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TRIBBLE MAINTENANCE AND RELEASE NOTES - SEPTEMBER 28, 2016

Tribble has been updated to: ST.66.20160925a.2

New Features:

New Fleet Holding: Starbase K-13
Kit Revamp:
  • Kits and Kit Modules have been revamped to change how Kit Modules are equipped and to support Upgrading.
  • Characters no longer put Kit Modules into a Kit, but directly equip them on their Status page.
  • Kits now only give passive skill increases.
    • Kits with unique effects will continue to provide those effects
    • Kit Modules can still be equipped to give distinct abilities
  • Characters may now equip 5 Kit Modules regardless of level.
    • The distinctions between Fabrication / Mechanic, Research / Medic, and Strategic / Assault Kit Modules have been removed.
  • Kits and most Kit Modules can now be Upgraded.
    • Kits can be upgraded to a maximum of Mk 14 Gold Quality.
    • Standard Kit Modules can be upgraded to a maximum of Mk 14 Ultraviolet Quality.
    • Kits Modules from Lockboxes, Reputations, and the Winter / Summer Events can be upgraded in Mk, but not Quality.
    • All copies of these Kit Modules will be set to Gold Quality.
    • Specialization Kit Modules, as well as Crystalline Spike, Jam Subspace Transmissions, Chroniton Jolt, and Subspace Rift cannot be Upgraded.

General:
  • Fleet Holdings: The various Commodity, except for Contraband, and item requirements such as torpedoes, devices, etc for fleet holding projects have been converted into a single Energy Credit entry.
    • Any partially completed projects will have their commodity/item requirements removed and replaced with an Energy Credit requirement and the associated progress will be lost.
    • Contraband will remain a unique entry.
  • Companions better match speed with player when player is walking slowly.
  • Animation with interacting with chairs has been slightly improved.
  • Added more waypoints for mission steps in episodes such as:
    • The Hunt is On
    • Tradecraft to Azha System
    • Blood of the Empire
    • Bringing Down the House
    • Temporal Ambassador
    • Heading Out
    • Elwing, Dubhe, Lilsis, and Shahr System Patrols
  • Updated the minimum rank on Federation 2800 missions to match previous Cardassian missions as well as the Klingon equivalents.
  • Resolved an issue where Go Down Fighting could have generic power icon.
  • Updated the speed of non-targetable torpedoes to be faster.
    • This is only an update to the FX, not a functional change.
    • The speed of targetable torpedoes has not changed.

Known Issues:
  • Graphics update is still a work in progress.
  • Starbase K-13 is still a work in progress.
  • Incorrect text can be seen for missions in the mission tracker.

«13

Comments

  • eragon1392eragon1392 Member Posts: 5 Arc User
    Where can i find Fleet Starbase K-13 on the sector map?
  • burstdragon323burstdragon323 Member Posts: 853 Arc User
    eragon1392 wrote: »
    Where can i find Fleet Starbase K-13 on the sector map?

    I would imagine it's in the same system as the mission it was in.
  • sthe91sthe91 Member Posts: 5,970 Arc User
    edited September 2016
    Tribble has been updated to: ST.66.20160925a.2

    Kit Revamp:
    • Kits and Kit Modules have been revamped to change how Kit Modules are equipped and to support Upgrading.
    • Characters no longer put Kit Modules into a Kit, but directly equip them on their Status page.
    • Kits now only give passive skill increases.
      • Kits with unique effects will continue to provide those effects
      • Kit Modules can still be equipped to give distinct abilities
    • Characters may now equip 5 Kit Modules regardless of level.
      • The distinctions between Fabrication / Mechanic, Research / Medic, and Strategic / Assault Kit Modules have been removed.
    • Kits and most Kit Modules can now be Upgraded.
      • Kits can be upgraded to a maximum of Mk 14 Gold Quality.
      • Standard Kit Modules can be upgraded to a maximum of Mk 14 Ultraviolet Quality.
      • Kits Modules from Lockboxes, Reputations, and the Winter / Summer Events can be upgraded in Mk, but not Quality.
      • All copies of these Kit Modules will be set to Gold Quality.
      • Specialization Kit Modules, as well as Crystalline Spike, Jam Subspace Transmissions, Chroniton Jolt, and Subspace Rift cannot be Upgraded.

