I apologize if this is a redundant suggestion. This is in regard to players being locked out of a combo chain after solving a node.
Instead of locking players out for the duration how about a timed lockout, say two hours? It's a colossal waste of time if the only people with the necessary crew can't close the chain so everyone can move on.
I apologize if this is a redundant suggestion. This is in regard to players being locked out of a combo chain after solving a node.
Instead of locking players out for the duration how about a timed lockout, say two hours? It's a colossal waste of time if the only people with the necessary crew can't close the chain so everyone can move on.
🖖🏽
I agree 100%.
One day, WRG will realize they are missing out on a TON of valor sales from people in fleets who are whales and have all the crew.
At this point, they are just being stubborn and unwilling to admit with regard to issues like these, that the players know how to make the game more fun and profitable than they do.
Also depending on the card that player may be taking a big hit regarding the damage they do in that round just to unlock a node. Many in my fleet (myself included) will try to unlock several nodes at once - in my case sometimes I’ve gone 1 for 2, 2 for 2 or whatever with the result being a round that gets me maybe 30% of what I could normally do with my primary crew.
So yeah, the timed lockout idea that @Chris [¥SA] suggested is a great idea.
Given that organizing via in-game chat is like herding drunken cats and requiring players to use external means of communication constitutes work, one thing that would be extraordinarily helpful is if the roster algorithm would update after each player's runs. That way instead of having to hope my fleet mates see my posted message that I've already tried Bajoran Dukat, they simply wouldn't be able to pick him or any crew who could use the trait combinations that he satisfied.
Given that organizing via in-game chat is like herding drunken cats and requiring players to use external means of communication constitutes work, one thing that would be extraordinarily helpful is if the roster algorithm would update after each player's runs. That way instead of having to hope my fleet mates see my posted message that I've already tried Bajoran Dukat, they simply wouldn't be able to pick him or any crew who could use the trait combinations that he satisfied.
That idea would result in less valor wasted by fleet members, more efficient boss battle node solves, and therefore less extra valor purchases.
I would like to see the maximum valor raised to five or the minimum valor to buy halved (including price).
I really really hate to lose the countdown if i'm forced to buy tickets to eliminate the boss as that often happens near halftime, or even worse, with just 30 mins left.
Given that organizing via in-game chat is like herding drunken cats and requiring players to use external means of communication constitutes work, one thing that would be extraordinarily helpful is if the roster algorithm would update after each player's runs. That way instead of having to hope my fleet mates see my posted message that I've already tried Bajoran Dukat, they simply wouldn't be able to pick him or any crew who could use the trait combinations that he satisfied.
The issue is the game has no way of knowing what crew you used to try for a trait vs what crew you used for damage. The first person that plays uses Maco Mayweather, Demo Scotty, Dereth, and Reunion Spork. None of them match. Congrats, now no one else in the fleet can use them in the same battle because you've already tried them.
Given that organizing via in-game chat is like herding drunken cats and requiring players to use external means of communication constitutes work, one thing that would be extraordinarily helpful is if the roster algorithm would update after each player's runs. That way instead of having to hope my fleet mates see my posted message that I've already tried Bajoran Dukat, they simply wouldn't be able to pick him or any crew who could use the trait combinations that he satisfied.
The issue is the game has no way of knowing what crew you used to try for a trait vs what crew you used for damage. The first person that plays uses Maco Mayweather, Demo Scotty, Dereth, and Reunion Spork. None of them match. Congrats, now no one else in the fleet can use them in the same battle because you've already tried them.
It does not need to lock the player from using crew.
It just needs tk lock them from selecting crew on the node select screen.
Its the same as it already is when your crew is on a voyage or shuttle, its locked on the node screen, but on the attack screen you can still select them.
Ive explained this to you before. Let me know if you still dont get it, because this is a simple concept.
