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[Discussion] - Fleet Project Survey

Started By:
Bridger, 5 Days Ago
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View Poll Results: Fleet Projects

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  • Fleet Projects are available in the Fleet when I need them

    7 26.92%
  • Fleet Projects are not available in the Fleet when I need them

    14 53.85%
  • Fleet Projects are available in the Armada when I need them

    11 42.31%
  • Fleet Projects are not available in the Armada when I need them

    11 42.31%
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    #16
    The vast majority of fleets in the game are at maximum in terms of holdings or close to, so there is barely any system to generate a decent flow of fleet credits.
    Uhm... this seems a bit obvious, so I hesitate to suggest it (I figure I'm missing something that makes it impractical - or against the rules maybe?) - but couldn't we start a new fleet (I know I have an alt or two I really do not need to be in a proper fleet), slot it in the armada and once its leveled up, disband it, and start again, I assume that will take a pretty long time so it's not like we'd be cycling fleets every week? Just as a sink for generating credits for our mains, rather than a proper fleet?
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    #17
    I typically find what I need when I look throughout the Armada, but there are a couple of things that get piled up.

    First, fleet marks. I hate the idea of turning them in for half the credits, so I almost never put them into the "Unload Fleet Marks" projects. I wait until a new project pops up on one or more of the fleets in the armada, and I dump all that I can. This is a problem with the game more so than the fleet. I have absolutely no idea why they made that unload project half the credit reward, it makes no sense.

    The other is civilian duty officers. I figured fleet projects are a cheap and easy way of getting rid of colonists and prisoners for a nice profit, so the "Coordinate Colonization Efforts" project is always a welcome sight for me. Emptying my passengers and brig is an effective way of getting a few thousand extra credits when I need them. I would suggest putting this up sometimes instead of the Unload Fleet Marks project. Maybe alternate between the two.

    I also try to throw in some energy credits or dilithium if something is very close to completion, or if I see a full colonization project that only needs credits to complete it, stuff like that.

    A little tip for people who don't know, if you donate the full amount of EC to a Coordinate Colonization Efforts project, there will always be a tiny bit left to donate due to a bug, so you have to donate the 100 EC remainder if you want the project to complete.
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    #18
     –  Last edited by Arimimochi Taku; 5 Days Ago.
    Uhm... this seems a bit obvious, so I hesitate to suggest it (I figure I'm missing something that makes it impractical - or against the rules maybe?) - but couldn't we start a new fleet (I know I have an alt or two I really do not need to be in a proper fleet), slot it in the armada and once its leveled up, disband it, and start again, I assume that will take a pretty long time so it's not like we'd be cycling fleets every week? Just as a sink for generating credits for our mains, rather than a proper fleet?
    But then we'd have to kick 4 existing fleets (1 Beta and their 3 Gamma Fleets) from the armada. That's the only way we could move in a newly created UFP fleet without having to get an existing Beta Fleet to take us on board. (In the alternative, we could load a new Fleet into 2nd Fleet as one of it's Betas, I guess. That's where 3rd Fleet is. We'd still have to kick one of the others.)

    And it will take YEARS to get a new Fleet fully developed. Plus we'll run into the same DOff and DIL problems. If you think it's hard to find 64 Common Engineering/OPS DOffs, imagine trying to come up with 10x that many. Yes, we'd be able to sink marks into new projects, but building a Fleet is not something to start on a whim. We need to finish what we've got going now (*cough* 4th Fleet *cough*) before we start to talk about an 8th Fleet.
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    #19
    I have very little doff and dilitium, trying to donate 1 and 2 when I can but more than that I cant. more project that require doff or delitium will stagnate and take a long time to fill. Unless there is a project that nead civilians and prisoners than I can help. don't mined donating other resources within reason. But all depened on what projects is started.
  3. Quartermaster

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    #20
    Uhm... this seems a bit obvious, so I hesitate to suggest it (I figure I'm missing something that makes it impractical - or against the rules maybe?) - but couldn't we start a new fleet (I know I have an alt or two I really do not need to be in a proper fleet), slot it in the armada and once its leveled up, disband it, and start again, I assume that will take a pretty long time so it's not like we'd be cycling fleets every week? Just as a sink for generating credits for our mains, rather than a proper fleet?
    Yeah sadly that's not a solution that will work; but don't feel bad for suggesting it! All ideas are welcome as it's a fleet FOR the members at the end of the day; we need everyone to be able to get the best out of how it's run.

    Creating a new fleet supplies ample opportunity to slot projects, but it also still requires a tonne of dilithium and doffs that even at the moment don't get donated. So we'd not really be any closer, we can't even cancel and restart projects to game the system and have unlimited fleet mark spaces.
    Plus there's the issue of needing to get people in/out of both the new fleet and the existing fleets on a near constant basis; and the job for the poor Personnel Officers is already pretty hectic!

