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    Fleet Starbases

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    CAPTWinters
    Fleet Subject Matter Expert

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    Fleet Starbases

    Post by CAPTWinters on Tue May 22, 2012 1:28 pm

    http://massively.joystiq.com/2012/05/22/exclusive-star-trek-online-season-6-reveal-fleet-starbases/

    This was posted via Facebook earlier today. No details yet on the how, or the how much it'll cost, or this whole Tier thing, but seeing how I am in game most days, I would like to volunteer in the development of our Serenity Station. I'll post more when I see it.

    I wonder if there's Promotion for building the Fleet Base ? Very Happy


    __________________________________________________________

    MallowOni
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    Re: Fleet Starbases

    Post by MallowOni on Tue May 22, 2012 3:21 pm

    Not to beat that dead horse again, but my only concern is that there's zero mention of KDF bases. I'm sure we'll get them KDF side as well, but I hope they're getting as much love & consideration as the Fed bases.

    Seeker
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    Re: Fleet Starbases

    Post by Seeker on Tue May 22, 2012 3:21 pm

    COOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL!


    __________________________________________________________

    Seeker
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    Re: Fleet Starbases

    Post by Seeker on Tue May 22, 2012 3:23 pm

    my guess would be they make fed bases then after working out bugs they would come along with kdf


    __________________________________________________________

    MallowOni
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    Re: Fleet Starbases

    Post by MallowOni on Tue May 22, 2012 3:27 pm

    I think more likely KDF will get clones of Fed bases, kind of like how KDF uses Fed tricorders.

    Also I would love some kind of PVP option. Maybe if you anchor your starbase in certain sectors they'd be open to attack, but you'd get some rewards like being able to attack other fleets' bases, or new DOff missions, or new looks, or whatever.

    MallowOni
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    Re: Fleet Starbases

    Post by MallowOni on Tue May 22, 2012 3:36 pm

    CAPTWinters wrote:...seeing how I am in game most days, I would like to volunteer in the development of our Serenity Station.


    Please oh please oh please find a way to make it look like the Macross!

    I know you can't, but how amazing would that be?

    Hamburglar
    Heart Of Gold

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    Re: Fleet Starbases

    Post by Hamburglar on Tue May 22, 2012 3:39 pm

    I would love to assist in this endeavor Smile
    I do hope they have thought about how players will interact with the player space stations in order to keep them from becoming virtual ghost towns like so many other MMO player "housing" designs before.

    Seeker
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    Re: Fleet Starbases

    Post by Seeker on Tue May 22, 2012 5:03 pm

    I GW i remeber you could by iland bases and buy people to work at you base and give you options to do their i hope they give you people to so thing to interact with like other places at lest bank mail and exchange, maybe talior and securty officers and ship dock to change ships many of the things most star bases have


    __________________________________________________________

    Lastline
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    Re: Fleet Starbases

    Post by Lastline on Tue May 22, 2012 5:47 pm

    Its about time! We are going to have to wait and see how we go about purchasing a station. In CoX when Cryptic announced bases we discovered that you needed prestige points to purchase a base. Prestige points were not any exsisting form of in game currancy. The way to earn it was to have guild members play in "SG mode". Each time a member who defeated an enemy would get prestige points. So if they do a similar system we will all need to grind...hard. However if its energy credits we have collected a decent amount so we are probably close, if not there for the teir one station.


    __________________________________________________________

    CAPTWinters
    Fleet Subject Matter Expert

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    Re: Fleet Starbases

    Post by CAPTWinters on Tue May 22, 2012 6:32 pm

    MallowOni wrote:
    CAPTWinters wrote:...seeing how I am in game most days, I would like to volunteer in the development of our Serenity Station.


    Please oh please oh please find a way to make it look like the Macross!

    I know you can't, but how amazing would that be?

    Now there's an idea, but from the article, I think we'll be stuck with a standard Starfleet design. I will have to remember to include pro-Klingon sections (if possible) for our KDF members.


    __________________________________________________________

    Pyriel32
    Director of Intelligence

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    Re: Fleet Starbases

    Post by Pyriel32 on Tue May 22, 2012 9:59 pm

    That is going to be fun . Rping is going to be lots of fun.

