The Research Lab has introduced a new mechanism of fleet missions in the form of the weekly bonus projects (unlocked when your Lab hits Tier 1). These missions are queued in the Upgrade area (which in itself is weird - shouldn't these be in the Special missions given upgrades can take weeks). They take 30 secs once filled and the bonus last for 5 days and only one can be run/active at any one time.
At level 1 there are 3 missions:
Dil Ore Boost: 2.5% bonus Dil Ore
Skill Point Boost: 1% XP/Spec XP boost
Combat Performance Boost: +10% all damage & +20 all damage resistance (ground & space), +4% speed/turn (space, +4% run speed and dodge (ground)
(It's this last one that's important as it turns these missions from nice to have but probably not worth the resources, into OMFG you need this on all the time)
The cost of these missions after taking into account our fleets various mine and armada bonuses is as follows:
200,000 expertise
20,125 dilithium
750,000 fleet credits
256 fleet marks
Firstly, I think this is a really good mechanism and a nice potential sink for resources. However, in classic Cryptic style, the implementation is pretty poor. Where on EARTH is a fleet (be they big or small) supposed to get that many Fleet Credits on a weekly basis?! Larger fleets are Fleet Credit poor since donations are spread among many active players who also have other demands on that currency (gear from provisioned stores). Smaller fleets don't fare much better as although donations are restricted to a fewer number of players they are forced to use a large amount of what FC they earn purchasing doffs from the base to contribute to missions. And these scenarios don't take into account the need for Fleet credits to purcahse the holding provisions to run any holding mission.
So I ask again. Who on earth decided that such a MASSIVE Fleet Credit sink was needed, as they are clearly not someone who actually plays this game?! Provisioned gear, and the holding provisions required for holding missions are more than a large enough sink already. People are massively FC poor and this system makes it worse.
Swap the Fleet Credit requirement for Energy Credits (and potentially increase it) and BANG you have a fantastic system that is a Mark sink (which keeps players in the PVE queues long after they have finished base/rep progress), Dil sink which keeps the Dil/Zen exchange in check, and EC sink that controls market inflation. Everyone is a winner.
The current implementation is pretty messed up so I ask that someone from the Devs has a think about it and makes the right decision.
[SIGPIC][/SIGPIC]
...#LLAP...
0
Comments
in the armada my fleet is in we've all come ot the same conclusion it's just not worth it in it's current form.
Perhaps they added a zero too much to the needed credit cost or the devs are somewhat “not that close” to their created in game reality.
What else is new?
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
If you want that little extra punch, its gonna cost... I have no problem with that. I know people with hundreds of thousands of fleet credit (I generally have well over 250k myself)... I think we need a Fleet Credit sink of some sort...
Star Trek Online, Now with out the Trek....
Please explain how your small fleet fills in the doffs in projects without using earned Fleet Credits to buy them from the base/contributes holding provisions without using earned Fleet Credits to buy them from the replicator?
I have over 50,000,000 historic contributions across my Fed/KDF bases that I am basically soloing now from T4 to T5, but my ten toons average 300,000 Fleet Credits each. I think the new slots in the research lab cost a total of 700,000 Fleet Creds per toon to get them all. That will sink everything I have built-up and then some.
So I ask again. In what parallel universe does this game need a Fleet Credit Sink? It is already full of them. Stores. Doffs and Fleet Mark bonuses for smaller fleets.
Energy Credit sink? Now that's a different story...
...#LLAP...
last time I've checked on KDF side, I was +85 000 000 contributions.
I dont realy care of Fed side even if I realy close to or a bit over 50 000 000 contribution.
(lost count cause I had to delete 9 chars to make room for Delta Recruit).
to answer your question about doffs needed for projects, it's quite simple, doffing a lot each days is more than enough
for example the academy request for doffs 8 missions (+ 5 if rom chars) will give you at minium 20 doffs, refugees missions, investigate defection missions, marauding, etc.
so if you have a 4-5 players doing that, you already have more than enough doffs to complete projects without having to use your FC.
I'm almost alone on KDF side and I'm using FC to buy doffs when I dont want to wait my dailies or too lazy to go back KDF accademy to convert a few green doffs into white. But that's only because I want the new Research lab holding to be complete ASAP (T2 and running for T3 soon) and it's only for like 4-5 doffs each days max.
the real trouble I see in those projects is the dili you need : 21k dili to get the discount T1, that's forcing you to grind over 850k dili just to pay those 21k dili... I havent checked T2 project as I'm still a few hours to T2 holding but I suspect it'll be as useless as this one.
I do feel you pain (I am also totally alone on both sides now), but there is something off with your math.
If you are bringing a T4 base up to T5 and running the research lab up from the beginning you will need well over 500 doffs per day.
That's 500 doffs per day. Per faction. Excluding upgrades
I have 10 toons, all running academy missions, asylums, churning greens back down to whites etc etc. There is no way I could keep the missions ticking over without either spending a fortune in EC buying commons or greater off the exchange or spending as many FC's as I earn buying whites to feed the base.
Maybe I should have requalified my 'small fleet' statement to be 'one man and his dog/targ'
...#LLAP...
And secondly this comment really doesn't make sense.
Given the RNG in what doffs you actually get (and the fact that there are many more sci/med specialisations that make sci/med more common to drop, and that civilians are pretty much worthless for base progression) I simply don't believe this comment.
If you are trying to send off all Military, Engineering and Science missions on a daily basis you will need to top up you 'regularly earned/grinding' doffs with many many additional doffs to make up for the imbalance in what the game actually rewards. Whether you purchase these for EC or FC (or ultimately Dil by upgrinding surplus whites of one class to greens and them back down again) it's up to you, but it is nearly impossible for a single player to earn this all 'for free'.
Slightly de-railed the topic now, but I stand by my original comments. I don't see why the game needs an FC sink. In large fleets FC is hard to come by as missions are sent off too quick and gear needs of the population sinks all the FC generated. Small/tiny fleets will on average need to use alot of their FC just to keep progressing. Be it doffs or FM boosts - (have I not mentioned buying the Fleet Mark boosts for 15,000FC? As a solo player needs to grind 5,000 FM per day to keep two bases ticking, and boosts is the only real way of getting this done).
These new weekly project missions are a joke given the amount of FC they require/ It should be zero FC. It should be EC.(1m,2m,5m)
...#LLAP...