost.
  • Options
    sassycountersassycounter Member Posts: 49 Arc User
    edited September 2014
    With delta rising coming up, we will probably see a lot of new players joining the game. I would like to add to that list a small tutorial mission about finding and joining fleets.
    The finding a fleet mission can be a small reward (maybe like 80 xp) mission that shows you the fleet search option, or upgrade UI if that gets done.
    The joining a fleet mission would unlock if you join a fleet and will do an overview of holding and projects and reward something like 5 fleet marks.
    I remember when the fleet system came out a lot of us learned by trial and error, helping cushion that blow with new players might be a help.
  • Options
    dareaudareau Member Posts: 2,390 Arc User
    edited September 2014
    On the fleet merge thing:

    1. We have a "semi universal measure" of input. Fleet Credits. When 2 fleets merge, the smaller fleet's "total fleet credit contribution" into track X is calculated, and the bigger fleet's tracks are advanced that many fleet credits...

    Since the larger projects generate many many more fleet credits, from the larger amounts of inputs needed, it'll take 2 or 3 "low level missions" worth of FCs to "fill" one higher tier mission.

    This is done on a per track basis. "Illegal builds" are prohibited - the FC investments into a given track are "held" until such time as the base is advanced enough to use them. To wit: Say 2 Dilithium Mines are merged. They "just" reached T2 Development, T1 Trade, T2 overall mine. Since the FCs to "just reach" T2 Development aren't gonna fill the track all the way to T3 (same with the T1 Trade not filling T2), the "excess" investments into the main mine track can't be applied. They are put "on hold" until such time as the players complete the tracks normally - again, using the mine example, once the new fleet unlocks T3 mine, the "held" FCs of the mine track automatically start filling up the T3 mine project, in an equal distribution - ie, if there's 1.2 million FCs in the track, it's split the 6 ways (for the 6 boxes), and the 200,000 FCs in the fleet marks needed box "buys" 4,000 fleet marks (overflow moves on to some other box like DOffs, etc.) leaving the Dilithium box to accept "scraps" that can't go anywhere else...
    "Overflows" are either dumped into cosmetic projects or ignored...

    2. Provisions are handled more or less "as is" - in my little fleet, the T1 provision missions only dump out 5 provisions, while the T2 ones hand out 10. I'm not sure what "basic provisioning" aka the 200,000 dil mission, pays out at higher tiers - but I sorta think that it's 5 provisions for 200K dil. Even if it's not, you don't benefit from running 3x T1 5/200k missions, there's more benefit in running 1x 15/200k - no adjustments necessary (slight penalty for the fleet merge...) I'm also tempted to say that 200k provision missions don't count in the above math - those generate way too many FCs for the "return", and could therefore generate "exploits" in the growth curve...
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
  • Options
    rodentmasterrodentmaster Member Posts: 1 Arc User
    edited September 2014
    The benefits of any potential fleet merger system must simply be: You combine the players and/or provisions. ANY kind of math whereby you add or enhance one fleet's holdings from another are inherrently subject to abuse and misuse and should not be in the game. That is why using the largest common demoninator is the most logical. Simple boolean Yes/No. Does fleet 1 or 2 have <fill in the blank>? If either says YES, the fleet moving forward will have it. If both say NO, then the fleet moving forward will not.

    That would behoove JOINING fleets to complete projects first.

    No projects will carry over because it's a throwback to the rep project system, and if a project is cancelled ALL resources in it go bye-bye. No more. Gone. The only question would be: which projects go and which stay? To determine that you'd need a leading fleet and a subordinate fleet. The fleet JOINING would be the one sacrificing all current projects.


    Any other way, and it simply becomes a lame exploitive rush to "buy" unused fleets where members have all left and nobody is around. The main point of a fleet merger should always be to get more people in, not to have the same level of inactivity while buying your way to higher levels of holding.
  • Options
    dareaudareau Member Posts: 2,390 Arc User
    edited September 2014
    You might find this in a lot of the "smaller" fleets:

    With my personal fleet, all it takes is T1 and a provision mission, combined with the generosity of the numerous fleets / players that allow invites, to get 95% of the "fleet system benefits"...

    And the other 5%, actual fleet ships, I can get with a quick fleet-bail, join, buy, return.

    So what benefit do I gain, under your system, to join any other fleet, other than a tag that says "I'm part of a bigger group"?

    And if the benefit was "really that good", wouldn't I have jumped ship on my fleet already to do so?

    Therefore, any "merger system" needs to recognize that small fleet owners / members aren't going to be quick on offloading all their "blood, sweat and grind" just to get that "I'm part of a big group" tag.

    Now, if I'm told that my 3+ millioin FCs worth of investments (marks, dil, DOffs from all sources, etc. etc.) would be recognized as 3+ million FCs worth of advancement for my "potential new home", well, then there might be a reason for me to merge - and a reason for someone to seek me out to join instead of just saying "here's your invite, TYVM for shopping at Wesley-mart or Dental..."
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
  • Options
    sassycountersassycounter Member Posts: 49 Arc User
    edited September 2014
    gonna add a select all option for doff inputs. possibly buying doffs in bulk from starbase.