    General:
    • Fleet Holdings: The various Commodity, except for Contraband, and item requirements such as torpedoes, devices, etc for fleet holding projects have been converted into a single Energy Credit entry.
      • Any partially completed projects will have their commodity/item requirements removed and replaced with an Energy Credit requirement and the associated progress will be lost.
      • Contraband will remain a unique entry.

    I don't understand why you had to change how kits worked? I understand people wanting them to be upgraded but the other stuff does not make sense to me. I had no problem with Engineer, Tactical, and Science having their own modules and having some that were special kit frames that you could mix and match modules. As for the kit modules that cannot be upgraded, they should be upgradable, what is the reason behind them not being upgradable unless they already are at gold standard?

    Why did you have to change fleet holdings to have the requirement of a single EC entry? It was not needed, instead there should have been an easier way to get what you needed to complete the projects especially the ones where you could not craft the device through R &D in order to satisfy the requirements for a project e.g. certain marks of torpedos and other things. No, partially completed projects should not have their commodity/item requirements removed and replaced with an EC requirement. If you change this, that means all the work in my fleets I did was for nothing and my sweat, blood, and tears will be for nothing trying to help my fleetmates out. If you change this, I will contribute less of my ECs to my fleet, it will not be worth it. With this kind of thinking, then fleets should not exist in game. I cry foul against Cryptic.

    All the rest of the patch notes I had no problem with but this. What were you thinking!

    Where there is a Will, there is a Way.
  • neos472neos472 Member Posts: 580 Arc User
    the thing they did to the kits was remove the restrictions of how many of what type you could fit on a kit. An example is you could not have 5 different grenades beforehand in your kit with this now you can
    manipulator of time and long time space traveler
  • sabrevt1100sabrevt1100 Member Posts: 83 Arc User
    I noticed after transferring the latest iteration of one of alts to tribble the reputation kit items don't seem to show up. When this goes live where do we find them or how do we recover them or will that be any sort of issue? I'm speaking specifically to the terran micro torpedo kit module. It's gone on my character. I also noticed the Kit frame I was using is missing, I'm guessing from what I read that frames don't matter anymore but I was kind of fond of my modules.

    Another thing I've noticed on tribble is that running or even in sector space things seem sluggish. I don't mess around much on tribble lately but the latest update looked interesting especially where kits were concerned. I have a GEForce GTX 675MX 4GB video card on my laptop. I did notice the video card option and DX11 option no longer showed up under the graphics options. Anyway I may have missed something from another update about tribble but was curious about that above.
    "Bite Me! It's Fun." - Crow T. Robot
  • r5e4w3q2r5e4w3q2 Member Posts: 341 Arc User
    edited September 2016
    Kit Revamp:
    • Kits and Kit Modules have been revamped to change how Kit Modules are equipped and to support Upgrading.
    • Characters no longer put Kit Modules into a Kit, but directly equip them on their Status page.
    • Kits now only give passive skill increases.
      • Kits with unique effects will continue to provide those effects
      • Kit Modules can still be equipped to give distinct abilities
    • Characters may now equip 5 Kit Modules regardless of level.
      • The distinctions between Fabrication / Mechanic, Research / Medic, and Strategic / Assault Kit Modules have been removed.
    • Kits and most Kit Modules can now be Upgraded.
      • Kits can be upgraded to a maximum of Mk 14 Gold Quality.
      • Standard Kit Modules can be upgraded to a maximum of Mk 14 Ultraviolet Quality.
      • Kits Modules from Lockboxes, Reputations, and the Winter / Summer Events can be upgraded in Mk, but not Quality.
      • All copies of these Kit Modules will be set to Gold Quality.
      • Specialization Kit Modules, as well as Crystalline Spike, Jam Subspace Transmissions, Chroniton Jolt, and Subspace Rift cannot be Upgraded.

    A fair bit of oddness, but I am most interested in that Specialization Kit Modules can not be upgraded. Is that just a for now thing or is that part of the plan?
    • Fleet Holdings: The various Commodity, except for Contraband, and item requirements such as torpedoes, devices, etc for fleet holding projects have been converted into a single Energy Credit entry.
      • Any partially completed projects will have their commodity/item requirements removed and replaced with an Energy Credit requirement and the associated progress will be lost.
      • Contraband will remain a unique entry.

    Ferengi nerf?
  • norcaler2norcaler2 Member Posts: 114 Arc User
    I noticed after transferring the latest iteration of one of alts to tribble the reputation kit items don't seem to show up. When this goes live where do we find them or how do we recover them or will that be any sort of issue?

