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is it possible to hit 10-hour mark regulary?

S31S31 ✭✭✭✭✭
I am hitting 8-hour mark regularly in voyages and now I wonder with bringing several other legendaries to 4/5 or 5/5 could I hit 10 h voyage mark?

Comments

  • Yup it can be done. I think that’s as far as you can get without refreshes though.
  • AldudeAldude ✭✭✭✭✭
    I've managed 9 hrs naturally, and I don't have that many immortal legendary crew
    Fleet Admiral of NCC UK Midlands."Leave any bigotry in your quarters. There's no room for it on the bridge." - J.T. Kirk, 2266
  • Regulary is very difficult imo. I have 25 legendaries immortalized, 10 of them are in the top30 of the voyager crew list, but still I can make it to 10h only once or twice a month. 9:30 is where I could come regulary but I recall now always after the 8h dilemma to save dil.
    You will need the best of the best in this list to make it regulary, but a lot are pack only.
  • Zetterbeard Zetterbeard ✭✭✭✭✭
    A couple of my fleet mates can hit natural 10 hour voyages but it's by no means regular. You would need a very stacked crew for that.
  • Bluebeard1Bluebeard1 ✭✭✭✭✭
    I've got over 100 5 star immortalised. I have only hit 10 hours a couple of times.
    8 hours often enough
    6 hours most often.
  • Dirk GundersonDirk Gunderson ✭✭✭✭✭
    Bluebeard1 wrote: »
    I've got over 100 5 star immortalised. I have only hit 10 hours a couple of times.
    8 hours often enough
    6 hours most often.

    Out of curiosity, what do your skill totals look like when sending voyages? I only have 21 immortalized legendary crew and in recent months have only failed to hit 8 hours a handful of times during Faction events where my top crew is otherwise engaged. Between events, I’m starting to go beyond 9 hours with regularity and never go less than 8.
  • AviTrekAviTrek ✭✭✭✭✭
    If any given Voyage is possible to hit 10 hours, then if you have all the crew FFFE, it's possible to hit 10 hours on every Voyage.

    I don't know if every skill combination is possible for 10 hours given the current crew in the game.

    But a 10 hour voyage needs mostly 5/5 crew. If you want to regularly hit 10 hours, then you'd need ~24-30 5/5 crew to be able to cover all the skill combinations you could get. Possibly more when you start considering secondary skills.
  • Yes, absolutley. Not for everyone though.
    •SSR Delta Flyers•
  • YateballYateball ✭✭✭✭✭
    9-9.5 is what my voyages usually get and I'll occasionally get lucky on the dilemmas to make it to 10... with a few more stars on some of these crew 10 would become fairly regular

    Definitely rely on the iampicard tool to get me the max time though
  • Capt. ChaosCapt. Chaos ✭✭✭✭✭
    Consult the voyage crew spreadsheet to find the best and brightest and cite them up.
  • I have most of the best crew immortalized for voyages. I can do any skill combo 8 hours, even ENG-MED.
    I can't get 10 hours consistently because you need some RNG luck to not have too many of the non-primary/secondary skill checks otherwise you'll simply run out of AM.
  • Dirk GundersonDirk Gunderson ✭✭✭✭✭
    mejoyh wrote: »
    I've been tracking my recent 9.5h+ runs and I think its possible to get 10h consistently but on really specific crew (if not duplicates of the top crew).

    Its looking like you need the following
    1) 2700+ Antimatter to start
    2) Primary and Secondary stat - both 11k+
    3) Total voyage state above 43k

    You could probably get 10h regularly if you had the top 5 (3 stat crew) for each skill
    CMD - Borg Queen, Kahless, Governer Worf, First Officer Burnham, Commander Kira Nerys
    DIP - Mambo Picard, Professor Sato, Interface La Forge, Virtuoso Doctor, Chancellor Gorkon
    ENG - Amelia Earhart, Sphere-Builder Presage, Etana Jol, Caretaker, Captain Lorian
    MED - Warship EMA, Defensive Phlox, Prisoner Cornwell, Reverend Phlox, Mirror Crusher
    SCI - Gary Seven, Surak, Juliana Tainer, Boothby Replicant, Annorax
    SEC - Assimilated Hawk, Musketeer La Forge, High Roller Sisko, Away Team Burnham, Gunslinger Uhura

