Ray’s Law of Ten Hour Voyages
RayZor
✭✭
in Ready Room
Greetings Capitans;
After extensive testing, I’m ready to convert my theory to law.
If you’d like a ten hour voyage, unassisted by re-fueling, stick to Ray’s Law. Adherence becomes much easier once you pass the 90 fully fused, fully equipped legend threshold, as ship & crew bonus is critical.
Using all bonused ship and crew (you can cheat a bit and still pass with luck, but you need anti-matter in excess of 2925 to be confident) do the following:
Stock primary and secondary skills in excess of 12,000
Sélect two other skills and get them in excess of 6,000
The remaining two skill slots are irrelevant.
Happy cruising, bon voyage,
RayZor, Admiral of KDF (sometime recruiting)
After extensive testing, I’m ready to convert my theory to law.
If you’d like a ten hour voyage, unassisted by re-fueling, stick to Ray’s Law. Adherence becomes much easier once you pass the 90 fully fused, fully equipped legend threshold, as ship & crew bonus is critical.
Using all bonused ship and crew (you can cheat a bit and still pass with luck, but you need anti-matter in excess of 2925 to be confident) do the following:
Stock primary and secondary skills in excess of 12,000
Sélect two other skills and get them in excess of 6,000
The remaining two skill slots are irrelevant.
Happy cruising, bon voyage,
RayZor, Admiral of KDF (sometime recruiting)
3
Comments
#voyages
I have tried this several times, the antimatter loss in the first 8 hours was so decent that I never reached 10 hours.
It's still amazing how big the impact of RNG is when you try to max voyages.
My best was 10:53
It was not with a refill. I know what you meant. That was straight 11 hours. Your way is not the only way to succeed
I'd like to see you try to hit 10 regularly with 12000/12000/6000/6000/1000/1000 even with 2950 AM.
Here are some observations about how skill checks work and actual deductions about what matters for voyage set up given that.
Skill check mechanics
Initial observations and conclusions:
What always matters and why:
What might matter to maximize the chance at 10 hours:
So summarizing, to maximize 10 hour voyages assuming a 1 for 1 point trade-off between skills.
94 Immortal legends to draw from, so my crew runs very deep. That doesn’t make your very sound analysis less valuable and I think you’ve provided a great analysis, but my goal is to provide simple benchmarks that others can replicate and easily remember.
@Banjo1012 no need to troll the noobs. Your claim is demonstratably false and we’re veterans on this thread, so no competitive advantage will be gained my man.
Wow. You’re a total &!$#!!! And you’re way off base. To be honest when I first read your thread I thought duh, Captain Obvious strikes but I didn’t want to be insulting so I figured I would add my two cents and what has worked for me. You came back with I’m a rookie, I’ve lied about my success, and I belong in STT pre-school.
Your claim is “always”
Your method is “by loading up a third” “as much as you can.” That’s two slots. This takes a bit more balance and finesse than what you describe above and luck matters in voyages, so I’ll highlight once more your claim....
“Always”
Really bro? That’s your words above.
Let’s be honest amongst fellow Trekkers shall we?
An example of a solid 10 hour cruise.
And the difference here may be that I’m not after 10 hours. I’m after the longest voyage I can get every time I send one out. That means getting the gold and silver skills to 13,000 as my goal every time is 11 hours. I have found that the other 4 skills aren’t 10%-10-10-10 it’s more like 12-10-10-8. If you can guess right on which one the 12 is, as I did in the above screenshot with COM, you can get 11 hours
Agreed. However, he claims anti-matter at start is unimportant, our results vary greatly and of course, a claim of 100% 10 hour attainment is questionable based on years of actual play.
Most importantly though, this set up will not achieve 11 hours. He claims it does and in game experience shows that’d a bit of an exaggeration to say the least @Paladin 27
More importantly though, this thread is simple and we agree on all points.
For the noobies, if you want ten hours.
- Get Primary and Secondary skills around the benchmark Paladin has kindly outlined above. 12.5k should work.
- Get two more above six thousandish
- Bonus matters. Hit it hard and try your best to use bonused crew and ships exclusively
If you do, you’ll hit 10 hours about 60% of the time based on our squads in game experience.
My main thing is the contention that only 1 or 2 of the tertiary stat's matter versus the total of all 4. 6k/6k/1k/1k is a lot different than 7k/6k/4k/3k as your voyage is. A 12.5k/12.5k with 19k on the other stats will usually get to 10 hours, 60% seems about right. the 6/6/1/1 won't get there very often (well under 25%). A 12.5k/12.5k with 21k on the other 4 stats might get there 90% of the time.
Credibility is earned when you don’t begin with a false claim and dismissive attitude at the top of the thread @Banjo1012
That’s a really great point and addition to the thread. Thanks @Paladin 27
@robownage great stuff, thanks for sharing and congrats. Curious to know the antimatter stock at start. Was your crew all bonused?
Definitely not all bonused, but I don't have screenshots to remind me of the details.
The best I have managed is 9hrs 30mins, and that was primary and secondary loaded to 12K and the rest balanced at 4000. Also, couldn't get initial AM to much higher than 2750. I reckon 10 hrs will be hit soon though. Incidentally, the best crew I got in that voyage was a green. Typical!
Let's also consider that this discussion is in the "Ready Room", where you're more likely to find people without heavily loaded crew looking for advice so it's a good idea to try and include that scenario when writing advice for others.
Nice one @Banjo1012, I stand corrected. Thanks for sharing
Case in point I only have about a third of that and my last voyage made just shy of 10.5 hours, I started with 2750 am.
Personally I’m a firm believer of preventing high attrition rate of antimatter loss in the first 4-6 hours of the voyage.
Thank you. All I wanted to say was this set up seems to give me the longest voyages, tested for many months now. There’s more than one way to skin a cat, which is a sick saying if you think about it. I mean, what whacko skins a cat?
With my set up, I do run that risk. I have gotten over 10:30 many times the way I do it, but I also get bombs that barely go 9:00 in there too
FWIW, I try to max AM at the beginning and front-load gold and silver to 12k or so while trying to balance the rest at 4K or better.
And then chicken out at 9 hours, as I miss too many that fail right at 9:55...and work ALWAYS keeps me from noticing.
Fantastic’s Law: if your game needs you, your job needs you more.