    As it sits now, map move a few times and your kit and modules will appear in your inventory.

  • sabrevt1100sabrevt1100 Member Posts: 83 Arc User
    norcaler2 wrote: »
    I noticed after transferring the latest iteration of one of alts to tribble the reputation kit items don't seem to show up. When this goes live where do we find them or how do we recover them or will that be any sort of issue?

    As it sits now, map move a few times and your kit and modules will appear in your inventory.

    Thanks for the info norcaler2. I'll give that try. Appreciate the response.
    "Bite Me! It's Fun." - Crow T. Robot
  • jrq2jrq2 Member Posts: 263 Arc User



    sthe91 wrote: »

    I don't understand why you had to change how kits worked? I understand people wanting them to be upgraded but the other stuff does not make sense to me. I had no problem with Engineer, Tactical, and Science having their own modules and having some that were special kit frames that you could mix and match modules. As for the kit modules that cannot be upgraded, they should be upgradable, what is the reason behind them not being upgradable unless they already are at gold standard?

    Why did you have to change fleet holdings to have the requirement of a single EC entry? It was not needed, instead there should have been an easier way to get what you needed to complete the projects especially the ones where you could not craft the device through R &D in order to satisfy the requirements for a project e.g. certain marks of torpedos and other things. No, partially completed projects should not have their commodity/item requirements removed and replaced with an EC requirement. If you change this, that means all the work in my fleets I did was for nothing and my sweat, blood, and tears will be for nothing trying to help my fleetmates out. If you change this, I will contribute less of my ECs to my fleet, it will not be worth it. With this kind of thinking, then fleets should not exist in game. I cry foul against Cryptic.

    All the rest of the patch notes I had no problem with but this. What were you thinking!
    Because time is money and this way they can code it faster and be done with it.

    You have to understand that this game is heading to its end of life limit and PWE needs to cut back and prep for bigger and better things down the road.

    This game is slowly becoming a ghost town each and everyday. Just look at the News feeds at the web sight. the last post was on Thursday Sep. 22nd and we are now on the 28th, 1pm PT and nothing new from the team, not even a pathetic hello from them.

    Just go back and see, they have been posting less and less each week.

    In my opinion they pulled out there Ace in the hole to do a last major cash grab with the TOS T6 Connie and now with the release of the consoles was there attempt to squeeze new life (Money) into the game.

    If the Consoles does not bring in new revenue then all that money they invested will be lost and they will have to find a way to recover from that or shut the game down.

    I have no doubt that this game will reach its 7th year but not its 8th.



  • megraemegrae Member Posts: 58 Arc User
    edited September 2016
    r5e4w3q2 wrote: »
    • Fleet Holdings: The various Commodity, except for Contraband, and item requirements such as torpedoes, devices, etc for fleet holding projects have been converted into a single Energy Credit entry.
      • Any partially completed projects will have their commodity/item requirements removed and replaced with an Energy Credit requirement and the associated progress will be lost.
      • Contraband will remain a unique entry.

    Ferengi nerf?

    Looks that way to me. My Ferengi and its Tuffli only existe to buy cheap commodities for the starbase. :(

    Oh and, that puts an slight damper on the KDF Doff missions that get alot of those commodities. Now they are basically just going to be low EC NPC Vender fodder.

    Totally do not agree with the progress being lost on those. If its at 100% and the rest of the stuff is not, then that's a major waste of EC buying all those torpedoes or thousands of warp coils and industrial replicators that will not be fun to have to waste the EC on again dumping it into the project.

    Twilight, Particle Physicist that stole the ship.
    Original Signup date: August 4, 2008
    LTS since Pre-Order
  • velquavelqua Member Posts: 1,220 Arc User
    edited September 2016
    r5e4w3q2 wrote: »
    • Fleet Holdings: The various Commodity, except for Contraband, and item requirements such as torpedoes, devices, etc for fleet holding projects have been converted into a single Energy Credit entry.
      • Any partially completed projects will have their commodity/item requirements removed and replaced with an Energy Credit requirement and the associated progress will be lost.
      • Contraband will remain a unique entry.

    Ferengi nerf?

    Not only would this be a Ferengi nerf, but the Embassy Commodities Store would be semi-useless now; the same would go for Tuffli and Cell ships. I guess Commodities will only be good for DOFF missions.

