A Stonewall Guide to Fleet Starbases

A Stonewall Guide to Fleet Starbases

July 13 2012
Fleet Starbases are a major feature for Season 6: Under Siege of Star Trek Online. They are a new Fleet social zone that can be leveled and grown by the Fleet membership.

Holdings
Holdings are the different social zones in which a Fleet can own. With the launch of Season 6, Starbases were made available. In the recent Ask Cryptic, it was hinted that Season 7 would include a new Fleet Holding, this one being in an "exterior" location.

Tiers & Categories
Each Starbase has 5 Tiers and three Categories (Science, Engineering and Tactical) that also have 5 Tiers. To level the Starbase, Projects must be completed in one of those three Categories. Each Project rewards Category XP. Once enough Category XP has been earned and the Tier has been completed a special Upgrade Project will become available to unlock the perks for the current Tier of that Category. On completing that Upgrade Project, 1,000 Fleet XP will be awarded. Once enough Fleet XP has been earned to complete the current Tier, a special Upgrade Project will become available. Completing this Upgrade Project will unlock the next Starbase Tier along with all its perks.

Projects
Projects are like Duty Officer assignments that Fleet Members donate items and currencies to. The list of possible donations is very long and can include pretty much any item in-game. In general that includes Commodities, Dilithium, Expertise, Consumables, Crafting Materials, Crafted Items, and the new Fleet Marks currency. By donating to a Project, a character earns Fleet Credits. Fleet Credits can then be used to purchase goods through Fleet Stores once they've become unlocked.

Fleet Credits
Fleet Credits are earned by donating to Projects. Fleet Credits are character specific and can not be traded between characters. If you leave the Fleet you're currently in and move to a new Fleet, you will not loose any Fleet Credits.

Fleet Marks
Fleet Marks are required to complete most Projects. They are earned from the new Starbase Defense missions: Starbase Fleet Defense (20-Man), Starbase Blockade (5-Man), Fleet Alerts (5-Man), No Win Scenario (5-Man), Colony Rescue (5-Man). All of which are PvE missions that can be accessed from the PvE Queues. The opponents in each mission is randomly selected

Fleet Stores
As new Tiers are completed and unlocked, Fleet Stores will become available within the Starbase. It's at these stores that Fleet Credits can be spent. There are several different stores, including one for Weapons, Shields, Armor, Boots, Operational Assets, and Fleet Ships. Before these items can be purchased, they must be provisioned through completing Projects. Certain Projects will provide a specific amount of Store Provisions. For instance, Provision Fleet Ships I provision 5 Fleet Ships to be purchased from Fleet Stores.

The new items are all of the new Ultra Rare quality, meaning they have 4 bonus attributes, and are Mark XII. Most items cost Fleet Credits along with some Refined Dilithium. The new Fleet Ships cost 20,000 Fleet Credits and 4 Fleet Ship Modules. Fleet Ship Modules are available from the Zen Store for 500 Zen. If you've previously purchased a ship from the Zen Store of a specific class, the Fleet variant of that class will only cost 1 Fleet Ship Module.

Boosts & Operational Assets
Boosts and Operational Assets are new consumables that can be used in the Fleet Defense missions. Boosts give additional points to all skills of that type. For instance, a Engineering Boost gives additional points to all Engineering Skills. Operational Assets have a wide array of effects, from group heals to calling in additional support.

Let me know if there's anything I should add or expand. Also, if there's any errors, point them out!
8 people liked this
Edited July 13 2012 by nicholasjohn16
Yezar Gentak

yezar

Re: A Stonewall Guide to Fleet Starbases

July 13 2012
Thanks for the info Nick =) - Cleared a few things up for me.
Isaac Burrough

MrIzzy

Re: A Stonewall Guide to Fleet Starbases

July 13 2012
Hello Alan!

You can make whatever kind of toon you would like! I personally have one of each of the three professions on both Starfleet and Klingon.

Our fleet is very large, and we have so many active players that there isn't a "need" per se in any one profession. We are looking to expand and enhance our Klingon fleet, so if you are curious I'm sure one or more toons on that side of the border would be appreciated!

However, with that being said, you should make whatever you feel would be the most fun for you. This is a game, and we are all here to have fun!

As it relates to the fleet Starbases any toon of any profession can contribute any and all materials, elements or credit types needed. There are no restrictions.

Feel free to ask any questions to us here in the forums or in fleet chat!

