You cannot be competitive on faction events without four shuttles. It is a must.
I don't typically care about being competitive but I would usually like to get all the rewards. With 4 shuttles can you get all rewards or do you still need to use a bunch of time boosts as well?
I only use:
- Time boosts for the ramp up. After the ramp up, never (so I need 11 3* time boosts each Faction event).
- Skill boosts for 3 hr shuttles.
- increased length of voyage/rewards for overnight shuttles.
I find it pretty easy to get all Threshold rewards well before the event ends (e.g. for Hybrid events I can get all thresholds be then end of the first phase usually, so do not have to do anything during the second, Galaxy, phase).
Also, boosts (3*+ ones) are really common if you run the correct cadet missions on Thursdays.
@muwoo Four shuttles makes it much easier to get rewards in faction events. If your shuttles are succeeding, then you climb the mission-vp ladder quicker. Even if you're failing, you get 20% of the points. More points --> better rank --> better rewards.
Having said that, you must also prioritize developing your crew if you want to succeed. Even without "big bonus" event crew, you can do pretty well IF you have several strong crew in each skill (or skill pair). These days, "strong" crew means base skill values of at least 700, but preferably 800+. (Proficiency rolls do not count in faction events.) So try to develop at least 1 crew in each skill with an 800 base and at least 1 other crew with a 700 base. (Eventually, these numbers will seem small to you, so adjust as needed - but I found having a target like this to be helpful in the beginning.)
Variants of the event crew ("small bonus") will help too. So which crew have the most variants and appear more often than others in events? Main-cast characters. So focus on getting, leveling, and fusing them. Kirk, Spock, Picard, Riker, Data, Troi, Crusher, Worf, Sisko, Kira, Dax, Bashir, O'Brien, Garak, Quark, Janeway, Tuvok, Seven, and so on.
Re: time boosts. For a newer player, I would recommend against using time boosts except for situational things (ex: there's 1hr 10min left in the event - go ahead and sneak in a 1hr wave of shuttles). Use skill boosts instead. Success is more valuable than number of shuttles run. Once you are consistently running 4000pt missions with >80% success rates, then time boost to your heart's content!
Thanks for the tip! I see some things I can change up. I usually have my better crew doing voyages but during faction events it seems clear I need to keep them off the ship and put them in shuttles.
It took me about 4 months to consistently get threshold on every faction event. Others do it more quickly. I can now, after 10 months, get threshold halfway through. I could actually do that after about 8 months. Good luck.
It took me about 4 months to consistently get threshold on every faction event. Others do it more quickly. I can now, after 10 months, get threshold halfway through. I could actually do that after about 8 months. Good luck.
It took me about 4 months to consistently get threshold on every faction event. Others do it more quickly. I can now, after 10 months, get threshold halfway through. I could actually do that after about 8 months. Good luck.
Agreed. I consistently reach the threshold in faction events about halfway through now. 4 shuttles, Time Boosts, Skill Boosts, having higher crew all help in that.
And I also agree that time boosts (except for overnight) shouldn't be used by beginners. Save them for the faction events. I still almost exclusively use Skill boosts for all my daytime/regular shuttles.
Seconds to the saving dilithium for a 4th shuttle. After that, save it for the biannual crew slots sales.
Right now you’re averaging 4-hour voyages but you’ll see that get up to the 6-7 hour range over time, without having to buy extensions. Then, only buy an extension once to get the ten hour voyage achievement.
I'm in STT Limbo: I'm not a new player anymore, but I'm not a veteran either. I have a total of 7 legendary crew (5 of which are severely under-leveled), a handful of immortalized super rares and another handful of pretty well-developed super rares, a decent squad of pretty great rares, and a small group of dedicated uncommons for cadet challenges.
I would never advocate bringing a voyage back early just to send out a higher volume of voyages out in a day, but most days I live in that sweet spot around 5 hour voyages (some days I can hit 6 if I'm not holding back my good crew for events) and I'm here to tell you if you are dedicated, you can absolutely thrive sending out 3-4 shorter voyages per day! You just have to be vigilant and dedicated, you really cannot afford to have a voyage parked on a dilemma for hours, you want to resolve them on time and get them recalled when they are about to run out of AM to get another voyage out.
There is one variable I have not seen mentioned yet that helps explain how this works; longer voyages give better rewards, but they take longer to resolve. You can send out a 4 hour voyage, resolve that second dilemma, recall it in 1.6 hours, and get a second voyage out again. A 6 hour voyage will take a total 8.5 or so hours from start to finish with recall time factored in, which limits the amount of voyages you can send out.
The point here is not to claim that a higher volume of shorter voyages is better than fewer long voyages, just to show that the math supports the idea that you can do quite well sending out shorter voyages, as long as you make up for the loss of the ability to hit 15 chroniton pulls by increasing the volume of chances to hit 8 chroniton pulls. I send out 4 voyages almost every day, and they average 160-ish chronitons per voyage. I make it work by making sure I send out voyages constantly. If you pair this strategy with a frugal chroniton spending plan and really hit Ex Astris Scientia HARD on Mondays, Wednesdays, and Fridays, you will never want for chronitons.