    Lastline
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    Season Six Dev Blog #1

    Post by Lastline on Wed May 23, 2012 7:37 pm


    Designing Starbases

    It seems like just a couple of weeks ago that Dan Stahl, STOs Executive Producer approached me and said 'Season 6 is coming, we're going to need to get started on Starbases soon. You'll need to figure out what they look like'. Now we're wrapping up the artwork on what I think is going to be one of the most exciting features we've ever added to Star Trek Online: player starbases.

    Inspiration

    The first thing that comes to mind when I think of a Federation built starbase is Earth Spacedock. I've always admired that station and I really like our version in STO. So I immediately thought that I wanted to follow that design motif: big mushroom shape, saucer on top.

    But I wanted to do my homework to be sure I was making the right decision. I talked with the team, we did some brainstorming and took a look at different space stations, starbases, spacedocks, research facilities etc. Many of the Federation space stations use the mushroom/saucer design or a variation of it. ESD, Jupiter station, 375, Regula I (and it's many variations) and K7 just to name a few.

    One of the benefits of working on a Star Trek game is that the IP has such a rich visual history to draw from. As I was doing research and sketching I started wondering about the process. How many other artists had been given a similar task over the past 45 years? Did so many of stations follow a similar design theme because each successive designer riffed on the previous ones work?

    I did more research, and I'll speculate that this design must go all the way back to TOS Art Director Matt Jeffries and crew and their K7 station, and in turn Douglass Aircraft who built the original model that was later modified and used in TOS in 1967. So it all started back in the mid 1960s with somebody at Douglass Aircraft creating a model for an actual space station. That person created something that would inadvertently influence the look and feel of one of the most iconic science fiction series ever created. And now here I am today, over 45 years later continuing that tradition.

    Far-out man.

    The 2409 Design

    Whenever we're doing something original in STO we always look at what has been done before and at the very least give a nod to the IP or intellectual property. There's a running joke on the STO art team about the IP-ness and how big any given art asset's IP-ness is. (I know, I know, we've got a lot of growing up to do).

    I decided to run with the mushroom motif because it's immediately recognizable as Starfleet. Now I have to figure out what that style of station will look like today. In this case we're taking an existing design and thinking about how it would evolve over 120 years or so. The 2409 STO aesthetic for Starfleet is sleek and elegant with clean lines and long curves. The best example of this is in the final design of the Odyssey Class Enterprise F.

    After doodling in my sketchbook a while I sat down at the computer and did the first actual sketch. That first design was close but it felt too rigid, too many long flat plat planes and a little too angular. I was going for kind of a schematic style in the drawing and it was influencing the design too much. So I decided to take a different approach and draw loosely with lots of curved lines and a wide, low profile saucer.

    Pretty soon I had something I liked and was ready to move on to mocking it up in 3D. Stations like this are made of fairly simple shapes and since I wasn't filling in the details the model came together pretty quickly. That left me some time for the next step: Figuring out the Tiers.

    Tiers

    Starbases come in 5 Tiers so the base gets bigger over time. It's actually 5 bases and each base needs to feel like an extension of the previous one.

    While designing this I was thinking modular construction. I picture crews of workers and workbees disconnecting sections of the base, using tractor beams and boosters to shift their positions to make room for the next modular section as the base grows. The first time a player sees a starbase it's under construction. This stage is mostly exposed framework and paneling. The Death Star was our inspiration here. I know, wrong IP but impossible to not think of when you're trying to figure out what a starbase under construction will look like. It's like saying don't think of a blue elephant.

    The first tier is a tiny little base but it's your tiny little base. Over time the Fleet upgrades the base and it grows and grows until finally at tier 5 it is big and majestic. Not too big and majestic though, we didn't want player fleets to actually out do Starfleet.

    This actually became a bit of a debate later on when Nick Duguid began working on the actual game art. The first tier 5 base we made felt too small. Technically it was sound, it was big enough to be a starbase but it just didn't feel right. We were worried that players would spend all this time building their base and not think it was a big enough reward. So we made a few different sizes and flew around the bases with different sized ships and picked the one we felt was appropriate for the game design goals.

