Ensign
Join Date: Jun 2012
Posts: 9
If it is possible to change a fleet project in progress, I'd sure appreciate someone telling me how. For my particular example, we have a special project going (not very far along), and we'd like to cancel it and move to the new time sensitive project that just came out. Thanks in advance! ~Sagison
Commander
Join Date: Jun 2012
Posts: 399
# 2
07-28-2012, 04:57 AM
There is no way I'm afraid, but it's a feature requested alot.
Ensign
Join Date: Jun 2012
Posts: 9
# 3
07-28-2012, 05:08 AM
Thanks! (+3 chars)
Career Officer
Join Date: Jun 2012
Posts: 1,016
# 4
07-28-2012, 11:22 AM
No there isn't. I believe there IS a pop-up saying that when you go to slot a project unless you have it slotted in "next project" slot in which case it will automatically be started when the previous one finishes.

As an aside, most of the special projects are just mark sinks designed for very large fleets so they have a way for their members to dump in the fleet marks to earn some credits. If your fleet is not extremely large, I would simply just leave these projects alone and not start them. There is very little reward for doing them (I think you get 5 XP). That way, when a featured project is released, you can start it right away.
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Ensign
Join Date: Jun 2012
Posts: 9
# 5
07-28-2012, 01:25 PM
Absolutely agree with you and we'll not make the mistake in the future. Appreciate the advice.
Starfleet Veteran
Join Date: Jun 2012
Posts: 53
# 6
07-29-2012, 10:40 PM
Quote:
Originally Posted by latinumbar View Post
No there isn't. I believe there IS a pop-up saying that when you go to slot a project unless you have it slotted in "next project" slot in which case it will automatically be started when the previous one finishes.

As an aside, most of the special projects are just mark sinks designed for very large fleets so they have a way for their members to dump in the fleet marks to earn some credits. If your fleet is not extremely large, I would simply just leave these projects alone and not start them. There is very little reward for doing them (I think you get 5 XP). That way, when a featured project is released, you can start it right away.

The only possible exception to this suggestion (one which I fell trap to myself) are the limited time only projects which will "go away" after a certain amount of time. The two that I've seen so far don't require marks or materials, but huge amounts of dilithium. They are also pretty much purely cosmetic, simply adding flavor to your fleet base.

The first one (that expired on the 26th) allowed you to remove the blast windows on your base (for 200,000 dilithium as mentioned). I did this one, mainly because I wasn't aware at the time that the 200k would probably have served me better applied to projects that gave experience and unlocked useful things. It's impressive seeing out the windows, though.

The second special project that showed up (I'm assuming when the first went away, I wasn't paying attention) is similarly cosmetic. It adds plants and other stuff to your base to give it a more hospitable appearance. It too is 200,000 dilithium and whether it's worth it is up for debate.


Notes: once you take one of these limited time projects, it will stay on your queue until completed. You just have to accept the project, not FINISH it by the expiration date.

Also: apparently the way to find out what current limited time project is available is to click the small rectangular picture in the bottom left of the first tab of your fleet window. It will pop up the project info/description. Queue it as an upcoming project and it will remain there until you finish it. If you have the dilithium to spend and are curious about upcoming ones, you can pretty much maintain 2 at a time.

That is, unless you did like I did and queued one of the worthless fleet credit generating projects and that's stuck in queue at #1 because you're very reluctant of wasting 600 freakin' marks on a project that gives 5/5/5 mil/eng/sci exp with no other benefits.



So, devs -- make it where fleet leaders can cancel a project! A return of already spent resources would be nice, but I'm not holding my breath. I'd just like to be able to have one going ltd. time project and an open slot where I could queue a second if I wanted to and now there's that 600 mark behemoth gumming up my queue.
Captain
Join Date: Jun 2012
Posts: 771
# 7
07-30-2012, 09:14 AM
Quote:
Originally Posted by willy01pwe View Post
So, devs -- make it where fleet leaders can cancel a project! A return of already spent resources would be nice, but I'm not holding my breath. I'd just like to be able to have one going ltd. time project and an open slot where I could queue a second if I wanted to and now there's that 600 mark behemoth gumming up my queue.
I don't think it's planned, and I wouldn't expect it. Once resources are put into the project, there's no way to track who they came from and return them to the right people.

Even if you don't get your resources back, neing able to cancel projects in progress also opens it up to easy abuse. (Fill up the Expertise limit, get fleet credits. Cancel project, repeat. I have several million expertise on each character, I don't care if I don't get it back.)
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Commander
Join Date: Jun 2012
Posts: 399
# 8
07-30-2012, 12:35 PM
Quote:
Originally Posted by tangolight View Post
there's no way to track who they came from and return them to the right people.
You would be surprised how many details are tracked in an MMO

I still wish they would implement it, but I can very well understand why they do not.
Fleet Dramas would reach new extends...
Leaders dropping projects, because they couldn't contribute, because mommy called for lunch etc.

Not that I think it would happen to most Fleets, but I'm sure it would, somewhere, out there.
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