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Post by smalul on Dec 11, 2015 20:44:55 GMT
Since there are now 4 Fleet Admirals in the fleet, so I think it is time to make some basic decisions about how the fleet should work.
1. First of all, I suggest the fleet should have a ranking system based on the the contributions made by the members (the more the member contribute to the fleet, the higher his/her rank would be). Higher ranks should also give more privileges. We need to decide on the contributions values for those ranks and then adjust the rank of the current members.
2. Second, we need to set a way to remove inactive members, so the fleet would only have active and contributing members. Maybe every 1 to 3 months all the members who haven't logged into the game should be removed from the fleet (you can see the last time a member logged in by placing the mouse pointer over his/her name in the roster)
3. Third, we need to decide how the fleet projects are set - we can't have someone just activate a 200,000 Dilithium project just because he feels like it. We need to calculate which projects are more efficient and more important to the fleet and activate those.
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edam1
New Member
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Post by edam1 on Dec 15, 2015 20:23:43 GMT
Hi Smalul,
First thanks for creating this forum. To point 1: I agree a ranking system based on the contributions seems to be fair.
2: I don't know about that one. I wouldn't make it too strict though. Sometimes I'm away for a month or two myself.
3: Personally I'm for building up the starbase first, but all the holdings have their benefits. So maybe we should vote.
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Post by smalul on Dec 19, 2015 0:57:05 GMT
I posted here what each of the fleet holdings sells: interstellaralliance.boards.net/thread/2/fleet-holdings-facility-sellsThe Starbase is important mainly because of the Shipyard, which sells Fleet Starships. The Embassy is important because it sells Science consoles which are important to DPS (mainly Weapon Signature Nullifiers). It also allows to add 2 more duty officers mission slots, which is nice. The Dilithium Mine is important because of the mining missions and the Fleet Warp/Singularity Cores it offers. The Spire also offers Fleet Warp/Singularity Cores (Plasma-Integrated Warp Cores/Thoron-Infused Singularity Cores) but mainly it's important because of the Advanced Tactical Vulnerability Consoles you can buy there. The Research Lab is nice because it allows to buy slots for traits and R&D projects. I should also note it's not very "nice" to see a holding with no active projects at all - some of the members might think the fleet leadership is no longer active, but most importantly - it prevents them from gaining fleet marks. This is the goal of this discussion - to decide what we should do so all the fleet admins would be able to run the fleet without having to wait for the other admins to come online.
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Post by smalul on Jan 7, 2016 8:55:29 GMT
In order to get the "good" fleet starships, we'll need to level up the Shipyard to tier V, which will take a very long time.
I'm now thinking the focus should be 2 types of fleet consoles which are important to DPS: 1. Weapon Signature Nullifiers and Amplifiers, which are Science Consoles sold at the Embassy (Mk X requires Embassy Diplomatic Facilities Tier I). 2. Advanced Tactical Vulnerability Consoles, which are Tactical Consoles sold at the Spire (the Vulnerability Exploiter consoles require Spire Research Facilities Tier II and the Vulnerability Locator consoles require Spire Research Facilities Tier III).
The Signature Nullifiers consoles, and mainly the Plasma-Generating Weapon Signature Nullifier, are important to DPS because: A. They add a 2.5% chance to deliver a Plasma DoT (Damage over Time) effect on your energy weapon attacks (this is what the Plasma-Generating prefix means). B. Decrease Threat generation (this is what the Nullifier suffix means). C. They add points to a skill.
Since the fleet already completed the Embassy Diplomatic Facilities Tier I, I personally bought 4 Plasma-Generating Weapon Signature Nullifier Mk X [Flow] consoles from the fleet (I founded the entire provisioning fleet project myself and waited for 20 hours for it to complete since there were no provisions for the Embassy Diplomatic Facilities at all), and then I upgraded those to Mk XIV (it is more cost effective to buy Mk X consoles and upgrade them to Mk XIV than to buy Mk XII consoles and upgrade those to Mk XIV).
The Advanced Tactical Vulnerability Consoles, and mainly the Advanced Tactical Vulnerability Locator consoles, are important to DPS because: A. They act as normal tactical consoles (increase the damage of a certain weapon type - Phaser/Plasma/Antiproton and so on). B. They increase the Critical Chance of the ship (by 1.6% at Mk XII).
I need such consoles, but right now the fleet is not even close to Spire Research Facilities Tier III and so I think this should be the main focus of the projects.
Also I think it's a very bad idea to start a provisioning project which only required Dilithium - it might takes only 30 minutes to complete, but requires a lot more Dilithium then the other provisioning projects, which takes 20 hours to complete.
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Post by smalul on Jan 15, 2016 2:02:51 GMT
OK, since there has been little to no activity here, I have decided to take matters into my own hands and set up a few fleet projects. After a lot of hard work, I've calculated which of the fleet projects are best cost effective Dilithium-wise, which means they give most experience for the Dilithium invested in them. All the other items required for the projects just require money (EC), Fleet Marks or Expertise,all of which relatively easy to get.
I should note that I have also decided to make sure there are provisions in the fleets holding, increase someone wants to buy something. Therefore if there is no provisions for a certain holding, I have decided to activate a Provision Supplies project first.
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