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The Voyage Project (Part 3 - Tool Included)

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  • Bylo BandBylo Band ✭✭✭✭✭
    The Zeroth Benchmark is for all crew, not just those with skin in the game on the feature skills. I see 2 crew (Locutus and Surak) who are very high proficiency and 2 more that are borderline high proficiency (Warship EMA and Stranded Quark). The system works by combining certainty with antimatter to build up a huge reserve of antimatter in the first 8 hours and then riding that wave to the 10 hour finish line. By having 1/3 of your crew have high proficiency you introduced enough risk to allow RNG to pick your pockets enough times in the early going to sabotage your chances late. I also am not sure what your starting AM was but from the third screenshoot I see you missed 2 seat traits on 6 seats so that is also something else to keep an eye on.

    If you would like to discuss this further I welcome you to join our Discord server so we can more easily share screenshots, and also leave this thread clear for discussions about the VVT and voyage system :)

    Speaking of the VVT, it was updated yesterday with new functionality, the link in the original post has been updated!
  • (HGH)Apollo(HGH)Apollo ✭✭✭✭✭
    Bylo Band wrote: »
    The Zeroth Benchmark is for all crew, not just those with skin in the game on the feature skills. I see 2 crew (Locutus and Surak) who are very high proficiency and 2 more that are borderline high proficiency (Warship EMA and Stranded Quark). The system works by combining certainty with antimatter to build up a huge reserve of antimatter in the first 8 hours and then riding that wave to the 10 hour finish line. By having 1/3 of your crew have high proficiency you introduced enough risk to allow RNG to pick your pockets enough times in the early going to sabotage your chances late. I also am not sure what your starting AM was but from the third screenshoot I see you missed 2 seat traits on 6 seats so that is also something else to keep an eye on.

    If you would like to discuss this further I welcome you to join our Discord server so we can more easily share screenshots, and also leave this thread clear for discussions about the VVT and voyage system :)

    Speaking of the VVT, it was updated yesterday with new functionality, the link in the original post has been updated!

    It also had starting am of just 2700 cause of a stupid dumb ship trait of dominion and my legendary dominion ship isn’t maxed.
    Let’s fly!
  • Prime LorcaPrime Lorca ✭✭✭✭✭
    Bylo Band wrote: »
    The Zeroth Benchmark is for all crew, not just those with skin in the game on the feature skills. I see 2 crew (Locutus and Surak) who are very high proficiency and 2 more that are borderline high proficiency (Warship EMA and Stranded Quark). The system works by combining certainty with antimatter to build up a huge reserve of antimatter in the first 8 hours and then riding that wave to the 10 hour finish line. By having 1/3 of your crew have high proficiency you introduced enough risk to allow RNG to pick your pockets enough times in the early going to sabotage your chances late. I also am not sure what your starting AM was but from the third screenshoot I see you missed 2 seat traits on 6 seats so that is also something else to keep an eye on.

    If you would like to discuss this further I welcome you to join our Discord server so we can more easily share screenshots, and also leave this thread clear for discussions about the VVT and voyage system :)

    Speaking of the VVT, it was updated yesterday with new functionality, the link in the original post has been updated!

    It also had starting am of just 2700 cause of a stupid dumb ship trait of dominion and my legendary dominion ship isn’t maxed.

    200 AM (the difference between your 2,700 and the 2,900 recommended by Bylo) would have made roughly 20 minutes difference if you were passing 60% of your checks, as your combined gold and silver suggests you most likely would have. Though with so much proficiency, it's far from a guarantee.
    Farewell 🖖
  • OttoOtto ✭✭✭
    JimBerlin wrote: »
    Also, haven't forgotten about you @enzo_karotti ... first, I got caught up in learning some basic code to create the new features I'm finishing up. Second, I don't have any open source suites at work and that's where I've spent most of the night. I'm interested to see what each export file type keeps or doesn't.

    No need to apologize!
    My intention was to help out other users with the same or similar problems. The solution was as basic as the code, the thing is to find the spot where a "0" or a ")" or whatever is missing. I will continue to use your files with LibreOffice.
    cheers
  • JimBerlinJimBerlin ✭✭✭
    Minor update incoming shortly - script hotfix, Katrine "main cast variant" corrected, and Lorca will be adding the new crew's info sometime shortly after it is released. The first two are already live in the file.

