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Lieutenant
Join Date: Jun 2012
Posts: 46
# 81
07-04-2012, 02:33 AM
Quote:
Originally Posted by rdm1958 View Post
okay i want to join. what do i need to do?

i play regularly and have been playing for a few months now.

i would really like some team play.

i have lived in Oklahoma, Arkansas, Tennessee and now Louisiana so i got the redneck down.
Welcome to the fleet, and i look forward to seeing you in game
Lieutenant
Join Date: Jun 2012
Posts: 46
# 82
07-04-2012, 02:41 AM
Captain Marsden stands gazing out of his ready room window into deep space, the gentle waft of hot coffee occasionally grabbing his attention away from a report covered desk.

"Computer begin recording of message and encode, ready for dispatch to Admiral Carmenara & the fleet upon logon to the federation database"

*The computer chirps and the recording begins*

Good Afternoon Fleet,

After running a few elite STF's now, and since i am thinking of upgrading my Phaser arrays (When cash permits . . lol) i was thinking about investing in some from the "STF store" on DS9, since they have the extra damage against borg NPC's . . i think they offer 1000 radiation damage, i've already bought some more "Normal" blue XI arrays and i find they are much better, but perhaps still don't offer enough punching power on the dirty borg, and we all love seeing them get a slapping don't we . . lol . So i was wondering what everyone thought on that . . Borg "Stf Store" Phasers worth the buy or not, or are normal high grade arrays just as good ?

I am still upgrading my vessel when i can, i also need to invest in better Shield emitter arrays, and things like that . . but at the moment the ones i have are doing the job, and this is more of a fine tuning matter than anything else really, as my main priority is to upgrade weapons to meet the borg threat head on.

I look forward to the fleet PvP/testing session on Sunday, since i've been trying to squeeze a little bit more DPS out of the Valiant. Although i know there is more to be done, i will be proud to show you that she has improved since our last war games session. I must say she has a mean broad side :-).

Best regards,

U.S.S Valiant - Captain Marsden Commanding

Last edited by drunkenguyver; 07-04-2012 at 02:44 AM.
Captain
Join Date: Jun 2012
Posts: 658
# 83
07-04-2012, 02:55 AM
Quote:
Originally Posted by drunkenguyver View Post
Good Afternoon Fleet,

After running a few elite STF's now, and since i am thinking of upgrading my Phaser arrays (When cash permits . . lol) i was thinking about investing in some from the "STF store" on DS9, since they have the extra damage against borg NPC's . . i think they offer 1000 radiation damage, i've already bought some more "Normal" blue XI arrays and i find they are much better, but perhaps still don't offer enough punching power on the dirty borg, and we all love seeing them get a slapping don't we . . lol . So i was wondering what everyone thought on that . . Borg "Stf Store" Phasers worth the buy or not, or are normal high grade arrays just as good ?

Best regards,

U.S.S Valiant - Captain Marsden Commanding

Good to hear from you again CPT Marsden.

All that ship retrofitting studies and Starfleet 'propaganda' production has eaten into my captaining schedule.

Flying a desk for the majority of my time however, does has its rewards, and carries little risk of assimilation


RE - Anti-Borg phaser arrays?

My suggestion is get as much weapons as you can from Omega Force as there is zero expense from those requisitions.

While weapons on the Ferengi exchange can often yield superior firepower (such as from Acc x3 weapons yielding a superior critical hit ratio), you cannot justify spending a few million credits per ship, not if at your experience level you may wish to experiment with different ship types and setups to find your unique piloting niche.

There has to be a Rule of Acqusition somewhere that says, to profit from STFs, you make a strong ship with Mark X [Borg] weapons, the cheapest most effective armor and subsystems you can find, and stick with that setup for a month or so, gradually upgrading to Mark XI then XII standard eventually.

