Star Trek Online Rivera's recent podcast - Fleet size versus requirements a suggestion.
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Captain
Join Date: Jun 2012
Posts: 2,228
I was recently listening to the podcast with Al, and he mentioned that Cryptic have carefully thought about options so that smaller fleets could be enjoy the system as well, but not introduce a system with loopholes that people could exploit.

Here's my suggestion.

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My crude maths:

Calculate what the investment per player of a 500-member fleet would be for completing each tier.

Allow the system to then extrapolate this figure down across increments of 50. e.g. 500, 450, 400, 350 ...

When the system gets to 100, it applies the same principle in increments of 10. e.g. 100, 90, 80, 70 ... 10.

The base of 10 is the lowest fleet size/ investment calculated.

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The goal:

Each member of a large fleet consisting of 500 members would contribute exactly the same as a member of a small 10-man fleet.

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The logic:

A small fleet is scaled requirements based on the count of the members in the fleet.

When the fleet has 11 - 20 unique members (not alts), the code introduces a new percentage increase in requirements.

It also taxes the fleet a substantial amount in terms of dilithium, + huge project (14+ days) to unlock the additional space for crews.

At each increment listed above this overhaul project needs to be completed.

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The argument:

Hell no! This will add tremendous cost to fleets as they grow in size!

Yes it would - but it would also prevent large fleets from intentionally exploiting the system.

And most of the larger fleets are already est. It's the little guys that need your help.
Captain
Join Date: Jun 2012
Posts: 2,228
# 2
02-16-2013, 09:11 AM
Another suggestion:

Diplomacy

Allow players through their embassy to trade FM's for dilithium, and vice versa with other fleets.

Allow fleets to open trade missions at another fleet, and through their player ambassadors run the trade mission as a doff mission at the embassy

This way they could trade their dilithium for FM's, and FM's for dilithium.

So, if my fleet needed FM's I could contact a mate in another fleet and ask if they would like to trade. "Yes please!", he screams with wild abandon, like a child eating watermelon.

I jump into my uber shippy and in mo', I'm banging on his embassy doors, with bags of dilithium in hand

Last edited by drkfrontiers; 02-16-2013 at 09:14 AM.
Captain
Join Date: Jun 2012
Posts: 2,228
# 3
02-16-2013, 09:24 AM
Here's another - my favourite.

New kits, ENG, SCI, TAC abilities, Vanity items.

But here's the catch. These items can ONLY be purchased from another fleet (BAZINGA!)

They cost the normal dilithium + FC's, but also a token cost of 10 FM/ 20 FM/ 30 FM, scaled based on uncommon/ rare/ ultra rare.

These fleet marks get pooled by the fleet selling the items.

- I know!.

Last edited by drkfrontiers; 02-16-2013 at 09:26 AM.
Career Officer
Join Date: Jul 2012
Posts: 221
# 4
02-16-2013, 09:27 AM
And note the items listed should actually be GOOD items, comparable to endgame content.

Why bother getting any fleet items if MACO, Honor Guard and Omega sets are the endall of the game?

I like your idea and hereby +1 you..
Captain
Join Date: Jun 2012
Posts: 2,228
# 5
02-16-2013, 09:30 AM
For my PvP Bros and Hoh'sus!

Fleet PvP FM events held between fleets.

Matches 10 vs 10, or 5 vs 5 or 3 vs. 3.

Leaderboard FM's based on average dmg/ healing/ kills.

Take part in three victories = 50 fm + 960 dili. wrapper.
Captain
Join Date: Jun 2012
Posts: 2,228
# 6
02-16-2013, 09:31 AM
Quote:
 Originally Posted by thebumble And note the items listed should actually be GOOD items, comparable to endgame content. Why bother getting any fleet items if MACO, Honor Guard and Omega sets are the endall of the game? I like your idea and hereby +1 you..
This is where they could start introducing PvP sets

Design sets around roles.

Just think of all the possibilities

Just for example:

The Yan Isleth Honor Guard set:

This set is geared towards the carrier pilot. The deflector grants a +2.3% acc modifier to pets. The engine incorporates a new eletro-pulse webifier - this acts like EWP, usable only on 2 part of the set and sends out a cascading electronic barrage to any ships within a 4 -5 km radius, chance to overload systems. It is an archetypal defense platform for carriers that need to look to their defenses.

Last edited by drkfrontiers; 02-16-2013 at 09:37 AM.
Ensign
Join Date: Jul 2012
Posts: 13
# 7
02-16-2013, 11:10 AM
While I'm glad to see that people are trying to come up with a solution to this issue, I can see some problems with your suggestions.

