This whole combo chain thing is a fiasco. Just eliminate it completely. It forces you to use a crew that gives poor results when your typical arena crew usually gives you far better damage results. We want to kill bosses, not use up all our resources thawing a dozen crew every day. Just getting your entire fleet to cooperate and attack the same level boss is challenging enough.
We've stopped doing combo chains in our fleet and everyone's doing better because of it.
I think there is something amiss with the combat.
On Normal I switch Prisoner 'Bones' McCoy with O'Brien and I do on the average 300k less damage. However, McCoy repairs shields by 10% more than O'Brien over the course of the battle.
O'Brien's passive skills.
Acc=290, CR=74, Eva=74
This implies that 74 improvement in Critical Rating is the difference.
Edit: I will have to wait until tomorrow but Commander Scott should be better yet, then. Does the same amount of shield repair ( I am only getting two uses of O'Brien) but better critical rating and also critical bonus.
If this works out Normal Difficulty best for me will be.
Kang, EV Suit Tuvok(does 90K more than Neelix in boss damage), Commander Scott on the Klingon Battlecruiser.
First activate the cloak, click Kang click the first ship ability (immediate damage), wait for damage click Scott, click Tuvok ( needs 2 second pause after Kang), click auto. If you last long enough for a 3rd activation of Kang click him immediately, auto wants to wait for cloak.
Edit: I made mistake Scott does hull repair but does seem to work better than O'Brien for the damage I do to boss.
1) when I click on one, crew pop up as options but are locked because they're engaged in a fleet boss battle. So, then, they're unusable for unlocking the chain? I don't understand. Why would they be locked out for doing the thing I'm trying to use them for?
2) Which leads me here, can I only unlock a combo if it's from the combo chain screen? Or if I happen to use the right crew on my battle by accident will it unlock?
1) when I click on one, crew pop up as options but are locked because they're engaged in a fleet boss battle. So, then, they're unusable for unlocking the chain? I don't understand. Why would they be locked out for doing the thing I'm trying to use them for?
2) Which leads me here, can I only unlock a combo if it's from the combo chain screen? Or if I happen to use the right crew on my battle by accident will it unlock?
1)
There is a bug that leaves crew in the ship that battles last.
2) you do not have to use combo view to unlock combos.
Also two crew can combine on traits to unlock one node.
That means all the traits of the crew you are using in combat have been tried.
So any unlocked combos need another trait from the list that was not used.
Keep in mind there may be duplicate traits on the list. Count how many times the trait was used to unlock combo nodes, if there are more greyed out than what was used to unlock combos, it most likely is needed for a remaining combo.
Edit: I looked at the combo screen to determine which two crew I wanted to try. I just hit attack and seated those two. I unlocked 3 nodes , leaving one. This was done on Easy, however, I do it now on Normal too. Sometimes I use the combo screen, but I usually can figure from the combo screen two crew I want to use, but then the third usually leads me to the freezer and when i come back I just hit attack and set the 3 myself.
I think that this is an interesting challenging feature which is a great addition to the game.
It would seem that there are different problems for small fleets and large fleets. Here are some suggestions which might fix some of both -
1. Remove the locks
2. Remove the 24 hr timer
3. Remove the personal rewards and redo the Boss Damage rewards with 1, 2, 3, 4, 5, 7.5, 10, 15, 20, 25, 30, 40, 60, 80, 100% tiers - please no crew trainers or replicator rations or starbase components - keep Fleet Damage Rankings - players have to score in battle to receive rewards
4. Change to new boss on 1st of each month - any incomplete battles are reset to 0 - new boss should need different fighting ships to old boss - old bosses can be recycled later
5. Change the Gain 1 Valor time to 2 hours and change Full replenish to 24 hours - purchasing Valor shouldn't reset timer
A couple of minor points that I think have already been mentioned -
Kemocite already exists in the game - new "kemocite" requires a different name
The Reduce Damage Taken from Boss 1 Bridge Bonus is shown as a punishment - Damage Taken from Boss +x% - I hope this is not correct - it should be shown as -x%
Since we absolutely HAVE to beat nightmare/ultra nightmare to advance levels, we really need to either remove or double the 24hr timer. It requires waaaay too much coordination to pull off an assault. I'm in a top tier active/competitive fleet and even nightmare is really pushing it to complete in 24 hours. It would be ok if it was a special once a week thing with a large reward. But as a daily grind thing, I'm worried if we start missing it, people will just stop doing boss battles.