Given that organizing via in-game chat is like herding drunken cats and requiring players to use external means of communication constitutes work, one thing that would be extraordinarily helpful is if the roster algorithm would update after each player's runs. That way instead of having to hope my fleet mates see my posted message that I've already tried Bajoran Dukat, they simply wouldn't be able to pick him or any crew who could use the trait combinations that he satisfied.
The issue is the game has no way of knowing what crew you used to try for a trait vs what crew you used for damage. The first person that plays uses Maco Mayweather, Demo Scotty, Dereth, and Reunion Spork. None of them match. Congrats, now no one else in the fleet can use them in the same battle because you've already tried them.
It does not need to lock the player from using crew.
It just needs tk lock them from selecting crew on the node select screen.
Its the same as it already is when your crew is on a voyage or shuttle, its locked on the node screen, but on the attack screen you can still select them.
Ive explained this to you before. Let me know if you still dont get it, because this is a simple concept.
And I've explained that screen is stupid and causes more confusion than helps. Just like this. And they've already said those lock outs are bugs they're fixing. So why add another fake lock out.
I have been away,
Self-imposed forum timeout,
Headspace clear again.
I am caught up on this thread from my hiatus. Based on the feedback from others it seems our fleet is something of a unicorn. It sounds like there are a handful of fleets running roughshod over UNM at will and most everyone else has gotten stuck by walls or given up entirely. We have managed to hit a groove where we are still making steady progress on UNM but we still have a ways to go to max out. We are a couple of days away from closing out level 16.
The single biggest obstacle making things difficult for us is the inability to lock out bosses. I know the update is coming but I just need to say it anyway, every week the only stress I have with the game is doing my (sadly) weekly finger wag in fleet chat where I ask people to follow the plan, ask if unsure, or wait until a new boss is started. The plan was put together by listening to everyone who has provided feedback and we have developed a pattern that allows for us to maintain momentum while still helping those who joined us later who still need Nightmare rewards to benefit from the UNM runs. The few times the plan was actually allowed to happen it worked perfectly but all it takes is one knucklehead to start the wrong boss or worse yet to start the UNM while the Nightmare boss is still active to throw EVERYTHING off for EVERYONE for hours and it is truly, TRULY frustrating. Our officers and I are doing the best we can to manage this impossible system, but until we can lock out bosses we do not intend to run this is going to continue to be a massive headache.
The other thing that is causing continued frustration is the fact that our fleet has to run both Nightmare and UNM to help everyone. It would be VERY much appreciated if there wasn't a reward wall between Nightmare and UNM. From Easy through Nightmare the rewards worked together to allow for everyone to make progress, but the divide in rewards that exist starting at bridge level 13 is dividing fleets. We had a couple people leave the fleet when we first made the move to UNM because they still needed sub-level 13 components and we had not yet figured out how to accommodate both groups, but even now that we have our progress has been halved because we have to rotate between Nightmare and UNM to satisfy everyone, when it would be an easy fix to include some Bilitrium III in UNM to let this feature unify instead of divide fleets in this position. This feature was intended to unify was it not?
Given that organizing via in-game chat is like herding drunken cats and requiring players to use external means of communication constitutes work, one thing that would be extraordinarily helpful is if the roster algorithm would update after each player's runs. That way instead of having to hope my fleet mates see my posted message that I've already tried Bajoran Dukat, they simply wouldn't be able to pick him or any crew who could use the trait combinations that he satisfied.
The issue is the game has no way of knowing what crew you used to try for a trait vs what crew you used for damage. The first person that plays uses Maco Mayweather, Demo Scotty, Dereth, and Reunion Spork. None of them match. Congrats, now no one else in the fleet can use them in the same battle because you've already tried them.
It does not need to lock the player from using crew.
It just needs tk lock them from selecting crew on the node select screen.
Its the same as it already is when your crew is on a voyage or shuttle, its locked on the node screen, but on the attack screen you can still select them.
Ive explained this to you before. Let me know if you still dont get it, because this is a simple concept.
And I've explained that screen is stupid and causes more confusion than helps. Just like this. And they've already said those lock outs are bugs they're fixing. So why add another fake lock out.
