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Chasing Voyage Exclusive Crew

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  • Matt_DeckerMatt_Decker ✭✭✭✭✭
    I was lucky to get picard at 14 hours and McCoy at 8 hours. Col Worf was in a klingon themed pack and guinan was from an achievement.

    :o
    Fleet: Starship Trista
    Captain Level: 95
    VIP Level: 12
    Unique Crew Immortalized: 525
    Collections Completed: Vulcan, Ferengi, Borg, Romulan, Cardassian, Uncommon, Rare, Veteran, Common, Engineered, Physician, Innovator, Inspiring, Diplomat, Jury Rigger, Gauntlet Legends
  • Jenos IdanianJenos Idanian ✭✭✭✭✭
    I recently ran a max voyage. I was planning to grab Picard and McCoy (as well as my final copy of Jannar). The last two dilemmas (of course) were part 3 of the two 3-parters. Going to be awhile until I can run one more for Colonel Worf. I've also got Fierce Guinan from the voyage dilemma achievement. I'll plan to cite up these crew with the campaign citations. Depending on how long it takes to get all the citations hoarded (and if I can somehow snag an Indignant Seven to make a Cheesecake Seven), they'll all be cited up eventually. Definitely not with honor.
  • I finally went for my final voyage only crew, McCoy. Hour 2 got the first dilemma, sometime before the 24 hour mark got the second. 1 day and 18 hours got him, and recalled. now I will be storing tokens for emergency use only.
  • IvlainIvlain ✭✭✭✭
    edited January 2020
    How many voyage tokens do you need to make a run on the 2 three parters?
  • ~peregrine~~peregrine~ ✭✭✭✭✭
    edited January 2020
    Ivlain wrote: »
    How many voyage tokens do you need to make a run on the 2 three parters?

    The number I have seen most often is 28. There are also at least a couple of other good threads on the topic:

    https://forum.disruptorbeam.com/stt/discussion/2946/best-voyage-options-a-guide-to-voyage-exclusive-crew-rip/p1

    https://forum.disruptorbeam.com/stt/discussion/13730/your-honors-please/p1
    🖖
    "In the short run, the game defines the players. But in the long run, it's us players who define the game." — Nicky Case, The Evolution of Trust
  • IvlainIvlain ✭✭✭✭
    Thanks!
  • Worf is the only one I cant seem to get but will keep trying
  • DScottHewittDScottHewitt ✭✭✭✭✭
    edited January 2020
    Had parts 1 & 2 of a Higher Duty by six hours, but decided I wouldn’t chase part 3 to get another McCoy as I didn’t have enough revival tokens to do a full run if RNG didn’t go my way. 8 hour dilemma delivered little, but as I had nearly 1200 antimatter left I thought I was a good chance to hit 10 hours. Given it was nearing midnight thought I would hit the sack and take a punt on things going my way.

    Next morning......voyage failed at around 9.50. Given there was a decent amount of chrons on offer I decided to use one token as it would get me to the 10 & 12 hour dilemmas, then I would recall. To my surprise and delight the 12 hour dilemma delivered part 3 and I got another McCoy. Sometimes things just work out 😄😄

    Congrats.
    🖖👍🖖👍🖖
    🍻🎊🎂🎊🍻

    The Formula would have easily told you you could not hit ten hours, if Hazards were all failing.

    Remaining Anti-Matter divided by 22.

    You need 2640 after a Dilemma to be assured of hitting the next one, even if all Hazards fail. 22 is the "safety" number to divide by. Some people use 21 and do okay.


    To figure approximately when a Skill will start failing, figure 1200 Skill Points for hour of Voyage.

    1200 for one hour
    2400 for two hours
    3600 for three hours
    Et cetera

    There is variation, though. Because of the way that Voyages calculate Skill Points.
    "The truth is like a lion; you don't have to defend it. Let it loose; it will defend itself."
  • Warrior WilloWarrior Willo ✭✭✭✭✭
    Had parts 1 & 2 of a Higher Duty by six hours, but decided I wouldn’t chase part 3 to get another McCoy as I didn’t have enough revival tokens to do a full run if RNG didn’t go my way. 8 hour dilemma delivered little, but as I had nearly 1200 antimatter left I thought I was a good chance to hit 10 hours. Given it was nearing midnight thought I would hit the sack and take a punt on things going my way.

    Next morning......voyage failed at around 9.50. Given there was a decent amount of chrons on offer I decided to use one token as it would get me to the 10 & 12 hour dilemmas, then I would recall. To my surprise and delight the 12 hour dilemma delivered part 3 and I got another McCoy. Sometimes things just work out 😄😄

    Congrats.
    🖖👍🖖👍🖖
    🍻🎊🎂🎊🍻

    The Formula would have easily told you you could not hit ten hours, if Hazards were all failing.

    Remaining Anti-Matter divided by 22.

    You need 2640 after a Dilemma to be assured of hitting the next one, even if all Hazards fail. 22 is the "safety" number to divide by. Some people use 21 and do okay.


    To figure approximately when a Skill will start failing, figure 1200 Skill Points for hour of Voyage.

    1200 for one hour
    2400 for two hours
    3600 for three hours
    Et cetera

    There is variation, though. Because of the way that Voyages calculate Skill Points.

    Thanks Scott, dividing your remaining antimatter by 22 is great to work out time remaining when you are failing all hazards, but not so when you are still passing hazards on your primary and secondary skills. Take the last two nights.....I have gone to bed after passing the 8 hour dilemma with just over 1100 & 1200 in antimatter remaining and in both cases I have comfortably reached the 10 hour dilemma. RNG can be your friend sometimes.
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