    Hustle and Bustle

    We wanted starbases to be more than just simply a base floating in the blackness of space. We wanted them to feel like a hub of activity that is constantly growing and evolving. So around the main station there are other science stations with comm arrays, fabrication facitlities, shipyards and ship traffic. These all get larger and more complex over time as well.

    Denis Osmanbogovic and Jeff Miller have both done a great job building the different tiers of support structures that surround the base. We've payed a lot of attention to detail adding little touches like animated solar panels, shipping containers and blinking lights. Then of course there's the player traffic...

    Real Experiences

    Which leads me to another thought: As I was doing research for Season 6 and thinking about the other artists and designers and model makers that have contributed to Star Trek over the years. Those people that have created art for the various movies and TV shows, artwork all designed for a fictional universe. I was reminded of what I feel is the most rewarding aspect of making games.

    It's that the work we do is meant to be experienced firsthand by people. We're making a new place where multitudes of real people are going to be playing, socializing and making friends. A place that people are actually going to work together to build and fight alongside each other to defend. This isn't a fictional place that's only seen on screen, it's a virtual space station that people will experience firsthand.

    It makes me happy to think about that.

    Jeremy Mattson
    Lead Artist
    Star Trek Online


    __________________________________________________________

    Guest
    Guest

    Re: Fleet Starbases

    Post by Guest on Thu May 24, 2012 10:14 am

    well this would be the moment the fleet has been waiting for and it only took cryptic what 2 years to finally come out with it ? Razz i believe we have a station plan already set up it is the one in last lines signature and there is a link in the forums board some where for it as well. i hope this works out the way it is hoped to look or i will kill cryptic Razz

    james1493
    So very pretty

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    Re: Fleet Starbases

    Post by james1493 on Thu May 24, 2012 6:30 pm

    if there is any way i can help, please ask. i am on every day. our own starbase will be awesome


    __________________________________________________________
    James@crazy1966

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    Re: Fleet Starbases

    Post by Lastline on Thu May 24, 2012 8:48 pm

    This is the Tier one starbase. From construction to finish.











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    Hamburglar
    Heart Of Gold

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    Re: Fleet Starbases

    Post by Hamburglar on Thu May 24, 2012 8:54 pm

    I like the design... all except that last pic of the finished... starbase?

    CAPTWinters
    Fleet Subject Matter Expert

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    Re: Fleet Starbases

    Post by CAPTWinters on Fri May 25, 2012 8:02 pm

    I'm not sure what I am confused by more, the finished starbase or Hamburgarlers Ava Very Happy


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    Hamburglar
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    Re: Fleet Starbases

    Post by Hamburglar on Sun May 27, 2012 4:31 pm

    My avatar is a jpg of me after a tennis match on the holodeck

    MasterTwigg
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    Re: Fleet Starbases

    Post by MasterTwigg on Sat Jun 02, 2012 10:16 pm

    I don't know if anyone has herd, but you NEVER HEARD THIS FROM ME!!!
    http://forums.startrekonline.com/showpost.php?p=4240807&postcount=20

    yes that is on the KDF side.
    KEEP it among us please, and I might be able to keep dropping things like this.


    __________________________________________________________
    Put on the kettle and watch the power flow.

    Seeker
    Director of Search and Rescue operations

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    Re: Fleet Starbases

    Post by Seeker on Sun Jun 03, 2012 1:03 am

    Twig i'm not going to go spreading that you posted this nor do i think any one else will but if you not spoppsto be posting this, i don't think their is any maskinging on this form i'm pretty sure any one can view it not 100% sure on that but if you could get in trouble for it i would not put it in a public form.


    __________________________________________________________

    MallowOni
    Object in Space

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    Re: Fleet Starbases

    Post by MallowOni on Sun Jun 03, 2012 2:57 am

    It's on the STO public forms and Cryptic's gallery. Why the need for secrecy? Are Seeker and I missing a joke?

    Lastline
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    Re: Fleet Starbases

    Post by Lastline on Sun Jun 03, 2012 5:14 pm

    Thanks for posting that Twigg! I gotta say the KDF stations look a lot better than the fed floating sticks and mushrooms! Seeker is right anyone visiting our sight can view this thread. If you have something just for us post it in the Fleet updates section, only authorized persons (mainly fleet members) can view that!