It is after all tactics and Captain's knowledge that govern one's success in STFs, and if you can lead teams to victory in Elite assignments often, I'm sure you'll be swimming in Rare Borg Salvage in no time at all. The best thing you can do is run with a fleet or people in your friends' list, so you can both man the strategic points in each mission and prevent any chance of mission failure.
STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.

My Youtube Channel
Captain
Join Date: Jun 2012
Posts: 658
# 84
07-04-2012, 10:10 PM
Article No. 2 of 2409

STF Prepatory Training: Dispelling Forum Myths and Integrating Personal Initiative for Improved Tactical Performance

Working Draft Alpha 2: Guild Charter of the Republic of New Texas Navy, Delta Volanis Star Cluster, from the Office of the Secretary of Aggression.

When we look at STF guides and STF training groups in existence today, we see a lot of "rules and regulations". There's a lot of talk about what gear to bring, what to target first, and other obscure "codes of conduct" that has, in my opinion, no place in the Star Trek franchise which naturally does appeal to a more senior playerbase than the norm within the gaming world.

Talk to anyone in my (or your) fleet and you'll realize these 'gamers' are persons in real life with responsibility and hold stable careers, the majority being successful family men themselves.

We met each other as PUG players in elite STFs. Some of us had very bad experiences with other players or guilds. Some of us didn't know starship power management.

To the general 'elite gamer' populace, we'll probably be christened derogatory terms such as "NOOBS", and in justification, people will tell us that these are "normal gaming terms" from other MMORPGs like WoW.

I'm sorry, but Star Trek online is not World of Warcr***. Here in STO you're granted command of a starship, a mandate to protect your star empire from internal and external threats, and to experience how it's like boldly go where no man has gone before. In just a matter of weeks you'll be progressing from a 3-gun frigate to take command of mighty capital warships that before STO had never existed at all in the Star Trek universe.

This kind of virtual career progression appeals far more to the mature career man or woman, and I find the use of "gaming" terms on these awesome individuals very disturbing, and so is curbing their personal initiative and personal desire to experience the world of Virtual Star Trek through experimentation and social contact with other starship Captains.

I sure as hell know that not all of us are 30 plus ladies and gentlemen. Our kids and spouses do play as well. Which brings me to this conclusion - we need to treat our fellow STO captains and pilots with EVEN MORE respect than the norm because of this.

Star Trek Online is designed to have scalable difficulty. It's not a hardcore Harpoon 4 type naval simulator. Neither is it a 1980s arcade game. However, with the right difficulty settings and mission environments, it can serve as either, at the player's behest. Leaders of major fleets can also tell you that their 8 year old sons and daughters also have game accounts, which does prove to me that the game is simple enough for even children to understand... provided we teach them well.

As a F2P player I have had a lot of experience with teaching fellow newbies the tools and tricks required for successful STO play through STFs, ESTFs, PvP and beyond. I've also had experience running full-time roleplaying and military simulation groups, also in STO, which were uniquely run by lady gamers themselves.

These wonderful individuals aren't here today to give me character references, because the appeal of STO has changed due to PWE acquisition and certain issues with C-store prices. But that's natural - gamers come and go, and indeed, you would wonder at why I do bother to spend hours each weekend teaching new players who might just quit the game the next day?

As some of the RL teaching profession would indicate similarly to you, teaching is never about making a profit. You give your very best instruction to others in the hope that you can see someone else flourish. It is a tiresome job, and yes, you will be repeating yourself over and over again.

But profit is not the reason why I started a career of "teaching" in Star Trek Online. Profit belongs in the realm of "Real Life" and all its politics and paper chasing. In a game environment, an ENTERTAINMENT environment, player to player sharing of information should be the norm, especially where STO does not provide a Advanced Starship Management course.

We, who stuck with STO and now have mastered the majority of its complex gameplay mechanics, are generally aware of these shortcomings. We also know how we at first struggled with non-optimal ship builds that weren't very durable nor were they very efficient at all.

We experimented, we conversed, we trialled numerous ship configurations in a bid to come up top in PvP matches with friends, and also to run elite team missions with the same group of friends, who had similar interests to me, seeing STO as a post-TNG era starship management game.