Unknown Person

Re: A Stonewall Guide to Fleet Starbases

July 13 2012
Thanks Nick Nick! :silly:
Dave

Altimus

Re: A Stonewall Guide to Fleet Starbases

July 15 2012
Does anyone know what the fleet variants of ships will be like yet? As in how they will differ?

At the moment it seems like its hard to contribute. I'm hoping it will be easer later on...

Re: A Stonewall Guide to Fleet Starbases

July 15 2012
Quote by Altimus
Does anyone know what the fleet variants of ships will be like yet? As in how they will differ?

All the Fleet ships are ingame. You can view them all by going o the Shipyard on ESD and opening up the Ship Selector. Most of them are at the end of the list now and begin with "Fleet" in the name. Most Tier 2 and 3 ships now have a Tier 5 version, bother a Fleet version and a non-Fleet version.

Quote by Altimus
At the moment it seems like its hard to contribute. I'm hoping it will be easer later on...

As we level our Starbase, the Projects will require more and more inputs and hopefully make it easier for more people to get to donate. If we're still having problems, we'll look into ways of limiting the strain. Projects have been completing very quickly in Stonewall Fleet. It may be easier to donate if you move your character to DSS (and move a different character into SWF).
2 people liked this
Ali M

alimac30

Re: A Stonewall Guide to Fleet Starbases

July 18 2012
Hey Nick,

Do you mind if I reproduce this guide in the Stonewall Times?

Ali

Re: A Stonewall Guide to Fleet Starbases

July 18 2012
Quote by alimac30
Hey Nick,

Do you mind if I reproduce this guide in the Stonewall Times?

Ali

Nope, go for it! I hope to expand it more soon.
Unknown Person liked this
Reid Moore

Adinarous

Re: A Stonewall Guide to Fleet Starbases

July 21 2012
I'm a little confused in some areas regarding the fleet projects, as well as some other things. Yesterday morning, the countdown to starbase shipyard 1 and a couple other things was imminent, but as soon as it completed we had to do another project that *actually* got us the upgrade. This is really counter-intuitive to me, and I'm thinking either the system is not working properly, but more likely, that I'm failing to understand it properly.

On the other hand, if the fleet has to make provisions for a limited number of purchasable items in the stores, then how are we going to figure out who's turn it is to purchase a ship? First come first serve?

I seem to be pretty unlucky at stuff like that, and I feel that it'd be a long time coming before I got a fleet-provisioned ship.
Todd Overton

Toddoverton

Re: A Stonewall Guide to Fleet Starbases

July 21 2012
Quote by Alan
Excellent question...and one that needs to be addressed BEFORE the time comes.


I expect that is what the leaderboard is for. It provides a metric for assigning priority, lets each player know where they stand, and gives each player a clear path to improve their position if it is important to them to do so.
Nova

Nova

Re: A Stonewall Guide to Fleet Starbases

July 21 2012
Quote by Toddoverton
Quote by Alan
Excellent question...and one that needs to be addressed BEFORE the time comes.


I expect that is what the leaderboard is for. It provides a metric for assigning priority, lets each player know where they stand, and gives each player a clear path to improve their position if it is important to them to do so.


Memo to self: start poopsocking the clocks on the projects so that I can log on when they complete and a new one is selected and insta-fills. Seriously, every time I log on, all of the projects are already in progress and already filled to the gills with every asset they need. I'd contribute more if it were actually possible to do so.
Alex

AdamTM

Re: A Stonewall Guide to Fleet Starbases

July 22 2012
Looking at the leaderboard there is a certain danger that we have a runaway-FC problem and its systemic from my analysis.

I made quite a lengthy post on the STO forums about it:

http://sto-forum.perfectworld.com/showthread.php?t=322211">http://sto-forum.perfectworld.com/showthread.php?t=322211

Repost in full:

While I enjoy the new Fleet Advancement System as well as the Starbases, there are a few things that present a problem as is.

Fleetcredits are almost impossible to earn in large, active Fleets and its not that people don't have the time or the dedication to donate resources to projects.

The problem is that a few players completely dominate the donation process. Every time there is a new upgrade/project, the requirements are immediately filled out by a few top-tier people in a fleet (they apparently don't sleep).

We have 3 people that have +300k FC in our fleet, 12 have above 100k, 40 have 20-50k and it quickly goes downward from there (470 fleet members total, most of them active). I'm sure others would love to donate more resources to the projects to earn some FC but they are immediately filled out when they get posted.
In short, ~10% of our fleet is earning ~90% of the FC.
This of course is not their fault, the system allows for it after all.