Theres a lot of things with the game that are stupid and confusing. This happens to be one that can be modified in a way to be beneficial.
Or you can just say “im glad wrg is choising not to address this issue”
Given that organizing via in-game chat is like herding drunken cats and requiring players to use external means of communication constitutes work, one thing that would be extraordinarily helpful is if the roster algorithm would update after each player's runs. That way instead of having to hope my fleet mates see my posted message that I've already tried Bajoran Dukat, they simply wouldn't be able to pick him or any crew who could use the trait combinations that he satisfied.
The issue is the game has no waIthat plays uses Maco Mayweather, Demo Scotty, Dereth, and Reunion Spork. None of them match. Congrats, now no one else in the fleet can use them in the same battle because you've already tried them.
It would be great if they could add a checkmark or something in the corner of any crew that have been used on an attack run during the active set of nodes, successful or not. That would give a heads-up that the person has been tried, whether or not they were chosen as an attempt to clear a node or simply for attack purposes.
I'm thinking they could modify the display similar to crew that are fatigued in the gauntlet or during expedition events.
I would still like for crew that have had their traits used by other nodes to be removed from the suggested crew list for working nodes. It's basically use the available traits and not the original pool to generate the list. It will help management of these battles. I know it will. Crew are still appearing as viable options, when they aren't, because those traits have been taken by cleared nodes and they are still cluttering up the list. People use them, thinking that they might work, when they definitely won't. When the list is showing forty, but only five still have their trait available, it's a nuisance.
W.W. CarlislePlayed since January 20, 2019Captain Level- 99 (May 9, 2022)VIP 14Crew Quarters: 485/485Most recent/Lowest- Anbo-jyutsu Kyle Riker (1/5* Lvl 30) 5/29/23Immortalized x-866 5* x184, 4* x 490, 3* x91, 2* x62, and 1* x27Most recent Immortal - Tearful Janeway 4* 5/25/23Current non-event project- Improving my Science base skill. Retrieval Project- Mestral 1/5*
Someone has probably already suggested, but I'll +1 the suggestion: please add the ability to see fleet members' bridge level (fleet list/view) so we can better manage FBB focus. Even if only visible to officers / Admiral, this would help a lot, especially since in-game chat is... not perfect.
Second suggestion: please increase the number of fleet chat lines visible before disappearing? Currently less than 12 I think?, and we use this quite a bit during node unlocking. Seems a shame to need a third party app like discord for something so basic.
Perhaps limit UC to 3 lines to allocate extra lines to fleet? (jk)
Lastly, if not asking too much, perhaps make in game direct PMs save long enough so those messages sent to someone offline will be visible when they log back in? the "online" or "last online" does not seem to be 100% accurate.
Someone has probably already suggested, but I'll +1 the suggestion: please add the ability to see fleet members' bridge level so we can better manage FBB focus. Even if only visible to officers / Admiral, this would help a lot, especially since in-game chat is... not perfect.
Second suggestion: please increase the number of fleet chat lines visible before disappearing? Currently less than 12 I think? (do not know), and we use quite a bit during node unlocking. Seems a shame to need a third party app like discord for something so basic. Perhaps limit UC to 3 lines to allocate to fleet? (jk)
Lastly, if not asking too much, perhaps make in game direct PMs save long enough so those messages sent to someone offline will be visible when they log back in? the "online" or "last online" does not seem to be 100% accurate.
thank you for consideration
We’ve asked our fleet members to put their bridge level in their names. It’s not working great, I’m not going to lie, because not enough fleet members have actually done it, but maybe it could work for your fleet 😀
Someone has probably already suggested, but I'll +1 the suggestion: please add the ability to see fleet members' bridge level so we can better manage FBB focus. Even if only visible to officers / Admiral, this would help a lot, especially since in-game chat is... not perfect.