    Do I need to to get a fresh copy? - Not necessarily. The "set to default" script was off by one column, which means you could still use the other two buttons to perform the same task. You could manually update Katrine's info in Base_Stats, and you could add the new crew manually. If you've done work on the sheet yourself and are afraid of losing it, read below to see my recommendations...

    Script hotfix
    Not sure if users can edit the script since they've made a copy and it runs in their sheet, but I found a bug on the "set to default script".

    If you've done customization to your sheets, you should be able to drag and drop. No columns have moved, no references have been changed.
    Download updated version to fix or swap in code at line 34, if it will let you. Line 34 should read:

    spreadsheet.getCurrentCell().setFormula('=Query($O$21:$AR$615,"Select P,Q,R,S,Z,T,AJ,U,V where (P<>\'\' and O=TRUE and AR=TRUE) Order by Q Desc Limit " & $F$12)');

    Importing your customized info
    If you have manually selected crew in the AVR tab, it is probably best to duplicate that tab so you have a default copy and a personalized copy. That way, you can look at one for citation judgement and one for planning for the future or running voyages if you have most of the VVs. If you've done that, make a copy of the new version, right click the tab, "copy to", choose "existing spreadsheet", and choose the your copy of the new version.

    If you've been editing Base_Stats to put in your current crew, then you'll need to copy the data from that tab in your copy and overwrite the data in your copy of the new version. Base_Stats is the master essentially for all of the input data, so that is the backbone of this file.
  • JimBerlinJimBerlin ✭✭✭
    edited March 2021
    Platonian Chekov added and 1.1.1 made official. Uxbridge's data was transposed into the wrong skill, and that correction was rolled into the update.

    New Chekov compared to the field in Sec/Sci @30/30

    gddx7m1qvwpf.png




  • RaraRacingRaraRacing ✭✭✭✭✭
    edited March 2021
    Again @JimBerlin thanks for your work on this.

    Just wanted to drop this here so that people can reflect on some possibilities.

    - I'm running a MEC/CMD voyage at present
    - The 5* ship is lvl 9/10 but does have bonus
    - 7 crew have bonus (rough seating traits!)
    - Starting AM 2750 - overall not great.
    - Tertiary skill total 23.966

    This is the state at 8 hrs ... will post 10 hrs later (if I make it or not):

    hwa0bbrwx3o9.png

    This is a list of the crew with associated variance, including a split per main skill:

    87l8gpspuwq2.png

    - Boy is it difficult to get MED variance down on a voyage like this. But I hope I've compensated for that by boosting the MED skill a bit higher than suggested (around 1.000 points).
    - CMD is solid.

    EDIT - 10 hrs

    19hc1y4d5ijv.png

    So, here's the end result. Pretty solid really and something I might expect with around 1350 drop in AM over the two hours.
    If I see a voyage with this kind of (a balanced, steady, Bylo) setup with 1400 at 8 hrs I'm always going for the 10 hrs.
    I recalled but realised I could have made quite a run (on this voyage combo that is generally rated difficult) with probably 30-40 minutes left in the tank (781/24).

    Anyway, hope this helps people regarding the implementation of this method for voyages ... things to look at, take note of, how to adjust etc. etc. The VVT spreadsheet is of great help for this.
  • Bylo BandBylo Band ✭✭✭✭✭
    You are quite correct @RaraRacing for whatever reason a great number of MED crew seem to have larger than normal variance scores. The new Collection has helped certainly, but your solution is the same one I employ when I have MED as a feature skill. It was really cool to see such an amazing amount of AM at the 8 hour dilemma, that is fantastic!
  • I got bad ship traits for a week and got stuck on med/cmd.

    Running with 2800am maximum, compensating for it with 12k+ primary and secundary or 23k+ tertiary I only had 1in 7 cmd/med voyages get less then 10 hrs
  • RaraRacingRaraRacing ✭✭✭✭✭
    edited March 2021
    Bylo Band wrote: »
    It was really cool to see such an amazing amount of AM at the 8-hour dilemma, that is fantastic!