This will in the future create an immense imbalance where a few Fleeties will hoard massive amounts of FC and others, while theoretically being able to donate and add to the progression, will be left with nothing or close to nothing.

I could donate around 6k Dillithium every day, but i cant because the second the new upgrade project went up, all 60k D was filled up, like in a second.
Even the special projects ever 30mins are filled up in no time.

Fleet Marks get filled up horrifyingly quickly too.

Right now I have ~15k FC and I would have more resources to donate, gladly if I got the chance. I earned my 15k during the past week, at this rate, I will be able to afford the first fleet-ship in oh about...20 weeks, while the top 3 already could buy ships right now.

This system seems like it doesn't reward the dedication of the player to the fleet or the game but rather his dedication to not sleep and click a button faster than others.

Mind you I'm not complaining about grind, grind i can deal with.

The problem is that we don't have any other way to generate FC than the Starbase projects, and additionally the system serves a "first come first serve" mentality.

Proposed Solutions:

1. A total FC cap that can be earned per character per project, based on the amount of fleet-members. This would prevent 10 people to fund the whole Starbase on their own and earning massive amounts of FC starving other members.

2. Introduce non-project dailies to earn FC "on the side" for those that don't make it to donate to the Starbase projects. (not everyone can be online when a new project goes up, it quickly becomes an exercise in futility)

2.1 A way would be to reward a small amount of FC directly from Starbase Defense missions, i.e. reduce the amount of Fleet Marks rewarded by maybe 1/5th and add that value as FC. Right now, Fleet Marks are quickly becoming dead weight on my account, i got like 50 of them and waiting for an opportunity to add them to the projects.

2.2 Convert the Starbase daily mission from the officer of the watch to FC directly.

2.3 Give a way to directly turn in FM for FC to an NPC.


Right now the system is a curse for anyone in a large well-organized fleet.
I'm pretty sure its not a problem for smaller fleets because the split would be smaller, but for fleets like mine? Over half the people can't earn any FC.

In the end this is a simple currency conversion issue.

Unlike the Dilithium refining-cap this one is shared by the whole fleet, that creates the problem of imbalance inside the fleet.

If this isn't going to get fixed, we have already discussed to game the system by splitting the fleet into smaller 5-man parts to earn FC equally, and then coming back to the main Fleet to take advantage of the upgraded higher-tier Starbase facilities.

Its bothersome but it will work, I just don't see why it has to be necessary to "cheat" on this if we could fix the current system and make it more equal and less opportunistic.

Thanks for reading.


We can't have a situation where ~80% of the fleet is locked out from the progression.
The system is designed in such a way that it doesn't scale well for large fleets like ours and the game doesn't give us the tools to manage the progression sensibly.

If PW/C isn't able or willing to fix these problems (soonish) we will need some internal rules for project-contributions as well as Provisioning. Lest people down the ladder become increasingly frustrated and just stop contributing to the fleet in any way.


It will be a bitch for the admins to keep track of all this but thats the only way to do it right now.

This is not just us, there are other fleets with similar problems:

http://sto-forum.perfectworld.com/showthread.php?t=322211

http://sto-forum.perfectworld.com/showthread.php?t=322211
Jordan - INVAD3R J

INVAD3RJ

Re: A Stonewall Guide to Fleet Starbases

July 22 2012
I'm a bit confused on how we go about buying fleet ships. So even if we have the fleet credits and bought the required ship modules and have the tactical tier completed for the base we still can't buy them until we get an additional fleet starbase mission to complete?
Nick

Treksplorer

Re: A Stonewall Guide to Fleet Starbases

July 22 2012
Quote by INVAD3R J
I'm a bit confused on how we go about buying fleet ships. So even if we have the fleet credits and bought the required ship modules and have the tactical tier completed for the base we still can't buy them until we get an additional fleet starbase mission to complete?


The way I understand it, once you have the shipyard, you then need to complete projects to make the ships themselves. The projects only create a certain number of ships. So the project may only make 5 available ships to buy, for example. And the ships would only be tier 1 I believe, I.E. you'd be able to buy a tier 5 version of the Sabre, Constitution, or Nova.
Todd Overton

Toddoverton

Re: A Stonewall Guide to Fleet Starbases

July 22 2012
Quote by AdamTM
Looking at the leaderboard there is a certain danger that we have a runaway-FC problem and its systemic from my analysis.

...