Yes to removing the 24 hour timer on the battles however if a fleet destroys the boss inside of 24 hours they should get a bonus award for doing that.
About the valor there should be spots added to the star base to:
reduce the timer and/or to award another valor
Like there are for chronitons limits and replicator uses per day
I'm just gonna say it bluntly; it seems to me that the one and only reason for the 4 Valor maximum is to force people to spend dilithium for refills. This game is usually pretty generous to people who aren't trying to spend a lot of real cash, but the Valor cap seems like a sharp move away from that.
I appreciate that the company making this game needs to keep the lights on, but if they start implementing more features that only exist to force people to spend (persistently, not just a one-time purchase like shuttlebays), then a lot of people are gonna lose interest in this game real fast.
The x to get out of the bridge is too small. Especially with the UI being inconsistent and the phone back triggering a game quit from that screen.
When you factor in screens having a curve and cutting off the corner, that x is REALLY hard to click
They just need to add the same "screensafe" border as on the left side. Solved.
Not beautiful on "TouchID" Phones, but the only thing working for all phones with a Notch for camera faceID
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The list of crew on the right hides a third of the potential traits.
The list of crew on the right only shows two or three matching traits, it does not list all the potential matching traits, e.g. below diplomat is missing.
(This depends upon how many traits need matching to clear the node.)
The list of crew covers some of the traits, making it difficult to choose the correct crew.
The selector only allows you to select one crew for each node. I might want to target a node, and match two or three crew with different traits.
The selector does not allow me to select which seat the crew sits in. If I select a crew, it could replace my best damage dealer.
The selector does not allow me to select specific traits to match. If my fleet has already tried certain combinations, I want to try others, not leave it up to luck which ones the selector lists.
What this needs is the list of crew on the right hand side, to display all potential traits, possibly ordered with the most to least.
At the top left it needs a seat selector, which also shows the ship abilities.
Below that it needs two selectable tabs, tab one is for node matching.
It needs the nodes at the top of this tab.
It then needs a list of all traits, which can be selected (on or off), and crew shown that match the all selected traits.
It needs the trait selector to show traits that are covered by seated crew.
It needs the crew selector to show all crew that match the traits, that are in the manifest, followed by all frozen crew, followed by crew in the time portal, followed by crew that are unavailable to the player, so that the player may advise other fleet member, or ask if they have certain crew.
You should be able to match two or more crew for the same node, in different seats.
The list of crew in this tab should remove duplicate crew, or not show frozen crew if another copy of the same one is out.
The second tab does need to show duplicate crew.
The second tab should be for damage dealing.
Crew in this tab should be able to be added to a favourite list, with the favourites at the top.
This list of crew on the right should now show the crew, their damage/accuracy/evasion value.
Their equipment bonuses, and whether they match the seat.
Crew should be ordered by the damage/acc/eva value, not the skill (engineering etc.) matching the seat, as is now the case.
Their bonus ability, e.g. instant damage. hull repair.
In the tab below the seat list should be a selector for damage/accuracy/evasion, or no preference.
Below that should be a list of bonus abilities, select one, and it selects all the crew with that bonus ability. e.g. instant damage, hull repair.
There should also be an indication of which triggers the ship has available, and whether individual crew match the trigger. i.e. cloak, position, boarding,
Once this is done, the stuff in the second tab could be rolled out to other ships battles, skirmishing and arena.
Yesterday I was playing, and I had a nodes with three traits, one shown and two hidden.