    Yes, I didn't mention it in the post, but that comes down to:
    - the relatively low variance scores in all 4 tertiary skills meaning I'm certain not to fail checks for quite some time
    - luck in probably getting more DIP and SEC checks than SCI and ENG :) (I'll check the voyage final stats)

    I just filled in the Your_Voyage tab and included all bonuses ... the variance numbers are slightly different because I do not have max bonuses for all skills and I've used max bonuses for my calculations above.
    I hadn't quite made full use of your VVT tool yet, but have mainly used it as an indicator regarding variance. Anyway, interesting to see the result.

    wnk33r4qsnz2.png

    EDIT: @JimBerlin below ... yes I know, see point 2 above. :) However, I just saw this ...

    xqm1k09faif4.png

    The tertiaries were skewed to SEC by lot (almost double) with DIP being similar to ENG and SCI. The bias to optimal timing is probably irrelevant when considering DIP.
    And thanks ... I hate to boast, but staffing voyages (with my limited crew (7 of 12 crew used have been available to all players) ... am by no means a whale) is something I feel I'm quite good at ... see my Ready Room threads. :)
  • JimBerlinJimBerlin ✭✭✭
    edited March 2021
    Across a large number of voyages, even tertiary scores, on average, should perform more steadily than unevenly distributed ones. If you're low in a skill/higher in 3 or high in 1/low in 3, you've sort of introduced a new RNG factor that is an axe that swings both ways. If you're shooting for 10, but find at 8 that you don't have enough AM to carry you through, this may be the cause.

    @RaraRacing , you may have had a bunch of Dip checks in the 3-7 hr range and not caught the fails that would have been associated with your Sci & Eng scores. That's a knob that's not so easy to adjust, depending on your crew and the featured pair. Just something to keep in mind.

    Edit: btw, great voyage for that pair!
  • Commander SinclairCommander Sinclair ✭✭✭✭✭
    Going back to our proficiency discussion in Phase 1, I started thinking about this game-wide, for shuttle missions, gauntlet, etc. For Gauntlet, only using 2 high prof crew for the main skill and 3 medium-low prof crew (and NON-Gauntlet specific crew) for instance has made a better balance, so I see more runs into the double digits, instead of getting killed on battle #2 or 5 all the time.

    Your approach to limiting the proficiencies makes total sense for the conservative & consistency route for 10 hour Voyages, and also makes sense why those we *think* should easily cross the 10-hour mark often fail and leave us scratching our heads.

    [Tuvok]HOWEVER[/Tuvok] (I love that BTW) – I think even with all the new bonus skill bumps from collections over the past few months, the Bylo Method will never get to the 12-hour mark. I think it is an unfortunate trade-off to require some high proficiency crew to get you to the 12-hour mark and have to cross your fingers the whole way. I may be wrong, but logic dictates... I can only think it's a matter of highest possible skills and traits combined (and very lucky RNG on the high profs) to get the elusive 12-hours. (My top so far is now 11:23)

    All that being said - I absolutely love the whole process you outlined and how everything came together to get this put together! Very well done!

    It has been over 6 months since I have had any DIP-anything in Voyages, where I am guessing most of my VVT crew would probably work best. My disappointing Voyage skill combos have left me lacking in Voyage interest all that time. (Oh look, SEC/MED... again, sigh)

    I do look forward to trying this out though.
    I want to become a Dilionaire...
  • Bylo BandBylo Band ✭✭✭✭✭
    [Tuvok]HOWEVER[/Tuvok] (I love that BTW) – I think even with all the new bonus skill bumps from collections over the past few months, the Bylo Method will never get to the 12-hour mark. I think it is an unfortunate trade-off to require some high proficiency crew to get you to the 12-hour mark and have to cross your fingers the whole way. I may be wrong, but logic dictates... I can only think it's a matter of highest possible skills and traits combined (and very lucky RNG on the high profs) to get the elusive 12-hours. (My top so far is now 11:23)

    You are 100% correct. The Bylo Method is not for people chasing 12 hours, quite the opposite, it is designed to hit 10 hours and then recall immediately after the 10 hour dilemma, which ties back to Part 1 where we learned that it is most efficient to recall voyages right after dilemmas. People chasing 12 hour voyages will want to do the exact opposite of what I recommend, and that is load up on proficiency and hope RNGesus is with you!