    That being said, I do think that this change is a good one and needed.
    18662390068_f716cd60e3.jpg
  • dareaudareau Member Posts: 2,390 Arc User
    Fleet Holdings: The various Commodity, except for Contraband, and item requirements such as torpedoes, devices, etc for fleet holding projects have been converted into a single Energy Credit entry.
    • Any partially completed projects will have their commodity/item requirements removed and replaced with an Energy Credit requirement and the associated progress will be lost.
    • Contraband will remain a unique entry.

    First, a request for confirmation:

    If I have a "commodity" or "item" input, like seismic stabilizers or photon torpedoes, upon conversion day these "slots" will be deleted and replaced by an "energy credit" entry?
    Of course, any "progress" reflected in the deleted tracks that day will be "neutralized" - no refunds, no application to the new "EC" Track...

    Now some questions:

    Presumably, the EC track's value will be set "in accordance" with the value of the input(s) necessary. Need 100,000 EC worth of Mk V Photon Torpedoes from ESD/First City Spacedock/NR Hangar (only places to get them?) - input 100,000 EC instead.

    As such, which "conversion value" is being used for all the commodities? Vendor Trash Value, Tuffli/Cell/Embassy/Specialist vendor, generic vendor, or Replicator?

    Will the "discounts" from the Dilithium Mines be applied to the EC tracks as it was applied to the various commodity tracks?
    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]
  • shurato2099shurato2099 Member Posts: 588 Arc User
    I'm also curious as to what will become of the various commodities. I doubt that they'll be going away, after all they're still required by a number of DOff missions, but the need for them is going to drop considerably after this change. Nobody will need thousands of shield generators at a time, for instance. It greatly reduces the impact of Marauding, Fleet commodity vendors, and cargo ships.
  • kirimuffinkirimuffin Member Posts: 695 Arc User
    jrq2 wrote: »
    You have to understand that this game is heading to its end of life limit

    Aaaaand here we go again. *eyeroll*
  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    I think an unintended consequence of turning the commodity inputs to flat EC is that the same people - often times Fleet leaders - will simply LOLFill those just as quick thereby squeezing people out of a possible method to get fleet marks. Currently, the sheer annoyance of having to replicate all the commodities acts as as sort of pseaudo-wall to people that are VERY serious about getting the marks. There's a glut of EC ,and these sliders will now be filled just as fast as Rep points or whatever that slider is....
    T93uSC8.jpg
  • captaind3captaind3 Member Posts: 2,449 Arc User
    Fleet Holdings: The various Commodity, except for Contraband, and item requirements such as torpedoes, devices, etc for fleet holding projects have been converted into a single Energy Credit entry.

    Any partially completed projects will have their commodity/item requirements removed and replaced with an Energy Credit requirement and the associated progress will be lost.
    Contraband will remain a unique entry.

    Companions better match speed with player when player is walking slowly.

    I'm pretty happy about these.

    While it does nerf a lot of things that were quality of life improvements specifically because they allowed us to get commodities more easily for the fleet holdings, this will ease some of the space that these things required in inventories and banks.

    I do recall this request being made ages ago, so I won't complain.

    And the companions matching my walking speed, is a personal small hope fulfilled, so thanks for that.
    jrq2 wrote: »


    sthe91 wrote: »

    I don't understand why you had to change how kits worked? I understand people wanting them to be upgraded but the other stuff does not make sense to me. I had no problem with Engineer, Tactical, and Science having their own modules and having some that were special kit frames that you could mix and match modules. As for the kit modules that cannot be upgraded, they should be upgradable, what is the reason behind them not being upgradable unless they already are at gold standard?

    Why did you have to change fleet holdings to have the requirement of a single EC entry? It was not needed, instead there should have been an easier way to get what you needed to complete the projects especially the ones where you could not craft the device through R &D in order to satisfy the requirements for a project e.g. certain marks of torpedos and other things. No, partially completed projects should not have their commodity/item requirements removed and replaced with an EC requirement. If you change this, that means all the work in my fleets I did was for nothing and my sweat, blood, and tears will be for nothing trying to help my fleetmates out. If you change this, I will contribute less of my ECs to my fleet, it will not be worth it. With this kind of thinking, then fleets should not exist in game. I cry foul against Cryptic.