No nodes had been cleared in the combo.
I selected several crew with different matching traits and attempted to clear several nodes in one go. I cleared two of them.
One of the nodes I cleared had the traits Physician, Hero, Human.
One of my crew had Physician and Human (It was a Bashir).
Another crew had the Hero trait.
Is this intended behaviour?
Is it a bug that happens sometimes?
Is is likely to stay in the Fleet Battles?, i.e. can we aim to use multiple crew to match different traits on the same node?
Feedback on rewards Bridge level rewards
- With the exception of those at Bridge Levels 2 and 3, the Trainers and Replicator Fuel should all be replaced by something else like Valor tickets. Captains who are able to level their bridges higher are swimming in trainers and fuel already.
- There are not enough Schematics for the USS Constellation to get to ship level 10, and there are no other sources for this item. Please fix! EDIT: Misread some numbers, this is not a thing--ignore.
- Both Scotty and McCoy only get to 3/5 from rewards, but there is only one Legendary citation. This seems a bit limited.
- Bridge Level 19 only has 4 rewards instead of 5, and Level 20 only has a single Premium Portal pull?? These level rewards seem incomplete and don’t reflect the effort that’s going to have to be placed into these.
Boss Battle Rewards
- Personal reward tiers must be expanded/lowered to help fleet members who can’t currently contribute to the Boss that the majority of the fleet is targeting.
- Boss Destruction rewards at higher levels don’t seem balanced as outlined below. However, the players can only see Bridge upgrade requirements that have already been unlocked. WRG has full visibility to what’s needed, but I suspect there are some roadblocks that haven’t been well thought through.
- Normal Boss and above all reward the same amounts of Kemocite. That seems like an error. Yes, higher bosses give other rewards, but I would think Kemocite should scale with the boss just as Magnesite and Bilitrium do.
- Ultra Nightmare gives no Bilitrium I, although Brutal and Nightmare do. This goes back to rewarding fleet members who may not be as strong as others. It should give at least 4 based on the current reward structure.
- Ultra Nightmare is the only source of Bilitrium III, and requires 100% destruction. As players we don’t know what these battles will look like as we level the bridges, but has this been sufficiently been playtested internally? Perhaps add 1 to Nightmare.
Beta Testing Rewards
<Anakin and Padme meme>You’re going to give us 1/5 Demo Man Scotty, 1/5 Frantic McCoy, and 600 USS Constellation schematics to reward our assistance with the beta, right? </meme> Right???
One issue is also that Hard and Brutal have exactly the same crew you use to run against them, with the same amount of damage you do per run, but Brutal requiring a lot more total damage for defeat and for personal rewards, so you need a lot more runs and therefore the fleet may easily defeat Hard but can't get Brutal at all unless everyone buys more Valor.
"Don't try to be a great man... just be a man. Let history make its own judgments." -- Dr. Zefram Cochrane, around 2073
Yesterday I was playing, and I had a nodes with three traits, one shown and two hidden.
No nodes had been cleared in the combo.
I selected several crew with different matching traits and attempted to clear several nodes in one go. I cleared two of them.
One of the nodes I cleared had the traits Physician, Hero, Human.
One of my crew had Physician and Human (It was a Bashir).
Another crew had the Hero trait.
Is this intended behaviour?
Is it a bug that happens sometimes?
Is is likely to stay in the Fleet Battles?, i.e. can we aim to use multiple crew to match different traits on the same node?
Yesterday I was playing, and I had a nodes with three traits, one shown and two hidden.
No nodes had been cleared in the combo.
I selected several crew with different matching traits and attempted to clear several nodes in one go. I cleared two of them.
One of the nodes I cleared had the traits Physician, Hero, Human.
One of my crew had Physician and Human (It was a Bashir).
Another crew had the Hero trait.
Is this intended behaviour?
Is it a bug that happens sometimes?
Is is likely to stay in the Fleet Battles?, i.e. can we aim to use multiple crew to match different traits on the same node?