We can't have a situation where ~80% of the fleet is locked out from the progression.
The system is designed in such a way that it doesn't scale well for large fleets like ours and the game doesn't give us the tools to manage the progression sensibly.

If PW/C isn't able or willing to fix these problems (soonish) we will need some internal rules for project-contributions as well as Provisioning. Lest people down the ladder become increasingly frustrated and just stop contributing to the fleet in any way.

It will be a bitch for the admins to keep track of all this but thats the only way to do it right now.

This is not just us, there are other fleets with similar problems


I personally don't see this as being a big problem in the medium- to long-term.

First, since FC can only be spent on a few things, people are really only incentivized to get as much FC as they need for the things they want to purchase. At a certain point, it will become self-limiting, since most people won't want to put in more than they will get out, and because people will not want to be known as "the project hog" who is shutting everyone else out. You can solve this problem by simply asking people to stop contributing if they have a positive FC balance that they aren't immediately using so that others can catch up.

Second, the game developers are working from the assumption that we are not comnplete strangers to one another who never communicate or work collaboratively. They instead assume that we do. Which is true. That is as it should be. I think we should abandon any idea that the game developers will add tools or tricks to the game that will solve the problem you describe. We are on our own on this one.


Third, I think that the fleet ships and other fleet provisions are not intended to be nor should be available to just anyone and everyone. Why should those who work most diligently and contribute the most get the most out of it, including some rewards that just aren't available to those who don't? Those who put real money into the game have things that the rest of us don't. Those who grind dilithium like maniacs have things that the rest of us don't. Why should this be different?

The only alternaive, which you are going to hate, is to have a fleet rule (as some fleets do) that establishes minimum (and maximum) daily contributions for all fleet members. That way, everyone contributes their quota and no more, everyone stays about equal in terms of FCs, and the fleet projects still move forward. That is not my preferred solution. I am willing to live with a certain inequality of outcomes which is the natural and unavoidable result of leaving people free to contribute as much or as little as they like, and allow social pressures to smooth out the rough edges. You will find that it is that or a quota system.

I would also point out that the limitations we are talking about here will slow down the progress of starbase construction and upgrading. Everyone seems really happy with how fast we have progressed, exactly because the projects fill up so fast and the timer starts ticking. That will suffer if we have a system where the last 2000 dilithium on a project is reserved for only me to fill but I don't log on for two days because I had the flu. Are we willing to wait on people to make their reserved contributions, when the cost of waiting is to lengthen the time it takes to get to Tier V? I think that would be an... unpopular... result of the kind of solution that was described in the post you quoted.

That's my observation.
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Jordan - INVAD3R J

INVAD3RJ

Re: A Stonewall Guide to Fleet Starbases

July 22 2012
Okie I guess that makes sense. So since all I want is a Tier 1 Olympic has anyone talked about how we go about selecting gets to provision a ship? Lottery? Seniority?
Alex

AdamTM

Re: A Stonewall Guide to Fleet Starbases

July 22 2012
Quote by INVAD3R J
I'm a bit confused on how we go about buying fleet ships. So even if we have the fleet credits and bought the required ship modules and have the tactical tier completed for the base we still can't buy them until we get an additional fleet starbase mission to complete?


The ships are locked into shipyard tiers.

So right now we have Shipyard tier 1, so you can only buy the ships available for Tier 1.

Additionally not all ships require fleet ship modules so be careful what you buy them for.

AFAIK, unless you are a collector, its not worth investing into the ships as equivalent versions are available through the Z-store without the need for FC or Provisioning cap.

This is especially true for escorts because the fleet versions are flat out worse than what you can get from Z-store or via Dilithium and don't come with the ship-modules that give you the cool special abilities. (Fleet Heavy Escort Carrier doesn't have the torpedo AOE skill, Z-store version does)

Also be aware that there are only a limited amount of Provisions for the ships, i.e. if you buy the last one nobody else will be able to purchase them for a time (?)

Be careful with pruchasing things from the fleet until we the admins come up with some sort of system how to manage provisions for individuals.

here is a list of which ships become available at which tier: http://www.stowiki.org/Fleet_starbase">http://www.stowiki.org/Fleet_starbase
Alex

AdamTM

Re: A Stonewall Guide to Fleet Starbases

July 22 2012
Quote by Toddoverton
Quote by AdamTM
Looking at the leaderboard there is a certain danger that we have a runaway-FC problem and its systemic from my analysis.

...