Second suggestion: please increase the number of fleet chat lines visible before disappearing? Currently less than 12 I think? (do not know), and we use quite a bit during node unlocking. Seems a shame to need a third party app like discord for something so basic. Perhaps limit UC to 3 lines to allocate to fleet? (jk)
Lastly, if not asking too much, perhaps make in game direct PMs save long enough so those messages sent to someone offline will be visible when they log back in? the "online" or "last online" does not seem to be 100% accurate.
thank you for consideration
We’ve asked our fleet members to put their bridge level in their names. It’s not working great, I’m not going to lie, because not enough fleet members have actually done it, but maybe it could work for your fleet 😀
If you can ask your fleetmates to put their bridge level in their name and they respond to that, then they can respond to your message with their bridge level too. The problem is the flaky chat and fleet members who just aren't chatty even if they're active in the game. Making bridge level visible would be a great way to help this. Especially for fleets trying to help members with lower level bridges.
Given that organizing via in-game chat is like herding drunken cats and requiring players to use external means of communication constitutes work, one thing that would be extraordinarily helpful is if the roster algorithm would update after each player's runs. That way instead of having to hope my fleet mates see my posted message that I've already tried Bajoran Dukat, they simply wouldn't be able to pick him or any crew who could use the trait combinations that he satisfied.
The issue is the game has no way of knowing what crew you used to try for a trait vs what crew you used for damage. The first person that plays uses Maco Mayweather, Demo Scotty, Dereth, and Reunion Spork. None of them match. Congrats, now no one else in the fleet can use them in the same battle because you've already tried them.
Select for nodes from the Combo Chain screen. Assign for damage from the Attack screen. Easy peasy.
Given that organizing via in-game chat is like herding drunken cats and requiring players to use external means of communication constitutes work, one thing that would be extraordinarily helpful is if the roster algorithm would update after each player's runs. That way instead of having to hope my fleet mates see my posted message that I've already tried Bajoran Dukat, they simply wouldn't be able to pick him or any crew who could use the trait combinations that he satisfied.
The issue is the game has no way of knowing what crew you used to try for a trait vs what crew you used for damage. The first person that plays uses Maco Mayweather, Demo Scotty, Dereth, and Reunion Spork. None of them match. Congrats, now no one else in the fleet can use them in the same battle because you've already tried them.
Select for nodes from the Combo Chain screen. Assign for damage from the Attack screen. Easy peasy.
Except crew from both count for matching traits. You can select crew from the attack screen and they will match traits. The trait matching is all done on the server based on crew on the battle. So are you now going to have the grey out behavior be different based on if a player used the attack or trait screen? If a member of your fleet happens to use the attack screen they'll have something different occur? Do you really want the behavior to be even more inconsistent? The next thing we'll see is posts complaining about crew not being greyed out despite someone on the fleet using them. The answer will be they were using the attack screen, but they never mentioned that to you so you don't know.
2 screens to pick crew for a battle is confusing enough. If you start changing behavior in each screen it'll be even more confusing and cause even more complaints and confusion.
It's all easy in your head when you know exactly what you intend to do. But trying to guess what others intended will never end well and will be a support nightmare.
Can someone confirm how the damage done counter works? I was on 55. something million damage. Did 14.5 million damage, and now show 71 million damage. These numbers don't add up, unless I'm doing extra damage not counted on my battle end summary. Or the 71 million is wrong, and I am either just under/over 70 million, which is a clarification I would like to know...
Can someone confirm how the damage done counter works? I was on 55. something million damage. Did 14.5 million damage, and now show 71 million damage. These numbers don't add up, unless I'm doing extra damage not counted on my battle end summary. Or the 71 million is wrong, and I am either just under/over 70 million, which is a clarification I would like to know...
I think what counts is what you see in the damage fleet rankings. Sometimes it's a bit higher and sometimes it's a bit lower than the number shown in the end-of-battle screen, but if it says 70 you'll get the rewards for 70.