    __________________________________________________________

    MasterTwigg
    Browncoat

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    Re: Fleet Starbases

    Post by MasterTwigg on Mon Jun 04, 2012 1:53 am

    Just me being a nut case. I snagged that from the DJ's chat room the other night.
    Sorry over worked and very dry.


    __________________________________________________________
    Put on the kettle and watch the power flow.

    Lastline
    Commander Air Group

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    Re: Fleet Starbases

    Post by Lastline on Mon Jun 04, 2012 2:26 pm

    Captain's Log: An exclusive look at STO's Season Six starbases

    by Terilynn Shull on Jun 4th 2012 11:00AM

    Let's begin at the beginning

    According to Cryptic, the new fleet advancement system will make fleets "a more central and fundamental part of the Star Trek Online experience and create a new means of fleet advancement, allowing fleet members to collaborate together to overcome new challenges for new top-tier rewards."

    Fleet advancement has been designed for fleets of all sizes, although there will exist "advantages and disadvantages depending on the size of [the] fleet's membership." It will "allow fleets to construct a starbase (and possibly other additional holdings in the future) with different degrees of development and sophistication in Military, Engineering and Science areas depending on the focus of the fleet involved."

    There will also be new group space and ground challenges, including the active defense of the starbase. In pursuit of this defense, fleets will find that developing starbases will also provide fleet members with new special consumable devices called Operational Assets, which can be only be used in these special challenges. In addition, a whole array of new top-tier rewards, including new starships, new equipment, new duty officers, and new consumable Operational Assets, will be available.

    Fleets will be able to "improve their starbase interior with special contacts and functionality such as bank access, ship dock facilities, social spaces, starbase level sickbays and many other additions."



    Functionality

    Cryptic says that every fleet will have an instanced system map with a starbase exterior that will appear to be under construction. Fleet members will be able to contribute a variety of resources, including rewarded tokens, commodities, duty officers, dilithium, data samples, bridge officer skill points, and other resources to complete various fleet projects, which will garner the fleet experience points in one of three categories: Military, Engineering and Science. In addition to gaining fleet experience points, every fleet project will also grant additional rewards that may include:
    • New functionality to starbases, such as the ability to repair ships or open transwarp gates to distant sectors
    • The ability to add new contacts to starbase interiors that allow for useful functions such as additional duty officer assignments, mail, banking, skill respecs, bridge officer training, and many other functions;\
    • The ability to add limited numbers of new ships or other elite equipment to "fleet stores"
    • Limited time buffs
    • Aesthetic improvements to starbases
    Fleet Officers will have the ability to assign specific fleet projects they want the fleet to focus on. Some of these "will be gated by the starbase's development in each of the three major categories of Military, Engineering and Science, but others will be available only at certain times with unique rewards for those fleets who are able to complete their strenuous requirements."

    Contributing to a fleet project will reward a fleet member with a number of Fleet Merits commensurate to her individual contribution. All fleet stores will accept Fleet Merits for unique new ships, weapons, duty officers and other specialized equipment.



    How are the starbases built?

    As a fleet gains experience points in each of the three categories, the categories will improve in tier from Tier 0 through Tier V. As a starbase's Military, Engineering and Science categories improve in tier, new Fleet Projects will become available to the Fleet. Improving a starbase in each of the three categories will also improve the defensive capabilities of the starbase, a useful function during new starbase defense challenges.

    With each improvement in a category's tier, associated starbase facilities in the same system as the starbase will improve. For example, increasing a starbase's Military tier will develop the system's shipyard facility, while increasing a starbase's Engineering tier will develop the system's Industrial Replicator and increasing the Science tier will affect the system's Communications Array. These will represent strategic vulnerabilities during starbase defenses and will also grant the starbase additional functionality and access to new Fleet Projects.

    As a starbase's Military, Engineering, and Science categories improve in tier, the overall starbase will improve, unlocking additional functionality and increasing the size and grandeur of the starbase.



    More of the nitty gritty

    Just as each category (Military, Engineering and Science) has five tiers of development, so too does the overall starbase.