    All the rest of the patch notes I had no problem with but this. What were you thinking!
    Because time is money and this way they can code it faster and be done with it.

    You have to understand that this game is heading to its end of life limit and PWE needs to cut back and prep for bigger and better things down the road.

    This game is slowly becoming a ghost town each and everyday. Just look at the News feeds at the web sight. the last post was on Thursday Sep. 22nd and we are now on the 28th, 1pm PT and nothing new from the team, not even a pathetic hello from them.

    Just go back and see, they have been posting less and less each week.

    In my opinion they pulled out there Ace in the hole to do a last major cash grab with the TOS T6 Connie and now with the release of the consoles was there attempt to squeeze new life (Money) into the game.

    If the Consoles does not bring in new revenue then all that money they invested will be lost and they will have to find a way to recover from that or shut the game down.

    I have no doubt that this game will reach its 7th year but not its 8th.



    While I disagree with the doom and gloom, it would actually be fitting for this game to reach its final state in year seven. No Star Trek series has ever gone past seven years.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • dareaudareau Member Posts: 2,390 Arc User
    "captaind3 wrote: »
    While I disagree with the doom and gloom, it would actually be fitting for this game to reach its final state in year seven. No Star Trek series has ever gone past seven years.

    Which is also Season 7. We're pushing Season 12. I think we've past the limit of seasons / years...
    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]
  • kirimuffinkirimuffin Member Posts: 695 Arc User
    Ooh, K-13 has a ship requisition contact. Does that mean that some new ships will be coming with this facility?
  • shurato2099shurato2099 Member Posts: 588 Arc User
    kirimuffin wrote: »
    Ooh, K-13 has a ship requisition contact. Does that mean that some new ships will be coming with this facility?

    My current thought is Fleet versions of TOS/Temporal ships.
  • kirimuffinkirimuffin Member Posts: 695 Arc User
    edited September 2016
    kirimuffin wrote: »
    Ooh, K-13 has a ship requisition contact. Does that mean that some new ships will be coming with this facility?

    My current thought is Fleet versions of TOS/Temporal ships.

    Those already exist, though. Fleet temporal ships can be purchased on Holodeck right now (except for the cross-faction ones, which are already fleet-grade to begin with). They're tied to the starbase shipyard.

    So, yeah, either we're getting something new, or this will be the first fleet holding to have a ship requisition contact without any new ships tied to it. (The two current holdings that have one, the starbase and the spire, both have ships tied to them.)
  • anodynesanodynes Member Posts: 1,999 Arc User
    edited September 2016
    captaind3 wrote: »
    While I disagree with the doom and gloom, it would actually be fitting for this game to reach its final state in year seven. No Star Trek series has ever gone past seven years.

    Actually, as of today, Star Trek Online has been live for longer than Next Generation was in premieres. Encounter at Farpoint's premiere to All Good Things' premiere was 2429 days. From official launch to September 28th, 2016 is 2430 days. Next Generation was the longest continuous production in Trek history.
    This is an MMO, not a Star Trek episode simulator. That would make for a terrible game.
  • norcaler2norcaler2 Member Posts: 114 Arc User
    edited September 2016
    kirimuffin wrote: »
    kirimuffin wrote: »
    Ooh, K-13 has a ship requisition contact. Does that mean that some new ships will be coming with this facility?

    My current thought is Fleet versions of TOS/Temporal ships.

    Those already exist, though. Fleet temporal ships can be purchased on Holodeck right now (except for the cross-faction ones, which are already fleet-grade to begin with). They're tied to the starbase shipyard.

    So, yeah, either we're getting something new, or this will be the first fleet holding to have a ship requisition contact without any new ships tied to it. (The two current holdings that have one, the starbase and the spire, both have ships tied to them.)

    It's still a WIP. From what I've read, the new weapons seen in the blog aren't in yet.

    Edit: Upon further reading, it sounds like those NPCs are there because the Officer of the Watch missions take place in space, so players don't have to go too far to swap ships and equipment or obtain new ones from the current selection.
    Post edited by norcaler2 on
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited September 2016
    Tribble has been updated to: ST.66.20160925a.2


    [*] Updated the speed of non-targetable torpedoes to be faster.
    • This is only an update to the FX, not a functional change.
    • The speed of targetable torpedoes has not changed.
    [/list]


    Well... let's make it look like they're traveling faster, but it really isn't?