    As a side note, there are alot of CMD and SEC crew out there so it will probably be easiest to run a CMD SEC 10h run. My longest was 9h 46m with CMD (11k) SEC (11k) and total crew stat of 41k

    Hope this helps

    This seems eminently reasonable to me. And you’re right about COM/SEC...I put together a spreadsheet based off of a data dump from iampicard that calculates voyage skill totals for all of the voyage skill combos and found that I have way more overpowered COM/SEC crew than any other pair of skills, even COM/DIP and DIP/MED. 12 total crew with COM/SEC voyage combinations over 2000, 5 with over 2500, and 2 that have more than 3000 points for that voyage skill pairing. Some are two-skill crew (with my skill bonuses, T’Kuvma is one of those two over 3000) but I suppose that’s the difference between 9 hour voyages and 10 hour voyages.

    I have crew I can and will cite to improve my weaker skill combinations but I doubt I could get to having regular 10 hour voyages soon and/or without a lot of spending.
  • mejoyh wrote: »
    I've been tracking my recent 9.5h+ runs and I think its possible to get 10h consistently but on really specific crew (if not duplicates of the top crew).

    Its looking like you need the following
    1) 2700+ Antimatter to start
    2) Primary and Secondary stat - both 11k+
    3) Total voyage state above 43k

    You could probably get 10h regularly if you had the top 5 (3 stat crew) for each skill
    CMD - Borg Queen, Kahless, Governer Worf, First Officer Burnham, Commander Kira Nerys
    DIP - Mambo Picard, Professor Sato, Interface La Forge, Virtuoso Doctor, Chancellor Gorkon
    ENG - Amelia Earhart, Sphere-Builder Presage, Etana Jol, Caretaker, Captain Lorian
    MED - Warship EMA, Defensive Phlox, Prisoner Cornwell, Reverend Phlox, Mirror Crusher
    SCI - Gary Seven, Surak, Juliana Tainer, Boothby Replicant, Annorax
    SEC - Assimilated Hawk, Musketeer La Forge, High Roller Sisko, Away Team Burnham, Gunslinger Uhura

    As a side note, there are alot of CMD and SEC crew out there so it will probably be easiest to run a CMD SEC 10h run. My longest was 9h 46m with CMD (11k) SEC (11k) and total crew stat of 41k

    Hope this helps

    I just sent out a voyage with 13000+ Primary/secondary and over 46,000 of skills. I should make 10 hours, but not if I'm unlucky. Like everything else in this game, there is RNG, though for voyages it is probably the least affected by RNG.
  • mejoyhmejoyh ✭✭✭✭
    mejoyh wrote: »
    I've been tracking my recent 9.5h+ runs and I think its possible to get 10h consistently but on really specific crew (if not duplicates of the top crew).

    Its looking like you need the following
    1) 2700+ Antimatter to start
    2) Primary and Secondary stat - both 11k+
    3) Total voyage state above 43k

    You could probably get 10h regularly if you had the top 5 (3 stat crew) for each skill
    CMD - Borg Queen, Kahless, Governer Worf, First Officer Burnham, Commander Kira Nerys
    DIP - Mambo Picard, Professor Sato, Interface La Forge, Virtuoso Doctor, Chancellor Gorkon
    ENG - Amelia Earhart, Sphere-Builder Presage, Etana Jol, Caretaker, Captain Lorian
    MED - Warship EMA, Defensive Phlox, Prisoner Cornwell, Reverend Phlox, Mirror Crusher
    SCI - Gary Seven, Surak, Juliana Tainer, Boothby Replicant, Annorax
    SEC - Assimilated Hawk, Musketeer La Forge, High Roller Sisko, Away Team Burnham, Gunslinger Uhura