So why should STF trainers like I tell people off flatly that "Escorts and DHCs are all you need"?

Why should I be the person who tells new players that all they do is "Wrong. All Wrong." and demand that they follow my instructions to the letter or else?

Special Task Forces are never about split second reactions nor do they demand a lot from the player. Fully 95% of the stress in STFs is due to the necessity of following a mission script to implement a cascade bombardment strategy against Borg installations, and to anticipate and destroy incoming threats as they appear.

The Borg are no smarter than your average toaster. Enemy groups appear in the map under certain conditions. With an overview of the mission script and a list of possible failure mechanisms, you can create awareness of these 'mission control' requirements for each STF, or allocate wingmen to pre-position with riot control abilities to deal with them as they appear.

Most of us start off with STO as Starfleet Captains. I'm sure that in Starfleet, they too practise the ideal that veteran Captains cover for cadet pilots, in order to guarantee they get home in one piece and learn from their first-mission experiences.

In the event a Starfleet vessel were to be deployed in an international force with less than perfect command and control, I am sure too that the commander of said Starfleet vessel will do whatever in his power to try and achieve victory for his joint forces, without discrimination, blame, and without quitting.

It wouldn't matter that "some people never open their chat" or "those noobs just won't learn", said Starfleet captain will simply fly mutually-supporting tactical flight patterns, extend shields to cover friendly vessels under fire, etc.

It is this proactive collaboration that breaks the ice between foreign military forces with little to no common ground in terms of communications or culture, sometimes even language is an issue; but they all have one common interest: Victory.

They say, in Jem'Hadar units, that Victory is Life. In Starfleet, victory is indeed only valuable if you live to see the end of it. By extending a voluntary helping hand to others in need, you enable more new pilots to have a taste of victory and to bring their newfound experience in Federation combat tactics back home to where they can share it with others.

That's why I spend up to 50% of my gaming time with so-called "noobs", that's why we all stick together and have formed this very Fleet based on this tried and true principle of mutual support and the strong protecting the weak.

We really have no interest at all in each others' personal affairs, nor any interest at all to infringe into our pilots' rights and individual perceptions on the Star Trek universe.

After all it doesn't matter that most of my teams prefer to fly cruisers, despite knowing that Escorts, not cruisers, are the only practical way to regularly win the Optionals in Elite STFs.

As the commander of this task force it is my duty to accept my team's decision to learn to manage cruiser systems first and foremost. It is also my job to identify my team's personal interests (in terms of what parts of Star Trek they like - the grand capital ships in this case) and use that interest to strengthen their in-flight performance in STO.

So we ran General Systems Management classes. We drafted up what might be the Standard Starfleet Cruiser doctrine in the 25th Century, based off canon and soft-canon sources set in the TNG era. We used a Sacrifice of Angels style scenario to run a simulated Odyssey Wing strike operation using real-world naval strategies, in order to refine team tactics and implement basic command and control procedures.

Thoughout these training exercises which have taken place since May 2012, I have emphasized one and only one thing: Pilots' Discretion.

These Fleet pilots are putting in time to STO in their own free time.

It is up to them whether to continue supporting the Star Trek franchise through this game, or not.

It is up to me as wing commander to create a TNG-based operating environment in order for everyone to be comfortable with what we intend to do as a team/fleet, and also to encourage everyone to take command of certain aspects of operations.

For instance, during the Hobus system punitive operation, I took command of naval task force deployment and assigned strategic objectives for the team.

Pilots themselves remain responsible for their own ship and tactical systems; as masters and commanders of their own vessels their initiative in ship control is much faster in reacting to new Romulan forces uncloaking at close range, than any centralized command structure. Utilizing Starfleet tactical cruiser doctrine, mutual support was proactive and initiated automatically by the pilots themselves, thereby requiring no Task Force command intervention.