    My personal best voyage time has been stuck at 10:53 for over a year because I simply have stopped taking voyages passed 10 hours. I love just setting my voyages using my method (at this point it is second nature to me, I helped create the VVT to help other people "see" what I see) and never having to worry about them, I know they'll hit 10 hours every time and I just recall after the 10 hour dilemma, I never have to think twice about a voyage once I send it. It is a great feeling. But you are correct, people chasing 12 hour voyages will absolutely want no part of my system, but I think they can benefit just as much from paying attention to proficiency :)
  • Prime LorcaPrime Lorca ✭✭✭✭✭
    And I set up the VVT for people who ARE chasing 12 hours. ;) You see... the Combined_Rolls tab helps identify the top crew for guaranteed success, as well as the ones who have potential to go the furthest. Braxton and Spock+Kirk are near the top on both lists. They'll help maintain AM supply early and give your voyage a shot to go even deeper. I think it helps significantly to have crew who help do both of these things if you're chasing 12 hours.

    Then I set up the Your_Voyage tab to help your targeting. My advice is to aim your gold and silver skills just below 14,400 and get your tertiaries as high as possible. I say just below 14,400 for a couple reasons. 14,400 is where you have a 50/50 shot to pass a hazard at 12 hours. You'll need some favorable rolls toward the end, but they'll just need to be in the top 50th to 70th percentile. If you go above 14,400, then your tertiaries suffer and it will be nearly impossible to have enough AM at 10 hours to even have a shot at 12 hours. I have discussed this at some length with @Banjo1012 . :) If you go below 13,500 on gold and silver, then your odds of passing those hazards at the end drop. It becomes unlikely that you will be able to pass enough at the end to sustain your voyage.

    In my opinion, the tertiaries can have any level of (im)balance you desire. The voyage will far exceed their chances to succeed in a skill check. For that reason, their pass/fail ratio is likely to be a close representation of their average score, so you may as well just reside that average ad high as possible. If the tertiaries are balanced, then you'll be guaranteed to pass them all for a certain time, then start to fail some, then fail them all. If they are imbalanced, then you have a chance that RNG will be favorable and check your weaker skills more early and your stronger skills more later. Or... the opposite can happen and totally wreck your voyage. :D

    TL;DR: the VVT is set up for both 10-hour and 12-hour voyage players.
    Farewell 🖖
  • JimBerlinJimBerlin ✭✭✭
    edited March 2021
    Thanks for the comments, @Commander Sinclair . Your analysis on how to design a 12 hr voyage sounds right to me. The variance in rolls from proficiency range cuts both ways; raising your minimum roll lowers your max.

    The only thing the weighted rankings tab has that is geared specifically towards consistent voyages is the color scheme on the heat maps that corresponds to variance. By default, red=high variance amongst the pool=potential for both higher and lower rolls vs. their avg. You can go in and swap the colors around if that bothers you.

    I'm still working on refining the rankings tab to include more potential constraints for searches, such as displaying the "other" skill and allowing a constraint by that. If anyone has any other suggestions, let me know and I'll fold it in if it's easy enough. Sometimes these things are way more difficult to implement than conceive.

  • DavideBooksDavideBooks ✭✭✭✭✭
    Thank you.

    I have a fleetmate who was asking about 8 hour voyages. What numbers do you give for 8 hours?
  • Prime LorcaPrime Lorca ✭✭✭✭✭
    Thank you.

    I have a fleetmate who was asking about 8 hour voyages. What numbers do you give for 8 hours?

    I have a little "guide" of sorts in the Your_Voyage tab. There's different ways to get to 8 hours, but I find the simplest is to target 9,600 on gold and silver, then get the rest as high as you can.
    Farewell 🖖
  • RaraRacingRaraRacing ✭✭✭✭✭
    I've been using the guide to help me freeze crew, even though I've got more than enough crew slots I like to keep my crew streamlined.

    Have frozen 18 5* 3-skillers (and 5 2-skillers and 1 1-skill crew) ... with another 6 on the short-list ... most have been a combo of average to low voyage scores and high variance. Examples include Armus, EV Suit Seven and Age of Sail Crusher.

    Anyway, still getting 10 hrs each time out on all skill combos ... basically these are crew that were either:
    - not used much, if ever;
    - easily replaced.

    I can list 'em all here, but it is fairly player-specific, so won't be much help to others. Point is, there's a lot of deadwood on an average roster, I'll spend the 100 Merits to bring 'em back if needed (events) and so they don't clutter my daily roster (voyage options, etc.) when choosing crew.
  • Bylo BandBylo Band ✭✭✭✭✭
    That is a very creative idea, I love it! That also highlights a very important aspect of playing, and it is great to see you use the tool to audit your existing crew like that!
  • Prime LorcaPrime Lorca ✭✭✭✭✭
    Thanks for the kind words, @Banjo1012 . And I do want to say that without your help in testing, I wouldn't have been able to nail down the rounding for the starbase and collection bonuses. And your voyage systems and strategies were a major inspiration for the Your_Voyage tab.

