Cryptic Studios Team
Join Date: Jun 2012
Posts: 141
# 21
06-11-2013, 11:00 AM
Quote:
Originally Posted by maddinm214 View Post
When become the german players an update for the localization?
We are expecting our next large localization drop in a few weeks.
Career Officer
Join Date: Jun 2012
Posts: 193
# 22
06-11-2013, 11:01 AM
Quote:
Originally Posted by salamiinferno View Post
Here is a rough example.

A project that used to only require Science duty officers will now accept science OR medical, giving you more options.

A project that had two separate slots with one requiring science and the other requiring medical has not been changed.
Salami, would you be willing to explain why was the latter left unchanged? The imbalance between sci/med and tac/sec is the biggest obstacle to completing the Shipyard and Communications Array and has severely distorted the market for commons of the security and medical categories.

Does the dilithium mine expansion reduce the amount of doffs necessary for each project, at least?

Last edited by ceekayzero; 06-11-2013 at 11:05 AM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 2,443
# 23
06-11-2013, 11:02 AM
Quote:
Originally Posted by salamiinferno View Post
A project that had two separate slots with one requiring science and the other requiring medical has not been changed.
Except the projects that have been causing bottlenecks are virtually all of this type, caused by the disparity between departments. The projects that would be changed by this with few exceptions have low costs and most were already either/or.


This combined with the lack of a duty officer discount on the mine sound like somebody made a careful effort to fix everything that wasn't broken while leaving the one real problem alone.
Rihannsu
Join Date: Jun 2012
Posts: 1,254
# 24
06-11-2013, 11:02 AM
Great patch notes, eager to see those on Tribble, but...

Quote:
Originally Posted by salamiinferno View Post
A project that had two separate slots with one requiring science and the other requiring medical has not been changed.
You've completely missed the point with that and as a results this changes nothing with the absurd doff requirements. At least adjust the ratio to properly reflect the amount of sci vs medical doffs...
Career Officer
Join Date: Jun 2012
Posts: 64
# 25
06-11-2013, 11:05 AM
When will Science Captains get a fix for Sensor Scan? Currently, the de-buff that enemies receive only activates when you are at most 2.99km away from them.

Pre-LOR: you scan an enemy unit. It and any other enemy units in a 3 km radius from it are affected by a de-buff
Post-LOR: You scan an enemy unit. The de-buff only works if those units are within a 3km bubble centred on you
The Spice Must Flow...
Rihannsu
Join Date: Jun 2012
Posts: 3,471
# 26
06-11-2013, 11:08 AM
If they cant be combined, or the split of doffs made more even (and i appreciate that might be harder to do than it seems) what would be nice if the projects that require medical/security and i think its operations just reduced the numbers.

ie turn 70 tac/60 security into 70 tac/30 security.

the real slow down happens when the tac or the science gets filled up but you still need 30 or 40 of the security/medical. cutting that number in half for those projects would really help.

seriously if you buy 100 white science doffs from the starbase vendor you will most likely end up with around 75 science and 25 medical. so unless you can balance that better or combine, cutting the numbers would probably be the simplest thing.

House of Cards - Lvl 46 Fed mission
Rihannsu
Join Date: Jun 2012
Posts: 384
# 27
06-11-2013, 11:09 AM
Thats a lot of stuff, good job everyone, take the rest of the day off.
New home of the Romulan Republic.
I have an idea for what Season 9 should be; Season 9: The Big Bug Fix
Career Officer
Join Date: Jul 2012
Posts: 526
# 28
06-11-2013, 11:14 AM
Wow, that's a lot of fixes.

Good going guys and ladies!

Things are moving forward.
Starfleet Veteran
Join Date: Jun 2012
Posts: 2,443
# 29
06-11-2013, 11:15 AM
Quote:
Originally Posted by captainrevo1 View Post
If they cant be combined, or the split of doffs made more even (and i appreciate that might be harder to do than it seems) what would be nice if the projects that require medical/security and i think its operations just reduced the numbers.

ie turn 70 tac/60 security into 70 tac/30 security.

the real slow down happens when the tac or the science gets filled up but you still need 30 or 40 of the security/medical. cutting that number in half for those projects would really help.

seriously if you buy 100 white science doffs from the starbase vendor you will most likely end up with around 75 science and 25 medical. so unless you can balance that better or combine, cutting the numbers would probably be the simplest thing.
Rather than adjusting them to frequency, a more brute force solution could easily match.

The tier 4 1000 xp projects are:
90 tac/90 sec
90 eng/90 ops
90 sci/90 med

Change these to:

90 tac or sec/90 any*
90 eng or ops/90 any*
90 sci or med/90 any*

*- any could be reasonably limited to non-civilians. However, there's also a general under-utilization of civilian doffs in the fleet system that this would relieve.


No reduction of costs, but this does equalize any disparities across-the-board. Not only are disparities like the science/medical split resolved, but larger scale issues like science being more common than tactical or security as well are resolved by overflow from any department going into others.

It's also a durable fix. If some future change makes medical officers equally common to science, changing 90/90 to 90/30 would stop being a fix, now there'd be a huge overabundance in medical. This setup would allow most frequency changes to equalize through the system without future adjustment.

It also makes a more unififed force, with all six departments contributing to any single project, even if one division is taking the lead they still require support from others.

Last edited by hevach; 06-11-2013 at 11:18 AM.
Survivor of Romulus
Join Date: Jun 2012
Posts: 896
# 30
06-11-2013, 11:15 AM
Great list of fixes. Thanks, guys.

Also: Any word on a fix for some dilithium-purchased weapons firing from the ground instead of the muzzle?
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