    The game seriously needs a means to earn fleet marks at a sensible rate that is not going to get stuck behind walls like massive dilithium/doff volumes. The newer players are suffering most from the way the game is laid out these days.
    SulMatuul
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    #21
     –  Last edited by Bridger; 5 Days Ago.
    We could increase the provision threshold from 250 to 500 in the 1st Fleet and once that is done we do it in the 2nd Fleet......
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    #22
     –  Last edited by Arimimochi Taku; 5 Days Ago.
    We could - raise the threshold - but we'd still run into the problem of the DOffs and DIL.

    If you want to, we can try it in 1st Fleet. I'm in there now if you want me to pump up everything under 500.

    Or, to drive people to it, we could start in 4th Fleet. Get people to visit, and maybe get that Starbase done? Then flip to the 4th Fleet Colony.

    Just an FYI: Colony buffs don't take DOffs. They do take lots of DIL though (69,201 @ level V; 22,490 @ level II).
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    #23
    Thanks Taku, I have slotted everything in the 1st Fleet and we will see how this progresses over the week.
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    #24
    Might be worth keeping a note of how long this batch take to fill up, then we can gauge how well it works. That's a tonne of fleet credits for people to farm out, even just with the credit and XP donations.

    For the special projects, I recommend we alternate between the Surplus Fleet marks and Colonization Efforts projects, those both seem to fill up fairly easily and give a decent return for people with surplus civilian doffs.
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    #25
    I opt for more projects for the fleet. Simply put, I had dilithium provisions for over a year and no fleet in our armada had projects that I could dump off, so it was taking up valuable inventory space. Bear in mind there is one TFO that rewards you I believe in fleet specific provisions also... would be kind of hard to use them without projects to dump them into. The other concept is it provides variety to allow members with different resources to contribute in different areas if they accumulate something they cannot get rid of by either selling on the exchange or breaking it down like salvage. I think also it can help boost fleet credits quickly if you need to buy something and you don't want to always convert your marks at the end of a TFO and lose out on rep marks. Donating doffs, experience, provisions and other items gives variety, and as they say, variety is the spice of life... let's spice up the fleet starbase please, it has been looking kind of bleak and lonely. Some projects make it look lively. Just my 2 cents...
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    #26
    Personally I have a massive surplus of fleet marks that I can't seem to find projects to dump them in when I need fleet credits. Occasionally I see the surplus fleet marks projects but I tend to avoid them since Cryptic decided it was a good idea to give less credits per mark for those projects.
    ^^^ this.

    Being in the pacific time zone does mean that by the time I get around to playing in the evening, the fleet marks have already been donated. Very occasionally I find someone in the armada that hasn't already filled up the marks so I contribute where I can. It certainly makes saving up for shiny fleet things more challenging.
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    #27
    Well, we're going to be running the ENTIRE set of projects in 1st Fleet for a while. Going from 250 provisions to 500 is going to take a little while. They're -- if I remember correctly -- 11 points each time they're completed. So sit back.

    - - - Updated - - -

    Being in the pacific time zone does mean that by the time I get around to playing in the evening, the fleet marks have already been donated. Very occasionally I find someone in the armada that hasn't already filled up the marks so I contribute where I can. It certainly makes saving up for shiny fleet things more challenging.
    It's not always simply a matter of timing. I'm on at all times of the day and night (Central Time Zone), and I start what the guidelines say should be started. Most of the time, there's nothing to start beside Unload Surplus and the 4th Fleet Starbase projects. But, that has changed for 1st Fleet tonight.
  10. Petty Officer 3rd Class
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    #28
    I typically find what I need when I look throughout the Armada, but there are a couple of things that get piled up.

    First, fleet marks. I hate the idea of turning them in for half the credits, so I almost never put them into the "Unload Fleet Marks" projects. I wait until a new project pops up on one or more of the fleets in the armada, and I dump all that I can. This is a problem with the game more so than the fleet. I have absolutely no idea why they made that unload project half the credit reward, it makes no sense.

    The other is civilian duty officers. I figured fleet projects are a cheap and easy way of getting rid of colonists and prisoners for a nice profit, so the "Coordinate Colonization Efforts" project is always a welcome sight for me. Emptying my passengers and brig is an effective way of getting a few thousand extra credits when I need them. I would suggest putting this up sometimes instead of the Unload Fleet Marks project. Maybe alternate between the two.

    I also try to throw in some energy credits or dilithium if something is very close to completion, or if I see a full colonization project that only needs credits to complete it, stuff like that.

    A little tip for people who don't know, if you donate the full amount of EC to a Coordinate Colonization Efforts project, there will always be a tiny bit left to donate due to a bug, so you have to donate the 100 EC remainder if you want the project to complete.
    This is pretty much the same for me really. FMs are filled fast on regular projects, unloading for half I don't do either, I feel it as something of a slap in the face by cryptic to only offer half the value. Civ DOs like prisoners and colonists I tend to use in the same way when those projects come up, think I ran out of those now, which is a rare occurence.
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    #29
    With those slotting the projects perhaps having a rule stating they cant place fleet credits in right way should be in place so those that dont have access to start them have the time to donate their credits or whatever else they choose to donate. I can see this being exploited by some that volunteer to be in this position. I haven't been a supply officer for a long time and don't remember specific rules so if rule in place ignore what I have to say haha.
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