Given that organizing via in-game chat is like herding drunken cats and requiring players to use external means of communication constitutes work, one thing that would be extraordinarily helpful is if the roster algorithm would update after each player's runs. That way instead of having to hope my fleet mates see my posted message that I've already tried Bajoran Dukat, they simply wouldn't be able to pick him or any crew who could use the trait combinations that he satisfied.
The issue is the game has no way of knowing what crew you used to try for a trait vs what crew you used for damage. The first person that plays uses Maco Mayweather, Demo Scotty, Dereth, and Reunion Spork. None of them match. Congrats, now no one else in the fleet can use them in the same battle because you've already tried them.
Select for nodes from the Combo Chain screen. Assign for damage from the Attack screen. Easy peasy.
Except crew from both count for matching traits. You can select crew from the attack screen and they will match traits. The trait matching is all done on the server based on crew on the battle. So are you now going to have the grey out behavior be different based on if a player used the attack or trait screen? If a member of your fleet happens to use the attack screen they'll have something different occur? Do you really want the behavior to be even more inconsistent? The next thing we'll see is posts complaining about crew not being greyed out despite someone on the fleet using them. The answer will be they were using the attack screen, but they never mentioned that to you so you don't know.
2 screens to pick crew for a battle is confusing enough. If you start changing behavior in each screen it'll be even more confusing and cause even more complaints and confusion.
It's all easy in your head when you know exactly what you intend to do. But trying to guess what others intended will never end well and will be a support nightmare.
Nothing about the Attack screen interface would be affected in any way whatsoever. I don't know why you think it would be. Intentions are entirely irrelevant. If a player uses crew members with the magic trait combos, they'll unlock nodes despite not intending to do that. All I'm asking is for the same system that's already giving us all credit for one person using the magic crew--irrespective of which screen they used to assign them--to also give us credit for failed crew by updating the Combo Chain filter menus to account for used crew.
Take a look at the Datacore app. There's an option to click "Tried" for a given crew member. Once marked failed, the system automatically removes anyone who could also staff that node using the same traits as that crew member. I can do it manually using that, but only if my fleet mates report to me who they've tried. What I'm asking WRG to do is take that a step further and do it for all of us, in-game.
FBB - I still say it is the most unsatisfying element of the game due to the hard barriers put in place by the reward system ... whether it is as for ByloBand to unify progress for all his fleet members, or ours where we've just hit a hard wall and no one can progress (we can't pass Nightmare on anything close to a regular basis).
For all other aspects of the game there is progress, no matter how minimal ... I slowly accrue Dil or Conor or Credits etc. to slowly improve my crew etc. etc.
Also, my choices have actual decision-making opportunity cost ... do I use Dil to buy a mega pack, discount pack or something else?
I see a couple of options to ease the frustration but to still allow for fleet participation, even if a fleet is small:
1. Add later level components to lower levels. (no)
2. Make higher level components craftable (like the replicator) ... x Kemocite for 1 Bilitrium I ... x Bilitrium I for 1 Bilitrium II etc. ... the same way if I airlock 1* crew often enough I can eventually get a 5* crew (either random or a citation through the Honor Hall, or a limited number of specific Honor Hall crew) ...
To at least have some semblance of progress and decision making, where I can craft higher components if I want to gain levels for the current Captain's Bridge, maybe at the detriment of future Captain's Bridges that might require the same components to level up (if I'm not mistaken I remember them saying there'd be multiple seasons of Captain's Bridges) ... in the same way I can use Honor to buy a citation today and immortalise some key crew, or hold onto it for a possible future Honor sale.
As it is ... with the components I have today I can probably insta-level a future Captain's Bridge to lvl 9 ... and be stuck there from day 1 of the new Bridge season ... yay ... fun ...
Comments
Instead of locking players out for the duration how about a timed lockout, say two hours? It's a colossal waste of time if the only people with the necessary crew can't close the chain so everyone can move on.
🖖🏽
I agree 100%.
One day, WRG will realize they are missing out on a TON of valor sales from people in fleets who are whales and have all the crew.