    As a side note, there are alot of CMD and SEC crew out there so it will probably be easiest to run a CMD SEC 10h run. My longest was 9h 46m with CMD (11k) SEC (11k) and total crew stat of 41k

    Hope this helps

    This seems eminently reasonable to me. And you’re right about COM/SEC...I put together a spreadsheet based off of a data dump from iampicard that calculates voyage skill totals for all of the voyage skill combos and found that I have way more overpowered COM/SEC crew than any other pair of skills, even COM/DIP and DIP/MED. 12 total crew with COM/SEC voyage combinations over 2000, 5 with over 2500, and 2 that have more than 3000 points for that voyage skill pairing. Some are two-skill crew (with my skill bonuses, T’Kuvma is one of those two over 3000) but I suppose that’s the difference between 9 hour voyages and 10 hour voyages.

    I have crew I can and will cite to improve my weaker skill combinations but I doubt I could get to having regular 10 hour voyages soon and/or without a lot of spending.

    Yea i think both you and wolf are right. You still need some luck from RNG as well as trait matching on ships and crew. I'm slowly strengthening my bench. I did my spreadsheet and realised SEC was actually my weakest stat but it never showed because so many crew has SEC. But the the recent mega has been awesome for me. High Roller Sisko and now Assimilated Hawk (I know he isnt part of the Mega).

    T'kuvma was great for a bit but I find his total stats too low now that I have some strong 3 stat crew. I'm still far off from regular 10h missions but I should be able to get my first 10h in a few months :)
  • Paladin 27Paladin 27 ✭✭✭✭✭
    To get over a 50% chance at reaching the 10 hour dilemma from the calculator, this is what a model voyage should look like

    2800 AM
    12500 each Primary/Secondary
    21000 between the other 4 stats
    (so 46k total)

    I can do this with pretty much any skill combo other than Med/Eng (either order) without using Duplicate crew.

    Med Eng I can get to about 9:50-9:55 expected so about a 40% chance at hitting 10 hours. I have all of the useful crew for that one FF now, but only have a dup of delta flyer. So it would probably take a few more dups of folks like Leonardo, Temporal Prisoner Chakotay, Caretaker, Natural Phlox to get that combo over a 50% chance at 10 hours.

    Keep in mind even that model voyage above will have significant variation in voyage lengths (up to an hour from the expected). You will be running about 4-6 hours of voyage time passing primary and secondary, but failing the other 4. Those can significantly vary in antimatter consumption, using anywhere from 300AM an hour to 700AM an hour depending on RNG.
  • AmphistaffAmphistaff ✭✭✭✭✭
    Paladin 27 wrote: »
    To get over a 50% chance at reaching the 10 hour dilemma from the calculator, this is what a model voyage should look like

    2800 AM
    12500 each Primary/Secondary
    21000 between the other 4 stats
    (so 46k total)

    I can do this with pretty much any skill combo other than Med/Eng (either order) without using Duplicate crew.

    Med Eng I can get to about 9:50-9:55 expected so about a 40% chance at hitting 10 hours. I have all of the useful crew for that one FF now, but only have a dup of delta flyer. So it would probably take a few more dups of folks like Leonardo, Temporal Prisoner Chakotay, Caretaker, Natural Phlox to get that combo over a 50% chance at 10 hours.

    Keep in mind even that model voyage above will have significant variation in voyage lengths (up to an hour from the expected). You will be running about 4-6 hours of voyage time passing primary and secondary, but failing the other 4. Those can significantly vary in antimatter consumption, using anywhere from 300AM an hour to 700AM an hour depending on RNG.

    I've found that having primary/secondary at least at 11.5K and a tertiary at 9K+ really helps to decrease variability. Then it's fine to completely tank one of the skills (and hope that one doesn't come up as much as the others).
  • IvanstoneIvanstone ✭✭✭✭✭
    Amphistaff wrote: »
    Paladin 27 wrote: »
    To get over a 50% chance at reaching the 10 hour dilemma from the calculator, this is what a model voyage should look like

    2800 AM
    12500 each Primary/Secondary
    21000 between the other 4 stats
    (so 46k total)

    I can do this with pretty much any skill combo other than Med/Eng (either order) without using Duplicate crew.