    *my fingers hurt*
  • Options
    vocmcpvocmcp Member Posts: 1,134 Arc User
    edited September 2014
    Lot's of great stuff in that post! Hope it gets some Dev attention.


    Except:
    [*]Option to change to male dancers in the bar (kdf).

    No, thanks:P
  • Options
    bladeofkahlessbladeofkahless Member Posts: 0 Arc User
    edited September 2014
    Not sure I necessarily like the idea of fleet merging, in general.
    I'm not against implementing a merging system, but I can't see myself using it.

    What I'd find more interesting is something like an alliance.
    Say, Fleet "A" is a big fleet.

    Fleet "B" is a small fleet, but would like more people to organize with, access to higher tier fleet holdings or even help with their own fleet projects.

    Fleet A offers an alliance with Fleet B. They could contribute to each other's fleet projects and use each other's holdings (using their own fleet's provisions) and an "Alliance" chat for all players in all allied fleets.

    There would need to be some more incentive for the larger fleet though.
    One idea I had is: Whoever owns the holding gets a percentage of the resources spent added to a new fleet "resource bank", to be used on their own projects. (fleet credit, dilithium, maybe even provisions). Maybe the costs should be higher in an alliance's store to make up the difference?

    Just thought this could be a nice way for the smaller fleets to be able to retain their identities, while still enjoying some of the benefits of a merge without the... assimilation.

    I'm not sure how many Alliances a fleet should be able to have. People smarter than I can figure that one out :P

    **puts 2 pennies on the table**

    It's me, Chrome. [Join Date: May 2009]

    "Oh, I may be captain by rank... but I never wanted to be anything else but an engineer." ~Montgomery Scott~
  • Options
    mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited September 2014
    • Ability to send more than ONE fleet mail per day. This limitation is inane. Worried about spam? Fine, limit it to 5 per day.
    • Remove the character limit in fleet mails (or at least triple it, geez). We use ours for large updates and it is always impossible to fit all of the needed information into 1 message, even after a lot of compacting and rephrasing.
    • Dilithium mine provisions awarded from critting the two mining doff assignments in the mine holding are worthless when the mine is already T3 and your fleet doesn't need to slot any more provisioning projects. We need to be able to convert these into something or use them for another system.

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • Options
    dalmaciusdalmacius Member Posts: 106 Arc User
    edited September 2014
    I run a KDF fleet presently at T4, and I have been considering offering some smaller fleets to merge with us as I can completely understand their situation. KDF fleet are finding it more and more diffcult to increase membership to contribute to fleet holdings. It's been a long road to where my fleet has reached.

    The idea of losing completely the merging smaller fleet as suggested by some of you is not to my liking simply because when we have finished with the all the bases we will use the smaller fleet for members who need to easily gain additional Credits. At least with mergers there should be a choice as to moving all that the smaller fleet has into the larger fleet and disbanding the fleet or keeping it for future use until such time that the fleet has reached its limit. Then and only then would one want to completely disolve the merging fleet and take whatever it has into the fleet.

    Being a Klingon fleet, I will simply create another house within the fleet to be run by the leader of the merging fleet with all its members under his command and any new invites by any of them belong to that House.

    In this way the merging fleet retains its membership and character under the Lord of the House of xxxx (whatever name they wish).

    But finding these willing fleets with the idea of discussing the matter with their leaders is no easy task. I have not seen any discussion concentrating on any interest in matters of possible mergers in the Forum.
  • Options
    lordtrekkielordtrekkie Member Posts: 44 Arc User
    edited September 2014
    [/signed]

    I like all the ideas, lets hope Crytpic takes some notes.
  • Options
    rodentmasterrodentmaster Member Posts: 1 Arc User
    edited September 2014
    Dalmacius, a merger is a merger. It's permanent. It's for the betterment of the combined membership. IF 2 fleets are of similar nature, similar leadership structure, similar atmosphere and personality types, they would merge and be one fleet. No to the "keep the lesser fleet structure inside the bigger fleet" -- really? I mean, that's just contrary to the basic point. The basic point is to combine fleets into one. NOT to simply make it easier to get fleet holdings.

    Maybe what you'd be more inclined to support is the idea of fleet alliances whereby members from one fleet can help projects in another, or whatever.

    What you're describing is not a good thing for fleet health as a whole. It would actually lead to fractured fleets and possibly in-fighting and jockeying for control.
  • Options
    sassycountersassycounter Member Posts: 49 Arc User
    edited September 2014
    • Dilithium mine provisions awarded from critting the two mining doff assignments in the mine holding are worthless when the mine is already T3 and your fleet doesn't need to slot any more provisioning projects. We need to be able to convert these into something or use them for another system.

    That is something that has bothered me too. At first i was thinking a mission similar to the embassy special project that eats up provisions, but that generates no credits and dinky amount of xp. It also bothered me that the mine is the only holding that does this.