At this point, they are just being stubborn and unwilling to admit with regard to issues like these, that the players know how to make the game more fun and profitable than they do.
So yeah, the timed lockout idea that @Chris [¥SA] suggested is a great idea.
So are we and it's great.
That idea would result in less valor wasted by fleet members, more efficient boss battle node solves, and therefore less extra valor purchases.
It will never happen.
I really really hate to lose the countdown if i'm forced to buy tickets to eliminate the boss as that often happens near halftime, or even worse, with just 30 mins left.
The issue is the game has no way of knowing what crew you used to try for a trait vs what crew you used for damage. The first person that plays uses Maco Mayweather, Demo Scotty, Dereth, and Reunion Spork. None of them match. Congrats, now no one else in the fleet can use them in the same battle because you've already tried them.
It does not need to lock the player from using crew.
It just needs tk lock them from selecting crew on the node select screen.
Its the same as it already is when your crew is on a voyage or shuttle, its locked on the node screen, but on the attack screen you can still select them.
Ive explained this to you before. Let me know if you still dont get it, because this is a simple concept.
And I've explained that screen is stupid and causes more confusion than helps. Just like this. And they've already said those lock outs are bugs they're fixing. So why add another fake lock out.
Self-imposed forum timeout,
Headspace clear again.
I am caught up on this thread from my hiatus. Based on the feedback from others it seems our fleet is something of a unicorn. It sounds like there are a handful of fleets running roughshod over UNM at will and most everyone else has gotten stuck by walls or given up entirely. We have managed to hit a groove where we are still making steady progress on UNM but we still have a ways to go to max out. We are a couple of days away from closing out level 16.
The single biggest obstacle making things difficult for us is the inability to lock out bosses. I know the update is coming but I just need to say it anyway, every week the only stress I have with the game is doing my (sadly) weekly finger wag in fleet chat where I ask people to follow the plan, ask if unsure, or wait until a new boss is started. The plan was put together by listening to everyone who has provided feedback and we have developed a pattern that allows for us to maintain momentum while still helping those who joined us later who still need Nightmare rewards to benefit from the UNM runs. The few times the plan was actually allowed to happen it worked perfectly but all it takes is one knucklehead to start the wrong boss or worse yet to start the UNM while the Nightmare boss is still active to throw EVERYTHING off for EVERYONE for hours and it is truly, TRULY frustrating. Our officers and I are doing the best we can to manage this impossible system, but until we can lock out bosses we do not intend to run this is going to continue to be a massive headache.
The other thing that is causing continued frustration is the fact that our fleet has to run both Nightmare and UNM to help everyone. It would be VERY much appreciated if there wasn't a reward wall between Nightmare and UNM. From Easy through Nightmare the rewards worked together to allow for everyone to make progress, but the divide in rewards that exist starting at bridge level 13 is dividing fleets. We had a couple people leave the fleet when we first made the move to UNM because they still needed sub-level 13 components and we had not yet figured out how to accommodate both groups, but even now that we have our progress has been halved because we have to rotate between Nightmare and UNM to satisfy everyone, when it would be an easy fix to include some Bilitrium III in UNM to let this feature unify instead of divide fleets in this position. This feature was intended to unify was it not?
Theres a lot of things with the game that are stupid and confusing. This happens to be one that can be modified in a way to be beneficial.
Or you can just say “im glad wrg is choising not to address this issue”
It would be great if they could add a checkmark or something in the corner of any crew that have been used on an attack run during the active set of nodes, successful or not. That would give a heads-up that the person has been tried, whether or not they were chosen as an attempt to clear a node or simply for attack purposes.
I'm thinking they could modify the display similar to crew that are fatigued in the gauntlet or during expedition events.
Second suggestion: please increase the number of fleet chat lines visible before disappearing? Currently less than 12 I think?, and we use this quite a bit during node unlocking. Seems a shame to need a third party app like discord for something so basic.