There is one variable I have not seen mentioned yet that helps explain how this works; longer voyages give better rewards, but they take longer to resolve. You can send out a 4 hour voyage, resolve that second dilemma, recall it in 1.6 hours, and get a second voyage out again. A 6 hour voyage will take a total 8.5 or so hours from start to finish with recall time factored in, which limits the amount of voyages you can send out.
This is what I used to do when Voyages first were introduced and I could not make the 6 hr dilemma each time.
It really helped to level the crew I already had to get them levelled (or immortalised and into cryo) ... (I wasn't desperate to bring in new crew at that point) ... because of that steady Choniton injection throughout the day.
I'm in STT Limbo: I'm not a new player anymore, but I'm not a veteran either. I have a total of 7 legendary crew (5 of which are severely under-leveled), a handful of immortalized super rares and another handful of pretty well-developed super rares, a decent squad of pretty great rares, and a small group of dedicated uncommons for cadet challenges.
I would never advocate bringing a voyage back early just to send out a higher volume of voyages out in a day, but most days I live in that sweet spot around 5 hour voyages (some days I can hit 6 if I'm not holding back my good crew for events) and I'm here to tell you if you are dedicated, you can absolutely thrive sending out 3-4 shorter voyages per day! You just have to be vigilant and dedicated, you really cannot afford to have a voyage parked on a dilemma for hours, you want to resolve them on time and get them recalled when they are about to run out of AM to get another voyage out.
There is one variable I have not seen mentioned yet that helps explain how this works; longer voyages give better rewards, but they take longer to resolve. You can send out a 4 hour voyage, resolve that second dilemma, recall it in 1.6 hours, and get a second voyage out again. A 6 hour voyage will take a total 8.5 or so hours from start to finish with recall time factored in, which limits the amount of voyages you can send out.
The point here is not to claim that a higher volume of shorter voyages is better than fewer long voyages, just to show that the math supports the idea that you can do quite well sending out shorter voyages, as long as you make up for the loss of the ability to hit 15 chroniton pulls by increasing the volume of chances to hit 8 chroniton pulls. I send out 4 voyages almost every day, and they average 160-ish chronitons per voyage. I make it work by making sure I send out voyages constantly. If you pair this strategy with a frugal chroniton spending plan and really hit Ex Astris Scientia HARD on Mondays, Wednesdays, and Fridays, you will never want for chronitons.
I dont quite follow your reasoning... If my math is right, sending two 2 hrs voyages is the same as sending one 4 hr voyage timewise. But, drops get better the longer the voyage goes, so... i would think that longer voyages= better rewards. Am i missing something i don´t see?
I'm in STT Limbo: I'm not a new player anymore, but I'm not a veteran either. I have a total of 7 legendary crew (5 of which are severely under-leveled), a handful of immortalized super rares and another handful of pretty well-developed super rares, a decent squad of pretty great rares, and a small group of dedicated uncommons for cadet challenges.
I would never advocate bringing a voyage back early just to send out a higher volume of voyages out in a day, but most days I live in that sweet spot around 5 hour voyages (some days I can hit 6 if I'm not holding back my good crew for events) and I'm here to tell you if you are dedicated, you can absolutely thrive sending out 3-4 shorter voyages per day! You just have to be vigilant and dedicated, you really cannot afford to have a voyage parked on a dilemma for hours, you want to resolve them on time and get them recalled when they are about to run out of AM to get another voyage out.
There is one variable I have not seen mentioned yet that helps explain how this works; longer voyages give better rewards, but they take longer to resolve. You can send out a 4 hour voyage, resolve that second dilemma, recall it in 1.6 hours, and get a second voyage out again. A 6 hour voyage will take a total 8.5 or so hours from start to finish with recall time factored in, which limits the amount of voyages you can send out.
The point here is not to claim that a higher volume of shorter voyages is better than fewer long voyages, just to show that the math supports the idea that you can do quite well sending out shorter voyages, as long as you make up for the loss of the ability to hit 15 chroniton pulls by increasing the volume of chances to hit 8 chroniton pulls. I send out 4 voyages almost every day, and they average 160-ish chronitons per voyage. I make it work by making sure I send out voyages constantly. If you pair this strategy with a frugal chroniton spending plan and really hit Ex Astris Scientia HARD on Mondays, Wednesdays, and Fridays, you will never want for chronitons.
I dont quite follow your reasoning... If my math is right, sending two 2 hrs voyages is the same as sending one 4 hr voyage timewise. But, drops get better the longer the voyage goes, so... i would think that longer voyages= better rewards. Am i missing something i don´t see?
If all you are concerns about is chrons and low-level gear, a point can be made for multiple short voyages over a handful of log voyages provided you are diligent about processing dilemmas, recalling, and overall turn rate. But if you like 4* crew, rep rats, and honor, as most of us do, long voyages are the way to go. Developing your crew so you can hit longer voyages is a smart long-term goal.