We can't have a situation where ~80% of the fleet is locked out from the progression.
The system is designed in such a way that it doesn't scale well for large fleets like ours and the game doesn't give us the tools to manage the progression sensibly.

If PW/C isn't able or willing to fix these problems (soonish) we will need some internal rules for project-contributions as well as Provisioning. Lest people down the ladder become increasingly frustrated and just stop contributing to the fleet in any way.

It will be a bitch for the admins to keep track of all this but thats the only way to do it right now.

This is not just us, there are other fleets with similar problems


I personally don't see this as being a big problem in the medium- to long-term.

First, since FC can only be spent on a few things, people are really only incentivized to get as much FC as they need for the things they want to purchase. At a certain point, it will become self-limiting, since most people won't want to put in more than they will get out, and because people will not want to be known as "the project hog" who is shutting everyone else out. You can solve this problem by simply asking people to stop contributing if they have a positive FC balance that they aren't immediately using so that others can catch up.


That might be so, I don't have concrete numbers, but from a quick assessment of expected contributions I did, we will have this problem into T3.


Quote by Toddoverton

Second, the game developers are working from the assumption that we are not comnplete strangers to one another who never communicate or work collaboratively. They instead assume that we do. Which is true. That is as it should be. I think we should abandon any idea that the game developers will add tools or tricks to the game that will solve the problem you describe. We are on our own on this one.


Thats pretty bad because we need tools to administer those rules that we make up.
I mean communication is cool and all but how do you enforce this without an admin going over purchase logs 24/7?
Nothing is stopping newcomers to bleed us dry. There are already threads about this where people join fleets just to grab their stuff from Provisions.

Quote by Toddoverton

Third, I think that the fleet ships and other fleet provisions are not intended to be nor should be available to just anyone and everyone. Why should those who work most diligently and contribute the most get the most out of it, including some rewards that just aren't available to those who don't? Those who put real money into the game have things that the rest of us don't. Those who grind dilithium like maniacs have things that the rest of us don't. Why should this be different?


The point is, the people that are grinding FMs like maniacs -dont- get any reward (most of the time), because the cap is shared.
The grinding and work doesnt have any influence on the fact that I cant convert my currency (i grinded and worked for).

However i agree that Provisions shouldn't be for everyone and I am fully in support to have a system that decides who gets what, when.

Or are you suggesting that "first come first serve" is a good mechanic? Because i find it highly unfair, also it leaves us open to people that join just to grab our provisions.

Quote by Toddoverton

The only alternaive, which you are going to hate, is to have a fleet rule (as some fleets do) that establishes minimum (and maximum) daily contributions for all fleet members. That way, everyone contributes their quota and no more, everyone stays about equal in terms of FCs, and the fleet projects still move forward. That is not my preferred solution. I am willing to live with a certain inequality of outcomes which is the natural and unavoidable result of leaving people free to contribute as much or as little as they like, and allow social pressures to smooth out the rough edges. You will find that it is that or a quota system.


No, I -love- that alternative.
First of all it would be flexible.

Quote by Toddoverton

I would also point out that the limitations we are talking about here will slow down the progress of starbase construction and upgrading. Everyone seems really happy with how fast we have progressed, exactly because the projects fill up so fast and the timer starts ticking. That will suffer if we have a system where the last 2000 dilithium on a project is reserved for only me to fill but I don't log on for two days because I had the flu. Are we willing to wait on people to make their reserved contributions, when the cost of waiting is to lengthen the time it takes to get to Tier V? I think that would be an... unpopular... result of the kind of solution that was described in the post you quoted.


Like you said, we -do- communicate with eachother, so if someone has the flu and can't contribute, then we decide that this time, member X -can- donate 2X if he has the resources that the missing member would have donated.
Nobody is going to suffer from this, nobody has to wait, there is no progression block.

What I'm asking for is -tools- to administrate the members, contributions etc.
How those tools look like, I don't care. If the devs decide that for example a cooldown mechanic on donation is a good way, im ok with that, if we set up an internal system to handle this, im ok with that too.

Right now the resource-sink is not working properly.
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Todd Overton

Toddoverton

Re: A Stonewall Guide to Fleet Starbases

July 22 2012
Quote by AdamTM
Nothing is stopping newcomers to bleed us dry. There are already threads about this where people join fleets just to grab their stuff from Provisions.