    I say add doff missions to each of the holdings and on crit, they reward some provisions and fleet marks for better continuity. Then boost the xp generated from the provision only mission up to like a 100 or something so it is a little more worth the effort.

    i know when we get close to a holding upgrade we will either be dead on target for xp or maybe 100 or 200 short sometimes. this would help a lot in those cases.
  • Options
    lobanerlobaner Member Posts: 6 Arc User
    edited September 2014
    For star base improvements I'd like to see the exchange console on star base, and queu events return players to the star base. At this point you can not really hang out on the star base and run stfs because it dumps you out in space right after. Allowing queu events to return us to star base would encourage fleet mates to assemble in the star base.

    I would like to see the Transwarp to star base warp you in near the gate if available.

    The npc crew on star bases wander about too much, and do not seem to have..jobs. I know it is not difficult to implement ambient npc jobs on shifts via a waypoint system with tags.

    Obviously none of this stuff is high priority, but it would be oh so nice.
  • Options
    adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited October 2014
    • Remove the character limit in fleet mails (or at least triple it, geez). We use ours for large updates and it is always impossible to fit all of the needed information into 1 message, even after a lot of compacting and rephrasing.

    I'm not sure if they can triple it, if I'm not mistaken it is already a memo field which if I recall correctly is around 6400 characters.
    ZiOfChe.png?1
  • Options
    generalmocogeneralmoco Member Posts: 1,634
    edited October 2014
    I love all the ideas....

    I saw a reply stating about more fleet ranks... I totally agree with it, why because I started a thread back in the day here: http://sto-forum.perfectworld.com/showthread.php?t=726041 but it was necroed and close....... Go figure!!!
  • Options
    cookiecrookcookiecrook Member Posts: 4,528 Arc User
    edited October 2014
    Definitely a lot of great suggestions in here. Hopefully PWE will take note and actually try to implement the bulk of the ideas and suggestions from this thread. Especially starting with search by @handle.
    <
    > <
    > <
    >
    Looking for a new fleet? Drop by the in-game chat channel, "tenforwardforum", and say hi to the members of A Fleet Called Ten Forward (Fed) and The Orion Pirates (KDF). If you already have a fleet you are happy with, please feel free to drop by our chat channel if you are looking for a friendly bunch of helpful people to socialize with.
  • Options
    willywonkle9willywonkle9 Member Posts: 0 Arc User
    edited October 2014
    Greetings from Elite Squad!

    As a fairly populous fleet I would most appreciate the ability to see fleet store purchases as mentioned in the initial post. Who's buying what. We have a lovely fleet bank log already, could it work along those lines?

    Also being able to sort the roster by @handle would be amazing!

    I'm not sure where I stand on mergers as of yet and will think more on the subject as I re-read the previous posts.

    I saw alot of other good suggestions as well.

    The two most important for us would definitely be a Fleet Store log and sorting by @handle.
  • Options
    dabelgravedabelgrave Member Posts: 979 Arc User
    edited October 2014
    Another recommendation: Bind to Fleet. In patch notes style:
    • Items can now be bound to fleets.
    • Additional Fleet Bank tabs are added to accommodate binding items to the fleet.
      • Every item bound to the fleet will have a spot in this fleet bank tab.
      • The number of unlocked slots determines the fleet's limit on bound items.
      • Every fleet begins with 10 free slots. Additional slots can be purchased with energy credits from the fleet bank. This cost increases as more slots and bank tabs are unlocked.
      • These additional tabs have withdraw permissions just like any other fleet bank tab.
      • Only items bound to the fleet can be deposited, but all fleet members with a fleet bound item can deposit it into one of these bank tabs.
    • Items already bound to a character cannot be bound to the fleet.
    • Items already bound to an account CAN be bound to the fleet, but lose their account binding.
    • Fleet Leaders and other members with the appropriate Fleet Permission can bind an item to the fleet.
      • There is an energy credit fee to bind an item to the fleet. This goes up with Mk and Quality.
      • Fees are withdrawn from the Fleet Bank.
      • If a fleet lacks enough energy credits in the fleet bank, the item cannot be bound to the fleet.
    • Fleet Leaders and other members with the appropriate Fleet Permission can destroy items bound to the fleet.
      • There is an energy credit fee to destroy an item from the fleet. This goes up with Mk and Quality.
      • Fees are withdrawn from the Fleet Bank.
      • If a fleet lacks enough energy credits in the fleet bank, the item cannot be destroyed.
      • The only way to get rid of a fleet-bound item is to destroy it. This frees up the associated slot in the fleet bank so another item can be bound to the fleet.
    • Fleet Leaders and other members with the appropriate Fleet Permissions can recall fleet-bound items from other members.
      • Items cannot be recalled from members currently in a mission instance.
      • Items can be recalled from members in social zones, sector space zones, non-mission system zones, or if they are offline.
    • Members with Fleet-Bound items who leave the fleet will automatically have the Fleet-Bound items removed and placed into their respective Fleet Bank slots.
      • Members with fleet-bound items cannot leave their fleet while in mission zones.
Sign In or Register to comment.