    As the starbase's importance increases, it will face continued challenges and be forced to defend itself against attacks from an increasing selection of enemies. Starbases will also feature unique daily missions available to members for rewards that will further contribute to the development of the starbase.

    According to Cryptic, starbase development will involve several steps:

    1. Gather the resources necessary for various Fleet Projects.
    2. Individual members contribute resources to a Fleet Project, gaining individual Fleet Merits commensurate to the individual's contribution.
    3. When a Fleet Project meets the resource requirements, it will begin construction, whereupon the next queued Fleet Project will become available for contributions by fleet members.
    4. When a Fleet Project's build-time completes, the effects of the project will appear. In addition, fleet experience points in the related category may include buffs, limited quantities of unique ships and equipment in fleet stores, new contacts and functionality on the Starbase interior, improved starbase defensive capabilities, and other possible effects.
    5. When enough fleet experience points have been accrued in one of the three categories (Military, Engineering, Science) to attain the next development tier for that category, special upgrade Fleet Projects will become available.
    6. Completing one of the special upgrade projects will advance the associated facility (Shipyard, Industrial Fabricator, Communications Array, or the Starbase itself) to the next tier.
    To finish it all off, Cryptic stated that "future holdings in distant sectors in addition to starbases are also planned for the future."

    That's not all, folks! As you can imagine, the release of information generated a lot of questions!, so stay tuned becuase later today you will see a special Captain's Log supplemental that will feature an exclusive interview with STO's Executive Producer, Daniel Stahl, to answer some of our questions about what to expect from the new fleet starbases and fleet advancement system.

    Until then, live long and prosper!


    __________________________________________________________

    Lastline
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    Re: Fleet Starbases

    Post by Lastline on Mon Jun 04, 2012 2:47 pm

    By:Heretic
    Cryptic Studios Team

    PvE and PvP
    The initial implementation of Fleet Starbases will include only PvE content. We are very interested in incorporating PvP into this system, but the decision was made to hold off on this until we have fully integrated a set of new PvP tech that was developed outside of STO.

    Starbase Defense Content
    Starbase defenses will fall into several different categories, but in no case will you ever lose anything other than the opportunity to earn additional Fleet Marks, which are one of the inputs for Fleet Starbase Projects.

    The pop-up, Red Alert-style 5-player Starbase Defenses will require that all members be in the same fleet. The regularly queueable Starbase Defenses consist of a 20-man space that requires the organizer to be in a Fleet, but individuals in other fleets or not in any fleet can be invited as well. The 5-man space and 5-man ground regularly queable ones have similar restrictions, although individuals not in any fleet at all must be invited to a private queue for these.

    Upkeep Costs
    The system was specifically designed to not require upkeep costs. I consider upkeep for this kind of system generally counterproductive.

    Small Fleets versus Large Fleets
    There are two basic types of Fleet Project - standard and upgrade. Upgrade projects, once started, can take anywhere from days (at the early tiers) to weeks (at the upper tiers) to complete. Only one upgrade project can be undergone at a time.

    Very large fleets (say, 50+ active player accounts) will tend to fill up their upgrade projects quickly, certainly much more quickly than smaller fleets, but they will still have to do the upgrades one at a time and wait the completion time.

    Above a fleet size of about 25 active player accounts playing 2-3 times a week, the expectation is that these fleets will fill up project requirements quickly but be gated by the time it takes for the upgrade projects to complete.

    A smaller fleet of 5-10 active player accounts will certainly be able to make progress, even quick progress at the early Starbase tiers, but it will likely take that fleet longer to accumulate the necessary resources for the various fleet projects.

    Featured Projects
    Various Feature Projects will be available; some of these may always be available, others may be available to start for a limited time (for example, for this week and next week).

    Feature Projects will frequently have high requirements, but also the ability to unlock very unique, primarily aesthetic improvements. (The specific details on what these will be is still under development).

    Project Timing
    For duty officer assignments, a single player puts in all of their inputs at a single time, immediately kicking off the assignment.

