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 fleets 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 wont 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 members 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 cant find my fleet while Im 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 inviters 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 fleets 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 wouldnt 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 Ive seen is the Fleet Uniforms preview glitch. I assume the preview is supposed display youre 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?
Comments
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.
The recruited by would also be amazing. Im 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 its 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 cant speak on their usefulness. Im stuck in a small fleet mindset so its hard for me to imagine how often these would come up.
Hm.... something else?
Yea, an exchange console on main base would be cool. I dont 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
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
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.
STO Resources: <Ship Comparison - All Tiers + Small Craft + Hangar Pets> <Damage Resistance>
<R&D + Upgrade Costs> <Duty Officer Finder> <Suliban Doff Reqs> <Fleet Costs> <Rep Costs>
<Keybind Tour the Galaxy> <Fleet / Armada Management> <Currency Exchange> <Other STO Links>
An exchange would be nice as well. the other fleet holdings have them so it would only make sense that the starbase should.
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.
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.
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.
Hence, forget the XP.
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.
Even without xp transfer, provision projects are cheaper at lower tiers so that would also be an exploit.
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.
STO Resources: <Ship Comparison - All Tiers + Small Craft + Hangar Pets> <Damage Resistance>
<R&D + Upgrade Costs> <Duty Officer Finder> <Suliban Doff Reqs> <Fleet Costs> <Rep Costs>
<Keybind Tour the Galaxy> <Fleet / Armada Management> <Currency Exchange> <Other STO Links>
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.
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...
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]
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.
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..."
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]
*my fingers hurt*
Except:
No, thanks:P
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~
Joined January 2009
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.
I like all the ideas, lets hope Crytpic takes some notes.
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.
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.
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.
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.
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!!!
> <
> <
>
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.
STO Resources: <Ship Comparison - All Tiers + Small Craft + Hangar Pets> <Damage Resistance>
<R&D + Upgrade Costs> <Duty Officer Finder> <Suliban Doff Reqs> <Fleet Costs> <Rep Costs>
<Keybind Tour the Galaxy> <Fleet / Armada Management> <Currency Exchange> <Other STO Links>