For the ground phase of the Hobus I raid on suspected Romulan WMD development facilities, another Captain with a younger and more energetic disposition was assigned the role of ground commander in order to maximize ground teams' rate of advance against determined (but futile) Romulan opposition.

These are not missions run on Normal difficulty. Task force training operations are ideally run on Advanced level, and with the large number of enemy targets per engagement, they have proven deadlier than Elite STFs by the sheer information overload alone. It's very easy to stray off into a solo fight against multiple Romulan battleships and end up with a tedious mop-up operation. It requires personal initiative and innate captaining instinct to retain task force battle order and mutual support, focusing fire on critical targets and maneuvering to support allied vessels to maximize offensive and defensive capabilities.

And when all was said and done we progressed to the Elite level STF missions immediately. After all everyone by now had become a trusted starship operator, had battle-proven (and at times PvP proven) ship setups, and Normal STFs would prove a bit too easy for our tastes.

It's when we run with PUGs with partial teams that we realize we're doing things a lot differently from everyone else.

We really do not care about premade teams, tactics or detailed micromanagement practised by most Elite STF players.

Through experiential learning and trust in their real world acumen, my pilots devise their own tactics on the fly to best suit current operating conditions. STFs are not new, and the missions are static. They've played them before countless times yet some can tell me that despite prior experience, they have not learnt the tips and tricks that we have been deploying successfully to guarantee victory for PUGs. Total strangers are who we like to run with. PUGs are no different from you and I in this Fleet.

PUGs are human beings just like everyone else, and they deserve the best we have to offer in collaboration and also to cover for possible weaknesses so that everyone can enjoy a drama free, Optional-enabled STF experience.

And so we come to the penultimate conclusion for this bold statement:

If Fleet management creates a environment ruled by fear, they are losing out big time, as without the ability to deploy "strategic corporals" to self-govern the fleet, the command structure of large organizations tends to have a response time of up to 3 weeks (**)

** - Quoted from source in a major fleet in February 2012.

If STF training is all about following strict protocol, then training efficiency is degraded and that's the reason we see guys in MACO gear produce very little DPS in ground STFs. Times change, tactics change as things are nerfed and un-nerfed, and tactical performance suffers in turn by not adapting to current trends.

And finally,

If this is the sort of modus operandi that has automatically created a very strong paramilitary team of players around the world, I will stick to this modus operandi and continue to develop it.

None of you have to contribute anything to this Fleet beyond what you are comfortable with supporting.

None of you have to deal with any personal troubles, unwanted drama or unwanted personal contact between Fleet members.

That's because we're all professionals in life and in game, we have been transformed from what people call "noobs" to be likewise be as you should be, professional starship captains in your own right.

I am very happy to have broken that stigma that prevents new or casual players from being a part of Fleet Operations. I am also very happy to have proved that voice chat, personal details, and other intrusive aspects of fleet recruitment are likewise unnecessary and indeed, contribute naught to actual mission performance, since if you take away the micromanagement, and the need to micromange, what you have here is a self-sustaining organization ready to engage any threat to the Federation and Starfleet, be they internal, or external.

Bear this in mind as well:

In this Academy, the PLAYERS, not fleet leaders, are the managers. My job is simply to organize, facilitate, and to channel resources to support the PLAYERS' gaming objectives, whatever they could be. Think of it this way - it's just like roleplaying the commander of Deep Space Nine! You send out duty officers on support missions, you allow them to gain experience and to grow. In time, they too, will become junior commanders and hold responsibilities in your stead. This personal development by players, for players, STRENGTHENS the organization, and should not be seen as some kind of threat to the guild.

Unless of course, there was no support infrastructure for said organizational growth to begin with, which is why a lot of RL Companies die off or switch to a low tempo of operations when times change... they simply can't adapt to the operating environment.

That's why we need to create a strategy of adaptation and flexibility from the ground up


"Adversity Breeds Innovation"
Capt. Hikaru Sulu - Starfleet Command II: Empires at War
STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.

