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Post by Gogeta1701 on Mar 22, 2012 0:55:38 GMT -5
one of the things mentioned in the upcoming wiki for season 6, is the construction of fleet bases. From what i was able to gather informationwise, the leader of the fleet, "me" uses the foundry to create a starbase, both inside and out, and the surrounding environment. Because of the expansive amount of customizability that the foundry has, one could make a base that is as unique as the fleet it belongs to. Also the base can be modified in whatever ways the fleets leader sees fit. For example, since we are a fleet who spends as much time as possible killing borg, and i was thinking to myself, i'd really like to knock out that wall right there and create a room to store all the "salvage" we keep finding, it can be done.
Just make a room and fill it up with borg debris pieces, arranged in such a way that it appears that the fleet's engineers are trying to learn things from examining the pieces of that tactical cube that was destroyed in the final minutes of the infected space mission.
Also, another thing that is being looked at, along with the possibility of using the foundry to make bases, is using it to customize the exterior of your ships using a much more intuitive interface than what starship tailors use.
Anyway, thats all the information i got on this topic. If anyone learns more, please, post it here.
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dpimm
Petty Officer
Posts: 30
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Post by dpimm on Jun 26, 2012 0:44:52 GMT -5
I have been testing the new fleet bases and related content on tribble. As of right now the option to use the foundry is not available and most likely wont be available till after fleet bases go live. the dev team is working on a costume system like we have on ships in the meantime. for now all bases will be the same other than tier. interior is the same at all tiers.
the fleet bases are going to require lots of resources. basically if its in the game it is a recourse that can be used to improve the base. right now the thing we are having the hardest time coming up with are Doffs one assignment two assignment i have come across have required 12 common duty officers in a category like "medical or science" or "engineering" while another required 10 Conn officers and 2 flight deck officers all of common quality. these requirements are all for tier 1 assignments. things that may be required boff skill points dilithium (also used for fleet equipment) fleet merits white doffs data samples commodities CONTRABAND? maby just as a way to get extra fleet credits fighters(hanger) for defense bonuses fighters defending base deployable turrets for defense bonuses turrets defending base
all donations to a project will give fleet credits
The missions are going to take a new play style there is no perfect ship and no bad ship. all missions are set to randomly choose a enemy (not sure about colony invasion) one time you may fight the klingons the next maybe the breen then it could be the borg(Stf setups still come in handy) next could be something entirely new. I have found that you need to be able to adapt in a instant. all missions have a 1min+ warm up time to get ready and coordinate
NO WIN SCENARIO is just that. if the massive fleets that double in size every wave or the massive dreadnoughts (scimitar) dont slaughter you then the excessively overpowered bio nero warhead will (defiant with power to shields tac team and reverse shield polarity all activated lasted 13 seconds 3 seconds after my abilities ran out it ate through a aegis shild with max reactive and my hull wile i did about 25% damage to it, my eng oddesy with full set can take out two but cant recover fast enough to take on the next two, again when powers run out it lasts about 6 sec, if you make them mad enough they ill just detente on you(think borg insta torp with 1k blast radius)) and thats only wave 4. at wave 6 the BNW's are suppose to be even more powerful
release date (before the end of next month)?
when season 6 hits holodeck be sure to visit an old friend in quarks he has a wonderful story to tell
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dpimm
Petty Officer
Posts: 30
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Post by dpimm on Jul 4, 2012 11:36:58 GMT -5
Fleet weapons XII fleet a few XII ultra rare fleet all available as damage x 3 with one of the following (Crit D, Crit H, Acc) Phaser dual canon/heavy cannon (284.7DPS) Photon (510.4 DPS) 3317.9 Quantum (433.9 DPS) 3688 tricobalt mine 17599.5 tri torp 9151.8 transphsic torps now have +40% shild pen
quad canons are now the most powerful energy weapon at 286.6 dps but still has the -10 engine power considering that at best when this goes live the best someone might have is xii borg at 261.5dps probably worth the trade
actual performance of the quad tested with defiant and 3 phaser relays(26%)(yes i only run 3 relays my other slot is used up with the pre order automated defense turret witch will take out most of the target able torps, with it and my agis set i can survive a elite stf easily, without it i usually do less damage over all because of the insta torps, the agis set needs to charge up its reactive shielding so the first torp will still be an instakill(tip if im in a stf stay within 2.5 k and my turret will protect you also)) 125 weapons power 1237.7 borg xii dual cannons came in at 1175 compared to fleet weapons it should be about 8.2 dps higher at this point with all of my buffs 2478.1 should be about 16.4 dps higher at this point is it worth the trade in engin power? thats up to you personally as soon as i get a full set of fleet duals ill get rid of it but im a fighter pilot and i can take advantage of that in the new missions ;D
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dpimm
Petty Officer
Posts: 30
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Post by dpimm on Jul 7, 2012 11:28:10 GMT -5
This is a standard provisioning assignment, all provisioning assignments have been basically the same the total number of doffs remained the same, fleet marks remained the same and expertise (boff skill points) remained the same, the other two are the only ones that changed but the approximate value of the required items was about the same. These assignments take 20 hours 5-10 provisions. 5 equipment, 10 consumables in one of 9 different categorys. the fleet upgrade system was designed around a fleet of 15-30 members. while a larger fleet will have a tier 5 in 7 months they wont have been able to provision supply for the entire fleet, a fleet of 500 could give each member 2-4 items from all category's in 7 months wile a fleet of 30 could give 35-70 items from all category's to each member in 7 months. our fleet could give about 17-35 each in 7 months. that includes weapons, ships,shields,deflectors witch would be the lower end, onetime use opp assets(7 fighter squadron, weapons platform, ship support, starbase phaser lance...) which help increase your score and give more resources in the starbase missions. if we stay small we can outfit everyone with fleet mkxii advanced equipment in about 2 months,. a lager fleet would have access to mkxii elite at about 5-7 months before most got a single advanced. depends on where the fleet concentrates its efforts. Tactical=ships Engineering=weapons,engines,armor Science=shields,deflector In our fleet we will have no trouble filling up the resources for a provisioning assignment and shouldn't have any trouble with upgrades. If it takes a few days to fill out the higher upgrades it wont be to bad considering a tier 2 starbase takes 6 days to upgrade. the leader can now decide who can give to projects and who can use the fleet stores so it can be setup to where some one new cant take advantage and empty the store or dump resources into assignments but can also be used so the higher ups get first pick on everything.
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dpimm
Petty Officer
Posts: 30
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Post by dpimm on Jul 10, 2012 11:25:30 GMT -5
found this in the forums. the required resources are right but the numbers may change. docs.google.com/spreadsheet/ccc?key=0AhOLhYbOi5SrdEtEV0tNdi0wQnBuNDZ4SU1FWGJwNkE#gid=1change tiers at bottom tier 3-5 are just placeholders, copies of tier 2 it dosent have star base upgrade requirements original forum post sto-forum.perfectworld.com/showthread.php?p=4677641#post4677641note peregrine fighter squadron should be peregrine fighter hanger available in the shipyard for about 3325 also any extra cxp can be turned into fleet marks the exact info is not available but its either going to be anything over the 100000 current max or there is a rumor that you need to get to 130000 before you can convert it. not verified im not even sure its on tribble yet, LT ferra tells you that there are assignments for converting.
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