It is intended, it was covered in the FAQ
This is the quote from the FAQ:
A Combo Chain consists of several nodes that must be discovered in order to trigger the combo that will deal a significant amount of damage to the boss.
For each node of a Combo Chain, only 1 trait will be shown, with additional traits to be discovered among the list of traits displayed at the bottom of the screen. Finding the correct trait combination will require experimentation with various crew, working with fleet mates will help narrow your choices down.
Attacking the boss with a crew with the correct traits combination will unlock the relevant node.
When all nodes are unlocked the Combo Chain will trigger to deal a huge amount of Boss Hull Damage, then a new Combo Chain will appear.
Depending on the Boss difficulty level, Combo Chains number and their length (# of nodes) will vary.
Once you've discovered a node for a particular Combo Chain, you will not be able to participate in the discovery of the other nodes for that chain. You can however continue to attack to deal damage to the boss.
On some occasions, it will be possible that crew used for an attack will unlock multiple nodes, that's the only circumstance in which a single player will be able to unlock multiple nodes in the same Combo Chain.
That reads like you need one single crew to have all the traits to match the node. If it's intended that you only need the traits spread out over all the crew, can you update the FAQ verbiage to be more clear? From Ben's demo it seemed like most people thought that you needed one crew with all the traits to unlock that node.
I agree, if we're not looking for a single crew with the 2-3 traits on one node then that changes the game. In some ways, it would become easier as we just find crew with the most in scope traits and throw them at it, but this doesn't agree what I've seen in gameplay, the FAQ, and the official videos of the feature.
We beat the boss while I was asleep and I got zero rewards. I was in the top 5 in damage with just a little bit left. This stinks. We beat one yesterday too and I was on then and it said we were getting rewards but it didn’t move my captains bridge at all. Is there a place to claim rewards somewhere on a previous boss that I am missing?
I have run into the same issue, as our fleet cycles hard level to power up our captain's bridges.
At this point I won't even both engaging in battle until I have enough tickets to ensure I get enough points to reach at least the first tier of rewards, otherwise I risk not getting any rewards at all. I don't like being discouraged from helping my fleet, but if I don't get anything out of it, why would I?
Between the personal reward thresholds and lack of points for clearing nodes (rendering them useless at least for lower levels), it really fosters an environment that flies in the face of a collaborate fleet effort.
I agree, if we're not looking for a single crew with the 2-3 traits on one node then that changes the game. In some ways, it would become easier as we just find crew with the most in scope traits and throw them at it, but this doesn't agree what I've seen in gameplay, the FAQ, and the official videos of the feature.
Indeed. If that is the case, then I will thaw out 4* Mintakan Troi and might never freeze her again. Some clarification on this point would be welcome at the @WRG Team 's earliest convenience. Thanks in advance! 🖖
"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's definitely crew specific. Traits only hint to which crew it could be.
It's currently not crew specific. Enough people have matched across crew that we can be sure that's how it's working. What we don't know is how it was intended to be working and if this is a bug or a poorly explained feature.
It's definitely crew specific. Traits only hint to which crew it could be.
It's currently not crew specific. Enough people have matched across crew that we can be sure that's how it's working. What we don't know is how it was intended to be working and if this is a bug or a poorly explained feature.
It's weird, because I agree that now it's not specific, 'cause some combos are a needle in a haystack (every time Human, Federation, Starfleet, Civilian pops up, the pool of possible crew is huge) and they are solved against all ods.
BUT
I'm pretty sure at some point, there was a node, with only 2 possible crew in the game, both with the same combination of traits, and one didn't work, we had to use the other.
It's crew specific. I'll use Maco Reed and Maco Mayweather. I used Reed first, no go, Mayweather next, win. Both had the same traits. It's looking for crew. It is probably because I never use the trait screen does it make more sense to me. I look at the trait screen but then add crew in the ship selection screen.