Actually, the good news here is that there are things that prevent this from happening. For example, I think it has been pretty firmly decided that only members, and not cadets, will be eligible to purchase things from the fleet starbase provisions. That means that we have an internally-imposed waiting period of at least two weeks between joining the fleet and getting access to the stores. This is just one way that our own fleet-management mechanics will work to protect the process.

Quote by AdamTM
The point is, the people that are grinding FMs like maniacs -dont- get any reward (most of the time), because the cap is shared. The grinding and work doesnt have any influence on the fact that I cant convert my currency (i grinded and worked for).


That is the self-limiting incentive to which I referred. You only need so many FMs and FCs. Having three times as much fleet credit as you can spend really does nothing for you. So those who are contributing a great deal now will eventually reach a point where they don't feel the need to contribute as much or as often, and that will leave room for others to move up. The problem has its own solution built in, if we just wait for it.

Additionally, it is my understanding that projects get more expensive as they go. So in a week or so, I would expect that our projects will be large enough to handle all the FMs we can generate. And that's okay... those who have lots of FCs don't really have anything they can spend it on anyways. You aren't missing anything. I haven't spent a single FC on anything, so it's not like I'm getting something you aren't.

Quote by AdamTM
However i agree that Provisions shouldn't be for everyone and I am fully in support to have a system that decides who gets what, when.


We will definitely have such a system. No doubt about that.

Quote by AdamTM
Or are you suggesting that "first come first serve" is a good mechanic? Because i find it highly unfair, also it leaves us open to people that join just to grab our provisions.


No, I don't advocate any kind of first-come-first-served and I absolutely think we should protect the stores from pillaging. What I do favor is a system where priority is given to those who have contributed to the fleet and its projects. But you are right that the process has to be controlled. And my understanding is that it will be, so I feel less concern than you do about that. But I definitely agree with your point.

Quote by AdamTM
Like you said, we -do- communicate with eachother, so if someone has the flu and can't contribute, then we decide that this time, member X -can- donate 2X if he has the resources that the missing member would have donated. Nobody is going to suffer from this, nobody has to wait, there is no progression block.


Well, think for a minute about how that would really play out in real life. It is my "turn" to contribute to a project, but I don't log on on Tuesday to make my contribution. So they wait a half-day to see if I log on. When I don't, then they send an email and wait a day for me to reply. When I don't, then they spend half a day finding the next person on the list and notifying them that they get to contribute sooner than expected. But the officer has to work and can't get around to it until he gets home in the evening. Then they find out that the next person on the list doesn't have the resources ready to go (Why should they? It isn't their turn.). So the officers go looking for the third person on the list. By the time they go through all of this and actually get the contribution made, it is easy to see how this project has been delayed for 48 or 72 hours or more. More complicated is always less efficient. If we are going to have this kind of system, then we are going to have to accept that advancing the base projects to completion is going to take considerably longer than the year we are currently predicting. Is that a trade that we are collectively willing to make? My guess is no.

Quote by AdamTM
What I'm asking for is -tools- to administrate the members, contributions etc. How those tools look like, I don't care. If the devs decide that for example a cooldown mechanic on donation is a good way, im ok with that, if we set up an internal system to handle this, im ok with that too. Right now the resource-sink is not working properly.


My sense is that it is currently working as designed, and that there is little reason to hope for any kind of reform from the developers. I could be wrong, but I see no evidence that they think this is a problem that they need to solve. I think that they see this as our responsibility. Everyone agrees that we need an open and clear set of rules, and those are definitely coming. I think we also have adequate means to enforce those rules. And that is why I don't feel the same apprehension you do about it at this time.
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Edited July 22 2012 by Toddoverton
Alex

AdamTM

Re: A Stonewall Guide to Fleet Starbases

July 23 2012
Quote by Toddoverton


No, I don't advocate any kind of first-come-first-served and I absolutely think we should protect the stores from pillaging. What I do favor is a system where priority is given to those who have contributed to the fleet and its projects.


I will focus on this part because the rest is just points against an example of a solution that I posted which may or may not be good (which is besides the point, as I am neither an admin nor a dev, so im not going to do the legwork to design the system, im offering only insights to where problems arise)

How will we decide the priority towards who has contributed to the fleet?

The Leaderboard?

Well in that case the same people will get the rewards over and over.

Do you really think people will stop donating if the Leaderboard decides your priority on provisioning?

The FC will become a score, useless beyond farming it to have a top spot for provisions.

I think i said enough on this topic because I'm starting to repeat myself.
We will see what the future brings and how it will affect the fleet and game in general.
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