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Fleets -- I understand how they work but

redshirtquin#3276 redshirtquin Member Posts: 2 Arc User
edited December 2016 in The Academy
could someone please explain the benefit of joining a fleet? And what I should be looking for in a fleet that I join?

Comments

  • indysharkindyshark Member Posts: 1,556 Arc User
    Fleets allow you to earn fleet credits and buy outstanding space and ground weapons and ships. You want a fleet that has a lot of missions that you can contribute to. You are really missing out on a lot of content if you are not in a fleet.
  • zorander6zorander6 Member Posts: 130 Arc User
    IF (and it's a major if) you can find an active fleet you will not only get the benefits of the fleet itself (items and so forth) you will also have a group of people you can run with if you need help or want to "PVP."
  • redshirtquin#3276 redshirtquin Member Posts: 2 Arc User
    OK. Thanks. Both very helpful responses. What marks an active fleet? I recently joined one and was wondering whether or not to stay in it -- it's has a lot of projects to contribute energy credits, personnel, dilithium, etc. to advance the projects -- but other than that there doesn't seem to be anything going on. Are those projects what you mean by active? Spire construction and whatnot. Or are there other activities?
  • zorander6zorander6 Member Posts: 130 Arc User
    Active as in people in the fleet/armada chat playing around the same time you are. Most fleets are part of an armada and will usually have a chat channel.
  • stee1maxstee1max Member Posts: 227 Arc User
    edited December 2016
    Look around for a healthy fleet that has priorities in building up their base, this way you will always have a limitless source of fleet gear and be your fleet marks sink. Depending on the fleet, there could be specific prerequisite instructions for you before you start shopping (like donating X-amount of stuff).
    Fleet is good for gear (plasma exploders, spire tac consoles, SRO boffs, etc), fleet ships, and mass produce of fleet credits you can purchase extra doffs and things with.
  • protoneousprotoneous Member Posts: 3,175 Arc User
    A healthy fleet will always have projects queued, be part of a good balanced armada that you can also donate to, and will have enough active members to move things forward. They should also be able to provide some help, advice, and offers to do runs together (the good gear and fleet ships were mentioned above).

    That being said, many fleets let you do your own thing and may not have a large number of people on at once. Gradually in-game you'll find your own friends which lead to more contacts, channel invites, etc so you will find people that do things you like to do.

    Some fleets may have a minimum amount of fleet credits earned before the fleet stores are open to you (about 50-100K), while others may have none at all or base it upon time or participation and helpfulness.

    If a fleet doesn't feel right to you try another. My old fleet was run originally run by a sociopath in need of lithium. A good leader will take care of their members and is there to help.

  • davefenestratordavefenestrator Member Posts: 10,693 Arc User
    edited December 2016
    A fleet doesn't have to be socially active to be useful. The two fleets I'm in (Fed and KDF) don't do any group content together, but they are both max-level and working on the K-13 fleet holding now.

    That means once I earn fleet credits for a character, that character can get fleet ships, elite hangar pets, fleet consoles, etc. to do things on my own. There is no pressure to "raid" or PVP, we all mostly contribute for access to the gear.

    For example, the Research Lab holding has science consoles that are (Particle Generator + Control skill + damage buff) all in one console. It's like fitting 1.5 - 2 normal consoles into a single one. The Dyson spire holding has tactical consoles that are as good as the normal ones plus they add +2% critical chance. The mine holding has Engineering consoles that are Turn + 1/2 resist all, and Neutronium (resist all) + 1/2 Turn. So you can make a cruiser turn better while adding damage resistance in the same slot.
  • leemwatsonleemwatson Member Posts: 5,515 Arc User
    To add to all the other comments, don't ever join a fleet that makes you pay for being in the fleet. This doesn't give you any benefit whatsoever. The only thing you should be paying into are the projects!
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • daddytrekdaddytrek Member Posts: 33 Arc User
    in terms of trade how many fleet marks approx would someone contribute for a master key? I know you cannot buy fleet marks.
  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    edited December 2016
    That depends on the zen:dil exchange rate.
  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    Realistically keys to marks is never going to trade happily. If you need marks sell the key for ec and trade that for marks. If you want a key grind ec.
  • davefenestratordavefenestrator Member Posts: 10,693 Arc User
    daddytrek wrote: »
    in terms of trade how many fleet marks approx would someone contribute for a master key? I know you cannot buy fleet marks.

    On PC, fleet marks are often worthless. Most established fleets have players sitting on piles of unused marks. Dil and white doffs are what is needed.

  • fluorescentblackfluorescentblack Member Posts: 79 Arc User
    Ever try asking a question in zone chat? Now try it in fleet chat!
    Leader of The Temporal Guard and Temporal Defence Force
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