Perhaps limit UC to 3 lines to allocate extra lines to fleet? (jk)
Lastly, if not asking too much, perhaps make in game direct PMs save long enough so those messages sent to someone offline will be visible when they log back in? the "online" or "last online" does not seem to be 100% accurate.
thank you for consideration
We’ve asked our fleet members to put their bridge level in their names. It’s not working great, I’m not going to lie, because not enough fleet members have actually done it, but maybe it could work for your fleet 😀
If you can ask your fleetmates to put their bridge level in their name and they respond to that, then they can respond to your message with their bridge level too. The problem is the flaky chat and fleet members who just aren't chatty even if they're active in the game. Making bridge level visible would be a great way to help this. Especially for fleets trying to help members with lower level bridges.
Select for nodes from the Combo Chain screen. Assign for damage from the Attack screen. Easy peasy.
Except crew from both count for matching traits. You can select crew from the attack screen and they will match traits. The trait matching is all done on the server based on crew on the battle. So are you now going to have the grey out behavior be different based on if a player used the attack or trait screen? If a member of your fleet happens to use the attack screen they'll have something different occur? Do you really want the behavior to be even more inconsistent? The next thing we'll see is posts complaining about crew not being greyed out despite someone on the fleet using them. The answer will be they were using the attack screen, but they never mentioned that to you so you don't know.
2 screens to pick crew for a battle is confusing enough. If you start changing behavior in each screen it'll be even more confusing and cause even more complaints and confusion.
It's all easy in your head when you know exactly what you intend to do. But trying to guess what others intended will never end well and will be a support nightmare.
I think what counts is what you see in the damage fleet rankings. Sometimes it's a bit higher and sometimes it's a bit lower than the number shown in the end-of-battle screen, but if it says 70 you'll get the rewards for 70.
I don’t believe that fbb battles count as skirmishes for daily requirement purposes. Arena does. Is there a reason for that distinction?
Nothing about the Attack screen interface would be affected in any way whatsoever. I don't know why you think it would be. Intentions are entirely irrelevant. If a player uses crew members with the magic trait combos, they'll unlock nodes despite not intending to do that. All I'm asking is for the same system that's already giving us all credit for one person using the magic crew--irrespective of which screen they used to assign them--to also give us credit for failed crew by updating the Combo Chain filter menus to account for used crew.
Take a look at the Datacore app. There's an option to click "Tried" for a given crew member. Once marked failed, the system automatically removes anyone who could also staff that node using the same traits as that crew member. I can do it manually using that, but only if my fleet mates report to me who they've tried. What I'm asking WRG to do is take that a step further and do it for all of us, in-game.
I feel ya boss...I too am looking forward to v9.2.0! ;-) LL&P, JoeSage2
Worf is every one of us admirals:
For all other aspects of the game there is progress, no matter how minimal ... I slowly accrue Dil or Conor or Credits etc. to slowly improve my crew etc. etc.
Also, my choices have actual decision-making opportunity cost ... do I use Dil to buy a mega pack, discount pack or something else?
I see a couple of options to ease the frustration but to still allow for fleet participation, even if a fleet is small:
1. Add later level components to lower levels. (no)
2. Make higher level components craftable (like the replicator) ... x Kemocite for 1 Bilitrium I ... x Bilitrium I for 1 Bilitrium II etc. ... the same way if I airlock 1* crew often enough I can eventually get a 5* crew (either random or a citation through the Honor Hall, or a limited number of specific Honor Hall crew) ...
To at least have some semblance of progress and decision making, where I can craft higher components if I want to gain levels for the current Captain's Bridge, maybe at the detriment of future Captain's Bridges that might require the same components to level up (if I'm not mistaken I remember them saying there'd be multiple seasons of Captain's Bridges) ... in the same way I can use Honor to buy a citation today and immortalise some key crew, or hold onto it for a possible future Honor sale.
As it is ... with the components I have today I can probably insta-level a future Captain's Bridge to lvl 9 ... and be stuck there from day 1 of the new Bridge season ... yay ... fun ...