I agree, if we're not looking for a single crew with the 2-3 traits on one node then that changes the game. In some ways, it would become easier as we just find crew with the most in scoàpe traits and throw them at it, but this doesn't agree what I've seen in gameplay, the FAQ, and the official videos of the feature.
It was 1701 Bashir because I was looking for a physician and a cyberneticist.
Everyone else is giving practical feedback so I will take the opposite approach, I shall come at this from the theoretical to hopefully illustrate the pain points in a different light.
From the official communications, live streams, and comments in this thread I had two major takeaways from the developers...
1. This was designed to give players a reason to use more of our unused cards.
2. This was designed to encourage fleet cooperation.
IMO, the reward structure undoes both of those goals, and I shall explain it using a fictional player playing how the developers intend by fully embracing both of the goals.
This player spends the time to try and solve the trait node puzzles on the current combo tier for the fleet's chosen Fleet Boss, spends nearly 500 merits thawing 3 cards from their Cryostasis Vault, and runs the battle with those chosen crew. HUZZAH! They unlocked TWO of the four nodes, they just did a huge thing for the good of the fleet!
The problem is, those 3 cards from the Cryostasis Vault were not good at ship combat. One of them boosted Evasion (which is pointless), one of them had a trigger that did not align with the ship, and the third had such a huge cooldown they only were used once . This means the player did great work for the fleet and did exactly what the development team wants, but also much less damage than they could have done to the Fleet Boss, and this is a problem because in order to qualify for any of the fleet rewards, the player must do enough damage to hit the first tier on the Personal Damage Rewards to qualify for the Boss Destruction Rewards.
But no matter, the player still has more time to get that damage in before the Fleet Boss is defeated. Except they probably don't. Their efforts to unlock multiple trait nodes helped clear the chain combo which when completed automatically drops the Fleet Boss 10%. If this happens multiple times due to other fleet members doing attacks while the player waits for their Valor to refresh, by the time our player can attack again it will be much more difficult to do enough damage to the Fleet Boss to hit the minimum damage on the Personal Damage Reward because the Fleet Boss has less hit points remaining from the combo chains being completed.
So this player did exactly what the developers expected of them, and in the process hurt themselves in multiple ways. They spent a bunch of Merits for no benefit, they spent all their Valor to help the fleet, and they got nothing for their effort because they failed to do enough damage to the Fleet Boss to qualify for any of the rewards.
So this has lead many players to do the opposite; just focus on pure damage, turn the Fleet Boss into an extension of The Arena, and ignore the traits all together.
I hope this hypothetical/fictional tale helps illustrate the pain points, or at least how the theory of this does not currently align with intended benefits.
Comments
We've stopped doing combo chains in our fleet and everyone's doing better because of it.
On Normal I switch Prisoner 'Bones' McCoy with O'Brien and I do on the average 300k less damage. However, McCoy repairs shields by 10% more than O'Brien over the course of the battle.
O'Brien's passive skills.
Acc=290, CR=74, Eva=74
This implies that 74 improvement in Critical Rating is the difference.
Edit: I will have to wait until tomorrow but Commander Scott should be better yet, then. Does the same amount of shield repair ( I am only getting two uses of O'Brien) but better critical rating and also critical bonus.
If this works out Normal Difficulty best for me will be.
Kang, EV Suit Tuvok(does 90K more than Neelix in boss damage), Commander Scott on the Klingon Battlecruiser.
First activate the cloak, click Kang click the first ship ability (immediate damage), wait for damage click Scott, click Tuvok ( needs 2 second pause after Kang), click auto. If you last long enough for a 3rd activation of Kang click him immediately, auto wants to wait for cloak.
Edit: I made mistake Scott does hull repair but does seem to work better than O'Brien for the damage I do to boss.
1) when I click on one, crew pop up as options but are locked because they're engaged in a fleet boss battle. So, then, they're unusable for unlocking the chain? I don't understand. Why would they be locked out for doing the thing I'm trying to use them for?
2) Which leads me here, can I only unlock a combo if it's from the combo chain screen? Or if I happen to use the right crew on my battle by accident will it unlock?