    And while I'm here, I'll go ahead and share my assessment of our two latest VV's.

    Klingon West
    They're just stacking up the VV's at the top lately. Klingon West is another top voyager.

    #10 voyage total
    #17 combined maximum roll
    #24 combined minimum roll
    Tied for 9th with 23 trait-seat matches
    Almost 76% chance to match a trait.
    Top 25 for average primary roll, minimum SEC roll, and maximum SEC roll.

    It's a common skill combo, but he'll sit near the top of the heap. His main weakness is variance. He has enough to make him an inconsistent voyager, but not enough to make him valuable in the gauntlet.

    Tactical Stamets
    Tactical Stamets has a top 20 voyage total. He's the new SEC champ for both minimum and maximum rolls. His skill order isn't terribly common. As Discovery main cast, his event outlook is good. He's a hair over 8% variance, so he won't be reliable for the 10-hour crowd, but his top 35 for both combined minimum and combined maximum roll make him a strong option for the 12-hour chasers. Stamets' trait-seats are in the middling range. Basically, he's competing against the Human/Federation/Starfleet crowd for voyage seats and he will often be the best option, but not always.
    Farewell 🖖
  • ~peregrine~~peregrine~ ✭✭✭✭✭
    Perhaps this thread now belongs alongside the other player tools:

    https://forum.disruptorbeam.com/stt/categories/ready-room

    I would welcome a major shift in just about everything right now, given how stale the game seems to me (YMMV).
    "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
  • It looks like Lieutenant Sahil hasn't been added.
  • MuadDave wrote: »
    It looks like Lieutenant Sahil hasn't been added.

    Thanks.

    I haven't seen @Prime Lorca [10FH] in a while and they were usually the one to be able to add new crew. Sorry for any inconvenience. This tool's conception was outside of other tools with no code or formulas referenced to avoid any "hint of impropriety", as it were. Automatic crew import was something Idol's tool featured heavily, and I believe Lorca wanted to stay away from this to not be accused of stealing or rehashing. However, I have definitely seen a "share and share alike" attitude from this community. A couple of things that have been displayed here and in other things I've shared have ended up elsewhere. Everything here is free and open source, as far as I'm concerned. So, I have no issue with that. I still am not willing to take any code from others and if I mimic functionality, I'm building it from scratch. This is all meant to be a learning experience for me. I use a lot of what I learn messing with this for internal SQC tools at work.

    That said, work and other priorities keep me from working on this and other tools as much as I'd like. What I do have done is all of the groundwork for the Voyage Project Part 4 and am mostly done with a reworked tool that does everything automatically. I believe Bylo may be finished with something he's been working on, too. So a couple of interesting things are coming down the pipeline. Putting things in by hand is not a sustainable solution with only one person maintaining numbers, and Iwill incorporate an auto-import amongst other new features.

    As long as Prime Lorca doesn't have any issues (appears to be retired from the game), I will release a revamped tool soon. I am waiting for a couple of business trips where I will be alone for a week at a time roughly, which gives ample time to hammer out all issues and test. These have been delayed due to Covid and delays in manufacturing, raw materials, and construction at external sites (this is part of business these days)

    If anyone has any specific requests for functionality, feel free to post here or PM me. LLAP

  • Bylo BandBylo Band ✭✭✭✭✭
    I can confirm a couple of things:

    1. Jim has taken the baton and run with it. Voyage Project 4, from what I've seen so far, is really good. And I will also add that Jim is being modest, he's been absolutely BURRIED with RL work and other things and has still managed to keep up on extra curricular things like this, so it is my hope that when he posts Part 4 and the updated tool that it is well received by the community.

    2. I won't say it has been an active experiment on par with the other projects but I have been working on a new twist to voyages to keep them fresh/interesting, and I am pleased with the results. It was not really worthy of an entire new thread but I am excited to share it and will add it to Jim's Part 4 post when the time comes.
  • Hey hey, is this tool still being updated and in use by people? Or am over a year late to the party?
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