Quote:
 Each member of a large fleet consisting of 500 members would contribute exactly the same as a member of a small 10-man fleet.
How to exploit: Fleet Big Bad (100 members) creates a 'farm fleet' (Big Bad Farm) and transfers 80 of it's members. The remaining 20 Big Badians build up the base while the farm fleet grinds and collects all the materials they need for upcoming projects.

Once a week, all Big Badians get moved to the farm and 20 farmers get moved to Big Bad.

Repeat until Tier 5 is reached. Transfer all members back to Big Bad.

Big Bad now has a T5 Starbase while spending only 20% of the resources per member of a 20 member fleet as well as finishing construction in the minimum time possible.

Quote:
 Allow players through their embassy to trade FM's for dilithium, and vice versa with other fleets.
Allowing FM/Dilithium to be traded would be the best solution in my opinion. However, The Powers That Be don't want players trading such commodities between alts. Who knows how much resistance would they have concerning trading between accounts?

Quote:
 New kits, ENG, SCI, TAC abilities, Vanity items. But here's the catch. These items can ONLY be purchased from another fleet
The problem I see with this idea is that the host fleet has to have the provisions available to sell these items. The projects to provide these items aren't cheap. The fees you propose don't come close to covering the cost.

Say a project that provides 20 fleet consoles costs 20k dil and 2k FM (made up numbers). If the cost of a console were increased to fleet guests by 1k & 100 and generated a console requisition for the host fleet, then I would deem it fair.

But would anyone pay the real cost of the items...

I don't have any ideas on how to address the issue, but I do hope people keep mulling it over. One thing I've learned over many years of playing games (particularly during beta tests) is that 100k players will come up with things that a 10 man Dev team never would have thought of.

Good Luck!
Captain
Join Date: Jun 2012
Posts: 2,228
# 8
02-16-2013, 11:54 AM
Quote:
 Originally Posted by loneorion How to exploit: Fleet Big Bad (100 members) creates a 'farm fleet' (Big Bad Farm) and transfers 80 of it's members. The remaining 20 Big Badians build up the base while the farm fleet grinds and collects all the materials they need for upcoming projects. Once a week, all Big Badians get moved to the farm and 20 farmers get moved to Big Bad. Repeat until Tier 5 is reached. Transfer all members back to Big Bad. Big Bad now has a T5 Starbase while spending only 20% of the resources per member of a 20 member fleet as well as finishing construction in the minimum time possible.
In regards to this - one could apply restrictions.

If a group leave the left then then the progress requirements remain locked at the higher level, and they would need to rerun the projects for each group of ten players that wanted to return.

In the end it would be counter production to leave the fleet to go to a farm fleet as it would cost more to get the players back into the fleet.

Something could be worked out that would prevent this.

Another way would be to lock the user for joining and leaving the same fleet more than a certain number of times. If the same player is joining and leaving the same two fleets, its clear what he is doing.
Captain
Join Date: Jun 2012
Posts: 2,228
# 9
02-16-2013, 11:56 AM
Quote:
 Originally Posted by loneorion Allowing FM/Dilithium to be traded would be the best solution in my opinion. However, The Powers That Be don't want players trading such commodities between alts. Who knows how much resistance would they have concerning trading between accounts?
Though I tend to agree with you - I believe given the recent removal of a former avenue, Cryptic need to make a decision, one way or another.
Captain
Join Date: Jul 2012
Posts: 2,036
# 10
02-16-2013, 12:03 PM

Scale Fleet Mark cost.
Do Not Scale any other cost.

Let us take an example. Right now to run Practice Tatical Exercises III it takes:

900 Fleet Marks
130 Doffs
Miscellaneous Crap

With my proposal the Fleet Mark cost could vary anywhere from say 300 to 900 but the other costs remain the same as they are now. This way small fleets could focus on gathering the other stuff either via exchange for the doffs or Dilithium exchange for the projects requiring it. While a mega fleet could potential abuse this system would it really be worth it for them?

The other idea is simple. Create a new project for each category. Call it say 'Practice Extended Tactical Exercises' make the duration 1 week (7 days) with half the cost but giving say 2,500 exp in the category. Then you can choose the slow efficient route or the quick and expensive one.

Their are dozens of simple ways to fix the current issue. They lack either the desire, creativity, or resources to implement them which should really show you just how important the ejoyment of the game is to them compared to their desire to keep things a 'challenge' to grind out. You could have a long duration special project like the one I suggested above. You could allow the sale of provisions between fleets for marks/resources. They could make Fleet Credits more useful for advancing the starbase like they sort of did for the embassy. And so on and so on.

Last edited by bareel; 02-16-2013 at 12:08 PM.

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