    So, Kelvin Photon's will still overtake a Quantum Phase torpedo and do it's damage first.

    https://youtu.be/tu9MbRncZ3Y


    EDIT: Ref: https://www.reddit.com/r/sto/comments/54y6n8/tribble_maintenance_and_release_notes_september/d861vnm

    According to Borticus, the FX change is tied to the actual speed of the torpedo. So this would make a mechanics change compared to current Holodeck environment.

    Here's hoping that it is a sizeable speed increase.
    Post edited by darkknightucf on
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • sthe91sthe91 Member Posts: 5,970 Arc User
    neos472 wrote: »
    the thing they did to the kits was remove the restrictions of how many of what type you could fit on a kit. An example is you could not have 5 different grenades beforehand in your kit with this now you can

    That part makes sense but the rest they said in the patch notes makes no sense to me. Why the change?
    Where there is a Will, there is a Way.
  • zebulongileszebulongiles Member Posts: 335 Arc User
    edited September 2016
    Cool, just checking it out on Tribble, looks pretty good from what I have seen so far. I have a question, will we be able to craft kits and kit modules someday? I'm happy to see kits and kit modules upgradable. :)

    edit: Which tech upgrade do we use to upgrade the kits and kit modules? Ground, or a different one? Thought I would ask now, seeing as it's still a work in progress. Good work on Tribble so far. I'll post again if I find any bugs on Tribble.
  • lighte007lighte007 Member Posts: 390 Arc User
    Finally a new patch, for Tribble. I enjoy these patches for tribble a lot.
    The Rising of the Delta is the best expansion ever, and people love it to death because it is a good day to die in the endless struggle for supremacy of your own conviction. (A spin off of the Delta Rising is the best expansion ever and all the players love it.)
  • arrmateysarrmateys Member Posts: 466 Arc User
    edited September 2016
    it looks like you're able to upgrade gold kit module quality even when maxed and go past gold, though it apparently reverts back to common, probably cause nothing's set after it.​​
    Now clowns, that's another story. They scare the cr​ap out of me.
    We fight them too. Entire armies spilling out of Volkswagens.
    We do our best to fight them off, but they keep sending them in.
  • baudlbaudl Member Posts: 4,060 Arc User
    lol, might aswell delete commodities completely from the game now...and any loot with it, and repalce it with direct EC.
    Go pro or go home
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    Fleet Holdings: The various Commodity, except for Contraband, and item requirements such as torpedoes, devices, etc for fleet holding projects have been converted into a single Energy Credit entry.
    • Any partially completed projects will have their commodity/item requirements removed and replaced with an Energy Credit requirement and the associated progress will be lost.
    • Contraband will remain a unique entry.

    I have long been for replacing the photon torpedo requirement with some kind of stackable item, but as others have already said, the commodity change significantly reduces the usefulness of the fleet embassy, Tuffli freighters, Suliban cell ships, and the Ferengi species trait. Furthermore, "the associated progress will be lost" part has me puzzled, because similar conversions in the past have kept the users' progress. What's different this time around?

    If you want to make commodity and item requirements less annoying to fill, here are less drastic changes you can make:

    1. Increase the stacking limit for commodities to 50,000, and change the slider and input box so that we can buy 50,000 at one time.

    2. Change the slider and input box for batteries and ground devices to allow us to buy 500 at a time.

    3. Replace the photon torpedo requirement with a commodity.

    Other simple changes that would make filling fleet projects less annoying:

    4. Add civilian doffs to the personnel officers on the starbase. (Actually, the doff contribution mechanic could use a great deal of improvement, but I'm only suggesting simple changes here.)

    5. Increase the stacking limit for fleet holding provisions to 6,000, and change the slider and input box so that we can replicate 6,000 at one time.

    6. Right now, each holding (except the starbase) requires a different type of provision. Every time you add a new holding, you have to add a new provision type to the replicator. It's a pointless waste of space, because the different types are all functionally equivalent. There should be only one type of provision for all holdings.
    Waiting for a programmer ...
    qVpg1km.png
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    I'm not sure if anyone else has noticed this, but the depth of field is too low in the contact window; the background is out of focus.

    http://i.imgur.com/sSlRqQl.jpg
    http://i.imgur.com/PUPgFOE.jpg
    http://i.imgur.com/tIGtZG2.jpg
    Waiting for a programmer ...
    qVpg1km.png
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