    Med Eng I can get to about 9:50-9:55 expected so about a 40% chance at hitting 10 hours. I have all of the useful crew for that one FF now, but only have a dup of delta flyer. So it would probably take a few more dups of folks like Leonardo, Temporal Prisoner Chakotay, Caretaker, Natural Phlox to get that combo over a 50% chance at 10 hours.

    Keep in mind even that model voyage above will have significant variation in voyage lengths (up to an hour from the expected). You will be running about 4-6 hours of voyage time passing primary and secondary, but failing the other 4. Those can significantly vary in antimatter consumption, using anywhere from 300AM an hour to 700AM an hour depending on RNG.

    I've found that having primary/secondary at least at 11.5K and a tertiary at 9K+ really helps to decrease variability. Then it's fine to completely tank one of the skills (and hope that one doesn't come up as much as the others).

    I generally find that anytime CSD skills comes up you'll almost always have the third skill at about 80% of the other two. Last 10 hour Voyage I had I think was CMD/SEC at around 12.5K. Dip was over 10K as well.

    I managed to do Eng/Sci at 10 hours once or twice. I think I had a roughly even mix of the other 4 skills.
    VIP 13 - 310 Crew Slots - 1055 Immortals
  • AmphistaffAmphistaff ✭✭✭✭✭
    Ivanstone wrote: »
    Amphistaff wrote: »
    Paladin 27 wrote: »
    To get over a 50% chance at reaching the 10 hour dilemma from the calculator, this is what a model voyage should look like

    2800 AM
    12500 each Primary/Secondary
    21000 between the other 4 stats
    (so 46k total)

    I can do this with pretty much any skill combo other than Med/Eng (either order) without using Duplicate crew.

    Med Eng I can get to about 9:50-9:55 expected so about a 40% chance at hitting 10 hours. I have all of the useful crew for that one FF now, but only have a dup of delta flyer. So it would probably take a few more dups of folks like Leonardo, Temporal Prisoner Chakotay, Caretaker, Natural Phlox to get that combo over a 50% chance at 10 hours.

    Keep in mind even that model voyage above will have significant variation in voyage lengths (up to an hour from the expected). You will be running about 4-6 hours of voyage time passing primary and secondary, but failing the other 4. Those can significantly vary in antimatter consumption, using anywhere from 300AM an hour to 700AM an hour depending on RNG.

    I've found that having primary/secondary at least at 11.5K and a tertiary at 9K+ really helps to decrease variability. Then it's fine to completely tank one of the skills (and hope that one doesn't come up as much as the others).

    I generally find that anytime CSD skills comes up you'll almost always have the third skill at about 80% of the other two. Last 10 hour Voyage I had I think was CMD/SEC at around 12.5K. Dip was over 10K as well.

    I managed to do Eng/Sci at 10 hours once or twice. I think I had a roughly even mix of the other 4 skills.

    Good point, the skills very much matter. Cmd/dip/sec is such an easy combo to get really high points in without even trying. similarly to eng/sci (and then either cmd or dip depending how who all you have).
  • (HGH)Apollo(HGH)Apollo ✭✭✭✭✭
    edited January 2019
    Depends I guess on the definition of "regularly getting 10 hr voyages." In my experience no you cannot do it regularly as besides great crew, and the right combo of skills, you also need luck. You can have the same crew, same stats, same starting am, and same primary/secondary skills and have different results. Each hazard involves rng. One voyage will go one time and another with the exact same conditions will go 30 minutes less or 30 minutes more. I have run many voyages with all 5/5 crew and only gotten ten hours once. Others have certainly had more success with this than I have but I do not know how they get around the varying results of luck that accompanies voyages. Palladin has some good tips. Seems like 12k is all that is needed to pass every hazard in that skill to ten hours.
    Let’s fly!
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