1)
There is a bug that leaves crew in the ship that battles last.
2) you do not have to use combo view to unlock combos.
Also two crew can combine on traits to unlock one node.
That means all the traits of the crew you are using in combat have been tried.
So any unlocked combos need another trait from the list that was not used.
Keep in mind there may be duplicate traits on the list. Count how many times the trait was used to unlock combo nodes, if there are more greyed out than what was used to unlock combos, it most likely is needed for a remaining combo.
Edit: I looked at the combo screen to determine which two crew I wanted to try. I just hit attack and seated those two. I unlocked 3 nodes , leaving one. This was done on Easy, however, I do it now on Normal too. Sometimes I use the combo screen, but I usually can figure from the combo screen two crew I want to use, but then the third usually leads me to the freezer and when i come back I just hit attack and set the 3 myself.
It would seem that there are different problems for small fleets and large fleets. Here are some suggestions which might fix some of both -
1. Remove the locks
2. Remove the 24 hr timer
3. Remove the personal rewards and redo the Boss Damage rewards with 1, 2, 3, 4, 5, 7.5, 10, 15, 20, 25, 30, 40, 60, 80, 100% tiers - please no crew trainers or replicator rations or starbase components - keep Fleet Damage Rankings - players have to score in battle to receive rewards
4. Change to new boss on 1st of each month - any incomplete battles are reset to 0 - new boss should need different fighting ships to old boss - old bosses can be recycled later
5. Change the Gain 1 Valor time to 2 hours and change Full replenish to 24 hours - purchasing Valor shouldn't reset timer
A couple of minor points that I think have already been mentioned -
Kemocite already exists in the game - new "kemocite" requires a different name
The Reduce Damage Taken from Boss 1 Bridge Bonus is shown as a punishment - Damage Taken from Boss +x% - I hope this is not correct - it should be shown as -x%
About the valor there should be spots added to the star base to:
reduce the timer and/or to award another valor
Like there are for chronitons limits and replicator uses per day
I appreciate that the company making this game needs to keep the lights on, but if they start implementing more features that only exist to force people to spend (persistently, not just a one-time purchase like shuttlebays), then a lot of people are gonna lose interest in this game real fast.
They just need to add the same "screensafe" border as on the left side. Solved.
Not beautiful on "TouchID" Phones, but the only thing working for all phones with a Notch for camera faceID
The list of crew on the right hides a third of the potential traits.
The list of crew on the right only shows two or three matching traits, it does not list all the potential matching traits, e.g. below diplomat is missing.
(This depends upon how many traits need matching to clear the node.)
The list of crew covers some of the traits, making it difficult to choose the correct crew.
The selector only allows you to select one crew for each node. I might want to target a node, and match two or three crew with different traits.
The selector does not allow me to select which seat the crew sits in. If I select a crew, it could replace my best damage dealer.
The selector does not allow me to select specific traits to match. If my fleet has already tried certain combinations, I want to try others, not leave it up to luck which ones the selector lists.
What this needs is the list of crew on the right hand side, to display all potential traits, possibly ordered with the most to least.
At the top left it needs a seat selector, which also shows the ship abilities.
Below that it needs two selectable tabs, tab one is for node matching.
It needs the nodes at the top of this tab.
It then needs a list of all traits, which can be selected (on or off), and crew shown that match the all selected traits.
It needs the trait selector to show traits that are covered by seated crew.
It needs the crew selector to show all crew that match the traits, that are in the manifest, followed by all frozen crew, followed by crew in the time portal, followed by crew that are unavailable to the player, so that the player may advise other fleet member, or ask if they have certain crew.
You should be able to match two or more crew for the same node, in different seats.
The list of crew in this tab should remove duplicate crew, or not show frozen crew if another copy of the same one is out.
The second tab does need to show duplicate crew.
The second tab should be for damage dealing.
Crew in this tab should be able to be added to a favourite list, with the favourites at the top.