My Youtube Channel

Last edited by carmenara; 07-04-2012 at 11:06 PM.
Captain
Join Date: Jun 2012
Posts: 1,096
# 85
07-04-2012, 11:05 PM
very nice write up and basically says my feelings to a T as one fleet i was in disbanded because of inactivity and the other kicked me because i was just not there when they scheduled events

and about coming up with own tactics yup and none of them are conventional but then again i fly probably one of the most outclassed T5 cruiser in the game so creativity has to come in lol
Lt. Commander
Join Date: Jun 2012
Posts: 130
# 86
07-05-2012, 03:04 AM
Awesome read. Especially at 6 AM just after waking up sick as a dog. Makes me wanna better myself some more

Anyways, last I hinted in my CORE Connect profile that I was working on a new toon. After gaining so much experience over the last month running with carmenara and the guys at Redneck Academy, I decided to take what I've learned and apply it to my newest endeavor.

Dre'An M'illi was a childhood friend of mine who lived in an affiliated Federation world. As part of Starfleet's Dual-Citizenship program he was finally able to join the ranks of Starfleet, and was eventually given the command of the U.S.S. San Lorenzo, a Miranda/Centaur hybrid frigate. Right now he is in the midst of investigating the Devidians, and once he is done with this, he has asked me to join the ranks of Redneck Academy.

Personally, I think he'll be a great Tactical captain with a heart of gold and determination of a Klingon.
The Redneck Academy
Vice Admiral Dre'an M'illa - USS Newburg - Avenger Battle Cruiser / Vice Admiral Vivicius - RRW Gladiator - S'Golth Elachi Escort
House of Wu-Tang - Lieutenant General Old Dertay Bassturd - I.K.S. N'ga - Mogh Battle Cruiser
Career Officer
Join Date: Jun 2012
Posts: 36
# 87
07-05-2012, 07:16 AM
hey carm, its kirk, how do u get charectors to work in CORE???? also can i join a alt into the fleet?
Captain
Join Date: Jun 2012
Posts: 1,096
# 88
07-05-2012, 07:22 AM
CORE is not fully synced with with sto yet so you can not link characters yet. i assume you will be able to soon though
Lt. Commander
Join Date: Jun 2012
Posts: 130
# 89
07-05-2012, 07:48 AM
Hopefully it happens sooner than later,only because it would be nice to showoff

Back to watching Through the Wormhole...
The Redneck Academy
Vice Admiral Dre'an M'illa - USS Newburg - Avenger Battle Cruiser / Vice Admiral Vivicius - RRW Gladiator - S'Golth Elachi Escort
House of Wu-Tang - Lieutenant General Old Dertay Bassturd - I.K.S. N'ga - Mogh Battle Cruiser
Captain
Join Date: Jun 2012
Posts: 658
# 90
07-05-2012, 01:07 PM
Quote:
Originally Posted by bookreader84 View Post
hey carm, its kirk, how do u get charectors to work in CORE???? also can i join a alt into the fleet?
I'll take your application under advisement. Bear in mind we are not a fleet for alts - combat wing ops are what we do and how we got everyone together under one roof.

These task force deployments are run on weekend evenings US time and I'll leave it up to you to schedule runs with us.

After all it is fair that for frontier battle fleets, readiness is doubly important due to the diverse and far-reaching nature of such deployments.

It's commonly known in canon that it takes up to 3 weeks for a Starfleet vessel to reach DS9 during the pre Dominion Wars era. This lack of protection for outlying Federation interests is exactly why frontier forces fall under their own independent colonial states' jurisdiction in the 25th Century.

Which is exactly why we're a fleet of mains, not alts. When it comes to starbase construction and defence operations next month, we'll need all the active pilots we can muster.

The trick to you managing multiple alts in multiple fleets depends on immaculate scheduling and cross-communication between aliied fleets. It'll be up to you to present a mode of operation for doing so, not for our interests but for your main fleet's sake.
STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.

My Youtube Channel
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