How to break the system with the Fleet doff system
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Join Date: Jun 2012
08-27-2012, 09:03 AM
Originally Posted by
That's not fiction, I made 100 white doffs in roughly 7-8 minutes yesterday. That's enough make significant progresses in any project. What you don't get is that since the projects are time-gated, you don't need to make these 10k doffs at once, you only need some roster slots and other people using their fleet credits in the same way. For a small fleet, it's easy to make 1000 doffs a day with this system. No need to make hundreds of transwarps between SFA and the starbase, you only need to do it once a day, and that's clearly enough to complete all your current projects.
1. 100 doffs =/= 10k+ doffs
2. FMs are necessary and require player time input
3. 100 white doffs are equivalent to less than four purple doffs and selling the more desirable commons will cover the cost of the initial investment
4. 100 doffs costs 50,000 FC and given the nominal cost of FC there is no way to make a net profit on that transaction (as opposed to #3)
5. 1000 doffs is at least twice the max roster (closer to 3-4 times with even marginal roster usage) so your claim this requires an xwarp only "once per day" is a blatant falsehood.
If in the case of #5 you are assuming division and specialization of labor, with, say, six doffers each producing 150 doffs a day (on one xwarp, with 250/400 base roster size), and six more FAers producing fleet marks, you are describing a medium sized guild whose members are spending about an hour a day, every day, playing this game, and given spawn rates on security and engineering doffs (sub-10%) they are probably not even producing enough doffs to keep projects continually queued.
The model you outline also assumes that the doffers are allowed a monopoly on cheap FCs so they can keep buying doffs to feed back into the system. Even if all other issues with the scenario you outline were waived, the fleet would still have to deal with the exorbitant Dil cost of maintaining the pacing you describe.
The issues you describe could be understood only as issues if the intent were to make the game so insanely grindy that small/medium fleets would have to either play more than one hour a day per member or spend several days or more per project. Your argument is not cogent and can be understood only as PWE apologism.
Last edited by aestu; 08-27-2012 at