This list of crew on the right should now show the crew, their damage/accuracy/evasion value.
Their equipment bonuses, and whether they match the seat.
Crew should be ordered by the damage/acc/eva value, not the skill (engineering etc.) matching the seat, as is now the case.
Their bonus ability, e.g. instant damage. hull repair.
In the tab below the seat list should be a selector for damage/accuracy/evasion, or no preference.
Below that should be a list of bonus abilities, select one, and it selects all the crew with that bonus ability. e.g. instant damage, hull repair.
There should also be an indication of which triggers the ship has available, and whether individual crew match the trigger. i.e. cloak, position, boarding,
Once this is done, the stuff in the second tab could be rolled out to other ships battles, skirmishing and arena.
Now I will be told why I am wrong.
No nodes had been cleared in the combo.
I selected several crew with different matching traits and attempted to clear several nodes in one go. I cleared two of them.
One of the nodes I cleared had the traits Physician, Hero, Human.
One of my crew had Physician and Human (It was a Bashir).
Another crew had the Hero trait.
Between them they cleared the node.
@Shan
Is this intended behaviour?
Is it a bug that happens sometimes?
Is is likely to stay in the Fleet Battles?, i.e. can we aim to use multiple crew to match different traits on the same node?
Bridge level rewards
- With the exception of those at Bridge Levels 2 and 3, the Trainers and Replicator Fuel should all be replaced by something else like Valor tickets. Captains who are able to level their bridges higher are swimming in trainers and fuel already.
- There are not enough Schematics for the USS Constellation to get to ship level 10, and there are no other sources for this item. Please fix! EDIT: Misread some numbers, this is not a thing--ignore.
- Both Scotty and McCoy only get to 3/5 from rewards, but there is only one Legendary citation. This seems a bit limited.
- Bridge Level 19 only has 4 rewards instead of 5, and Level 20 only has a single Premium Portal pull?? These level rewards seem incomplete and don’t reflect the effort that’s going to have to be placed into these.
Boss Battle Rewards
- Personal reward tiers must be expanded/lowered to help fleet members who can’t currently contribute to the Boss that the majority of the fleet is targeting.
- Boss Destruction rewards at higher levels don’t seem balanced as outlined below. However, the players can only see Bridge upgrade requirements that have already been unlocked. WRG has full visibility to what’s needed, but I suspect there are some roadblocks that haven’t been well thought through.
- Normal Boss and above all reward the same amounts of Kemocite. That seems like an error. Yes, higher bosses give other rewards, but I would think Kemocite should scale with the boss just as Magnesite and Bilitrium do.
- Ultra Nightmare gives no Bilitrium I, although Brutal and Nightmare do. This goes back to rewarding fleet members who may not be as strong as others. It should give at least 4 based on the current reward structure.
- Ultra Nightmare is the only source of Bilitrium III, and requires 100% destruction. As players we don’t know what these battles will look like as we level the bridges, but has this been sufficiently been playtested internally? Perhaps add 1 to Nightmare.
Beta Testing Rewards
<Anakin and Padme meme>You’re going to give us 1/5 Demo Man Scotty, 1/5 Frantic McCoy, and 600 USS Constellation schematics to reward our assistance with the beta, right? </meme> Right???
Fleet Discord | Fleet Wiki
Not cool WRG. Only person that can fill this Tandaran combo slot isn’t in the time portal. She wasn’t even in an event, only a dirty six pack.
This is a huge issue. Having a 5* ship at 9/10 is basically useless for a lot of players.
The issue is that it has not been thought through.
It would have been so simple just to check that the Bridge awarded enough schematics.
-- Dr. Zefram Cochrane, around 2073
Reimburse us 200 merits for every crew we freeze. WRG can still get the escalating thaw costs, but at least we get SOMETHING.