That would justify using dil to get to 8 hrs where I think you will see purple rain more frequently.
Great advice all around. Def longer voyages, and 4 shuttles are best uses of Dil
But special shout out to the Purple Rain reference. I'm never going to get a super rare drop again without doing the air guitar and singing along.
Comments
I only use:
- Time boosts for the ramp up. After the ramp up, never (so I need 11 3* time boosts each Faction event).
- Skill boosts for 3 hr shuttles.
- increased length of voyage/rewards for overnight shuttles.
I find it pretty easy to get all Threshold rewards well before the event ends (e.g. for Hybrid events I can get all thresholds be then end of the first phase usually, so do not have to do anything during the second, Galaxy, phase).
Also, boosts (3*+ ones) are really common if you run the correct cadet missions on Thursdays.
Having said that, you must also prioritize developing your crew if you want to succeed. Even without "big bonus" event crew, you can do pretty well IF you have several strong crew in each skill (or skill pair). These days, "strong" crew means base skill values of at least 700, but preferably 800+. (Proficiency rolls do not count in faction events.) So try to develop at least 1 crew in each skill with an 800 base and at least 1 other crew with a 700 base. (Eventually, these numbers will seem small to you, so adjust as needed - but I found having a target like this to be helpful in the beginning.)
Variants of the event crew ("small bonus") will help too. So which crew have the most variants and appear more often than others in events? Main-cast characters. So focus on getting, leveling, and fusing them. Kirk, Spock, Picard, Riker, Data, Troi, Crusher, Worf, Sisko, Kira, Dax, Bashir, O'Brien, Garak, Quark, Janeway, Tuvok, Seven, and so on.
Re: time boosts. For a newer player, I would recommend against using time boosts except for situational things (ex: there's 1hr 10min left in the event - go ahead and sneak in a 1hr wave of shuttles). Use skill boosts instead. Success is more valuable than number of shuttles run. Once you are consistently running 4000pt missions with >80% success rates, then time boost to your heart's content!
Thanks!
Agreed. I consistently reach the threshold in faction events about halfway through now. 4 shuttles, Time Boosts, Skill Boosts, having higher crew all help in that.
And I also agree that time boosts (except for overnight) shouldn't be used by beginners. Save them for the faction events. I still almost exclusively use Skill boosts for all my daytime/regular shuttles.
Right now you’re averaging 4-hour voyages but you’ll see that get up to the 6-7 hour range over time, without having to buy extensions. Then, only buy an extension once to get the ten hour voyage achievement.
I would never advocate bringing a voyage back early just to send out a higher volume of voyages out in a day, but most days I live in that sweet spot around 5 hour voyages (some days I can hit 6 if I'm not holding back my good crew for events) and I'm here to tell you if you are dedicated, you can absolutely thrive sending out 3-4 shorter voyages per day! You just have to be vigilant and dedicated, you really cannot afford to have a voyage parked on a dilemma for hours, you want to resolve them on time and get them recalled when they are about to run out of AM to get another voyage out.
There is one variable I have not seen mentioned yet that helps explain how this works; longer voyages give better rewards, but they take longer to resolve. You can send out a 4 hour voyage, resolve that second dilemma, recall it in 1.6 hours, and get a second voyage out again. A 6 hour voyage will take a total 8.5 or so hours from start to finish with recall time factored in, which limits the amount of voyages you can send out.
The point here is not to claim that a higher volume of shorter voyages is better than fewer long voyages, just to show that the math supports the idea that you can do quite well sending out shorter voyages, as long as you make up for the loss of the ability to hit 15 chroniton pulls by increasing the volume of chances to hit 8 chroniton pulls. I send out 4 voyages almost every day, and they average 160-ish chronitons per voyage. I make it work by making sure I send out voyages constantly. If you pair this strategy with a frugal chroniton spending plan and really hit Ex Astris Scientia HARD on Mondays, Wednesdays, and Fridays, you will never want for chronitons.
This is what I used to do when Voyages first were introduced and I could not make the 6 hr dilemma each time.
It really helped to level the crew I already had to get them levelled (or immortalised and into cryo) ... (I wasn't desperate to bring in new crew at that point) ... because of that steady Choniton injection throughout the day.
I dont quite follow your reasoning... If my math is right, sending two 2 hrs voyages is the same as sending one 4 hr voyage timewise. But, drops get better the longer the voyage goes, so... i would think that longer voyages= better rewards. Am i missing something i don´t see?
If all you are concerns about is chrons and low-level gear, a point can be made for multiple short voyages over a handful of log voyages provided you are diligent about processing dilemmas, recalling, and overall turn rate. But if you like 4* crew, rep rats, and honor, as most of us do, long voyages are the way to go. Developing your crew so you can hit longer voyages is a smart long-term goal.
Great advice all around. Def longer voyages, and 4 shuttles are best uses of Dil
But special shout out to the Purple Rain reference. I'm never going to get a super rare drop again without doing the air guitar and singing along.