Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 The Future Of Fleets
06-06-2012, 12:58 AM
When the new season arrives, I see hard decisions ahead.

Multiple fleets, many of which are niche for role playing, may not be feasible when star bases arrive. We are bound to favor one fleet, and neglect the others. We may likewise find that we will have to choose KDF or Federation, and neglect the other. I am thinking that a good deal of variety will be lost when we set ourselves on the path of fleet grind, or we will contribute little to any fleet as we spread our resources and efforts.

Hard decisions are ahead, and something must be lost in order to gain something else. I am not sure if I can come along. I have a leftover fleet from beta, in which there are only 3 of us. I have always enjoyed the fleet bank for moving items. On the KDF side, I found a great RP Ferasan fleet, but nothing much for my Orion or Alien (Actually the Klingons I wanted to make!) captains.

If we want to win, we need to make more inclusive fleets to put all of our captains in, if we want to play the star base game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-06-2012, 01:04 AM
I was thinking about this just last night as well. Tbh, I've always been kind of annoyed at the volume of basically empty fleets floating about; that being said, I also don't want every single fleet to be nothing but a zerg fleet with a ridiculous amount of members either. I suspect the new fleet starbases will probably sway things toward the zerg fleets favor though. My personal preference is for relatively small, yet active, tight-knit type fleets--but I don't see those being catered to with this new starbase system, as much as I like the idea of fleet starbases.
Lt. Commander
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# 3
06-06-2012, 04:10 AM
i sorta agree with the OP, but from a non rp perspective, wouldnt it be an option to have a number of mergers and just use custom channels (like my fleet is using) for specific areas of RP?
Lt. Commander
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# 4
06-06-2012, 05:16 AM
Yes but more of the same will not be that good that might be a bit bad for that don't you think.
Lt. Commander
Join Date: Dec 2007
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# 5
06-06-2012, 07:05 AM
The Bigger fleets will break up now
I think the optimum number is going to be about 30-50
anything over 100 is going to break apart when they realise that only 20 of them are getting the new ship
Lt. Commander
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# 6
06-06-2012, 07:16 AM
Quote:
The Bigger fleets will break up now
I think the optimum number is going to be about 30-50
anything over 100 is going to break apart when they realise that only 20 of them are getting the new ship
according to the post made by heretic, i don't see a fixed limitation...they just need to be produced further and that costs the whole fleet.
I couldn't see any limitations to the amount of ships being produced...it just takes to start the assignment again.

here is the statement
Quote:
For example, Fleet Alpha completes the "Provision Elite Defiant Escort" fleet project, adding say 5 Elite Defiant Escorts to the fleet ship store. Player A can then go to the Fleet Ship store and spend personal Fleet Credit on one of these escorts, also using up one of those provisioning credits.

If the fleet wants more available, it can simply run the fleet project again. Yes, we expect there to be fleet politics as to what projects different people want to prioritize; this is intentional. That being said, we want to set the provisioning appropriately so they are in a reasonable supply - the intent there is not to make them highly exclusive, just to make sure that they are appropriately paid for by a fleet.
if i'm wrong here, can anybody point out where it specificly says that the ships are limited, and not reproduceable?


In my opinion there will be much more larger fleets, and i consider a fleet consisting of 20-30 active members, large.
In my opinion, a fleet consisting of 100 active players. which means atleast 40 to 50 being online at the same time during weekends, must be pure chat chaos. I experianced it in WOW, which required 40 people for raids, more than 30 in TS. Surpriceing enough it kind of worked, but when they lowered it to 25 people it was more coordinated. So in my opinion fleets with 20-30 active members will be more common in the future.
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# 7
06-06-2012, 07:59 AM
I do see smaller fleets getting swallowed up simply by long term goals of the fleet expansion, Territory/Sector control and Raids on other Fleets Starbases. No your precious base will NOT lose anything or be destroyed. But it might not Gain anything either in future expansions as they have Discussed opening up direct areas to control I guess Eve Like. Which I don't see making to much sense unless it falls VS Fed territory holdings Vs KDF territory holdings. Since why would Fed Fleets fight each other.. We are a united Groups. As for the KDF side, Houses have been fighting each other for a long time. Tho united in war, those smaller infighting have gone on to sway the sides in it's houses favor. So if they do make something similiar to this, it will deffinately have to be a unique system, Unless they are going to Sandbox this game and open it to where people can be Mercs, merchants etc. Which I would be all for to be honest.
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# 8
06-06-2012, 09:26 AM
klingons only fight each other if there is a gain that can be made for example a house leader is conspiring with romulans, his house automatically becomes an enemy when evidence turns up and is wiped out. even the smallest klingon house is recognised and respected. klingons dont just fight each other just for the fun of it otherwise there would be no klingon empire.

as for the small fleets, it depends how crypti have setup the starbase feature before i can speculate further.
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# 9
06-06-2012, 01:56 PM
Quote:
Originally Posted by Rickpa
If we want to win, we need to make more inclusive fleets to put all of our captains in, if we want to play the star base game.
The thing is, it isn't a system designed to be "won". It's a long term development thing. So if you play a little bit with one character here, a little bit with another there, keep doing that - and just add a little bit of fleet contribution to your time.

Quote:
Originally Posted by Heretic View Post
This system is not designed to be like a Feature Episode, however, that you can play through quickly; it is intended to be a long term system that will be with a fleet for most of that fleet's lifetime, especially once one takes into account potential expansions to the system.

As such, it's not like character progression where you only really care about the rewards at the end of the trail; each tier has roughly comparable rewards, with subsequent tiers expanding your options without making the previous tier's rewards obsolete. This means a small or casual fleet that only gets to Tier II or III will have, in fact, about half of the potential top-tier rewards in the system.

If the measure of success is only on exhausting a system, then sure, this could be considered a major grind, especially for a small casual fleet. My hope is that people will instead see the system as it was designed, which is an essentially endless road with rewards all along the path.

If anything, there are more things that impair large fleets whose members will have a harder time getting their needs prioritized unless they have a very responsive and organized fleet leadership, and who will have fewer input options per player, since projects will tend to fill up faster.
Additionally, it is specifically designed so that big fleets aren't at a huge advantage.

Quote:
Originally Posted by Heretic View Post
The reason we put in the hard duration gate to complete a project is otherwise there would be no reason not be in a zerg fleet, and that was something we wanted to discourage. If people want to be in a fleet that happens to be large, that's fine with us, but what we don't want to see is a system that mandates being in a large fleet as a predicator of success.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-06-2012, 04:21 PM
Quote:
The thing is, it isn't a system designed to be "won". It's a long term development thing. So if you play a little bit with one character here, a little bit with another there, keep doing that - and just add a little bit of fleet contribution to your time.



Additionally, it is specifically designed so that big fleets aren't at a huge advantage.
I like the way you siad that well done.
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