It is intended, it was covered in the FAQ
This is the quote from the FAQ: https://startrektimelines.zendesk.com/hc/en-us/articles/7014846676887-Fleet-Boss-Battles-Captain-s-Bridge-FAQ
That reads like you need one single crew to have all the traits to match the node. If it's intended that you only need the traits spread out over all the crew, can you update the FAQ verbiage to be more clear? From Ben's demo it seemed like most people thought that you needed one crew with all the traits to unlock that node.
I agree, if we're not looking for a single crew with the 2-3 traits on one node then that changes the game. In some ways, it would become easier as we just find crew with the most in scope traits and throw them at it, but this doesn't agree what I've seen in gameplay, the FAQ, and the official videos of the feature.
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This changes a lot
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Captain Zombie's Combo chain calculator
I have run into the same issue, as our fleet cycles hard level to power up our captain's bridges.
At this point I won't even both engaging in battle until I have enough tickets to ensure I get enough points to reach at least the first tier of rewards, otherwise I risk not getting any rewards at all. I don't like being discouraged from helping my fleet, but if I don't get anything out of it, why would I?
Between the personal reward thresholds and lack of points for clearing nodes (rendering them useless at least for lower levels), it really fosters an environment that flies in the face of a collaborate fleet effort.
It's currently not crew specific. Enough people have matched across crew that we can be sure that's how it's working. What we don't know is how it was intended to be working and if this is a bug or a poorly explained feature.
It's weird, because I agree that now it's not specific, 'cause some combos are a needle in a haystack (every time Human, Federation, Starfleet, Civilian pops up, the pool of possible crew is huge) and they are solved against all ods.
BUT
I'm pretty sure at some point, there was a node, with only 2 possible crew in the game, both with the same combination of traits, and one didn't work, we had to use the other.
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Captain Zombie's Combo chain calculator
Everyone else is giving practical feedback so I will take the opposite approach, I shall come at this from the theoretical to hopefully illustrate the pain points in a different light.
From the official communications, live streams, and comments in this thread I had two major takeaways from the developers...
1. This was designed to give players a reason to use more of our unused cards.
2. This was designed to encourage fleet cooperation.
IMO, the reward structure undoes both of those goals, and I shall explain it using a fictional player playing how the developers intend by fully embracing both of the goals.
This player spends the time to try and solve the trait node puzzles on the current combo tier for the fleet's chosen Fleet Boss, spends nearly 500 merits thawing 3 cards from their Cryostasis Vault, and runs the battle with those chosen crew. HUZZAH! They unlocked TWO of the four nodes, they just did a huge thing for the good of the fleet!
The problem is, those 3 cards from the Cryostasis Vault were not good at ship combat. One of them boosted Evasion (which is pointless), one of them had a trigger that did not align with the ship, and the third had such a huge cooldown they only were used once . This means the player did great work for the fleet and did exactly what the development team wants, but also much less damage than they could have done to the Fleet Boss, and this is a problem because in order to qualify for any of the fleet rewards, the player must do enough damage to hit the first tier on the Personal Damage Rewards to qualify for the Boss Destruction Rewards.
But no matter, the player still has more time to get that damage in before the Fleet Boss is defeated. Except they probably don't. Their efforts to unlock multiple trait nodes helped clear the chain combo which when completed automatically drops the Fleet Boss 10%. If this happens multiple times due to other fleet members doing attacks while the player waits for their Valor to refresh, by the time our player can attack again it will be much more difficult to do enough damage to the Fleet Boss to hit the minimum damage on the Personal Damage Reward because the Fleet Boss has less hit points remaining from the combo chains being completed.
So this player did exactly what the developers expected of them, and in the process hurt themselves in multiple ways. They spent a bunch of Merits for no benefit, they spent all their Valor to help the fleet, and they got nothing for their effort because they failed to do enough damage to the Fleet Boss to qualify for any of the rewards.
So this has lead many players to do the opposite; just focus on pure damage, turn the Fleet Boss into an extension of The Arena, and ignore the traits all together.
I hope this hypothetical/fictional tale helps illustrate the pain points, or at least how the theory of this does not currently align with intended benefits.