    Fleet projects are staged; a fleet officer sets a particular set of fleet projects to be available. Players then - at their leisure and individually - contribute inputs. As players contribute to a fleet project, they receive Fleet Credit (what is spent at Fleet Stores) immediately. When the fleet project meets its input requirements, it automatically kicks off, starting a countdown before it is complete.

    Provisioning Fleet Equipment and Fleet Ships
    Some fleet projects are "provisioning" projects. These work exactly as any other project, save that when the project is complete, the appropriate fleet store will be stocked with a number of, say, fleet ground weapons or fleet escorts or operational assets.

    Players then can go to the fleet stores and spend the Fleet Credit they received from donating to various fleet projects (and, yes, if you leave a fleet, you keep your Fleet Credits) at stores.

    For example, Fleet Alpha completes the "Provision Elite Defiant Escort" fleet project, adding say 5 Elite Defiant Escorts to the fleet ship store. Player A can then go to the Fleet Ship store and spend personal Fleet Credit on one of these escorts, also using up one of those provisioning credits.

    If the fleet wants more available, it can simply run the fleet project again. Yes, we expect there to be fleet politics as to what projects different people want to prioritize; this is intentional. That being said, we want to set the provisioning appropriately so they are in a reasonable supply - the intent there is not to make them highly exclusive, just to make sure that they are appropriately paid for by a fleet.

    The intent of this approach is to build in repeatability into the system so you don't have a fleet that simply gets everything and then invites the whole server into the fleet.

    Just a Fancy Social Area?
    I suppose it depends on how one qualifies this but:•New personal daily missions
    •Unique fleet stores
    •Starbase Space and Ground defense group missions

    This is not, it should be noted, an intended end point for a territorial control game, something that we continue to be interested in in the long term. This is one of many necessary staging points to reach a point where that could theoretically be done.

    Military versus Tactical
    The categories are Military, Science and Engineering to correspond with the personal commendation categories of those names. As the system of Fleet Advancement expands past merely starbases, the current intent is to open up more of these categories.

    Duty Officer Commendation Tiers and Starbases
    We are currently planning on holding off on increasing the personal commendation tiers from 4 to 5. However, we are planning on introducing additional - probably static - assignments that open up at Tier 4 to allow players to turn in CXP for Fleet Marks.

    The thinking behind this (other than wanting to make sure we have enough good rewards for the existing tiers, let alone new ones) is to encourage use of the entire duty officer system rather than people simply hunting for a new set of assignments that directly reward Fleet Marks.

    We are also considering additional tie-ins to the duty officer system. Several, actually, but what exactly is done is still being experimented with.

    Operational Assets
    There was a comment about Operational Assets being a kind of currency; they are essentially consumable super-devices that are bought with Fleet Credits from fleet stores stocked by provisioning projects.

    For example, there is one that is called "Forward Base" that (at least at this point in testing), beams in a cover shield and four maxed out phaser or disruptor turrets for the ground starbase defense. Others call in permanent ship formations, deploy turrets and torpedo platforms that can fire out to 20km, and many other options.

    Starbase Progression Speed
    A group of five casual players should be able to attain a Tier I starbase in a week or so, no problem.

    The absolute fastest time - due to upgrade speeds - that any fleet could max out everything would be about 6-7 months, but practically speaking I expect this to generally be much longer.

    The intent is for basic starbase functionality to be very easy for any fleet to unlock, but to provide a long progression path and everpresent goal for fleets to collaborate and cooperate towards.

    Equipment Availability in Fleets and Outside Fleets
    Fleets are intended to be a major avenue for a lot of the new equipment, including ships. Note that this may include new versions of existing ships.

    However, this is not intended in any way to replace the C-Store or Dilithium store, the latter of which we are particularly interested in strengthening.

    Project Input Numbers and Types
    There are a lot of potential inputs that any particular project can have. In general, the vast majority of projects - with some notable exceptions - will require Fleet Marks and Dilithium. Beyond these, most projects will have a mix of 3-4 additional requirements which will consist of commodities (including rare commodities), data samples, duty officers and bridge officer points. Other inputs are still being considered, but the above stated ones are definitely present in the current iteration of the system.


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    Re: Fleet Starbases

    Post by Sponsored content Today at 5:00 am


      Current date/time is Sun Dec 11, 2016 5:00 am