"100 daily chrons do not matter" - that's flamebait...
anyway, previously, they increased the base bonus cap from 5%->6%->7%
it's super easy "in the code" to just set all the percentage caps to 10% right now.
"100 daily chrons do not matter" - that's flamebait...
anyway, previously, they increased the base bonus cap from 5%->6%->7%
it's super easy "in the code" to just set all the percentage caps to 10% right now.
Yes, but, in the long term, this gives an even more significant advantage to large, established fleets. As much as I enjoy advantages, this sort of thing will tilt an already tilted battlefield even farther.
I'm surprised that there are still fleets that still haven't realized that being the 'first to max' your Starbase does more harm to the fleet than good. My fleet's leader implemented a system to ensure that we don't hit the max levels too quickly (i mean, seriously, how many of you actually care about proficiency levels?) just so we get our daily 100 chrons for as long as possible. Because, really, expecting DB to come up with a long term fix for this as soon as the first few fleets hit the max level is just wishful thinking.
I can’t speak for everyone, but I’ve been proceeding on the basis that we shouldn’t have to worry about rationing/limiting donations because DB have been working on a proper resolution for several months now (ie after the first time this issue came up)
If that has been delayed yet again then it’s the 3rd time they’ve let everyone down and not delivered on their commitment.
Disappoint me one, shame on you.
Disappoint me three times, shame on me
Disappoint me three times, and you've developed a habit.
"100 daily chrons do not matter" - that's flamebait...
anyway, previously, they increased the base bonus cap from 5%->6%->7%
it's super easy "in the code" to just set all the percentage caps to 10% right now.
Since it was our effort and decision to push to lvl 76 fast, I think I can say that. Especially as I value the bonus more than the 100 chrons which are only relative as bonuses means higher Gauntlet chances (more chron drop chances), better event rankings (less resources invested) and longer voyages (more chrons and other stuff).
I put the lack of information into the focus. I mean DB could say there is nothing after lvl 76. We would have to live with it and it should be fine. This point will come eventually anyway.
Solutions like additional prof lvl or additional base lvls most likely would be a horrible idea. As it would make the bonuses for the top fleets for gauntlet and events too high. I seriously hope they have better ideas.
We just hit level 50, and we have only hit the 100 Chrons MAYBE 4 or 5 times since we started. If you keep up on your dil-free Voyages, you should be making at least an extra 400 chrons per day anyway from those. I keep getting MED as primary or secondary skill on voyages, so I am just happy to get the Starbase bonus to help with that.
I think that the holo wall is hitting more users than the starbase level cap.
We have a trickle of holoemitters which means every single room that is not completed is waiting on holoemitters with most users in our fleet sitting on tens of thousands of all other resources
I agree, but the holo wall can be overcome with organization and a fleet-wide commitment to running ship missions. There's nothing a fleet can do about the level cap.
Not really, not unless you're a high paying fleet. 700 holoemitters is ~ 2800-4200 chrons of ship missions. If we're generous, maybe you get 1000 a day between 240 for time regeneration, lucky gauntlet rolls, 225 for dailies and fleet goals, 150 for cadet challenges, and voyages.
I think that the holo wall is hitting more users than the starbase level cap.
We have a trickle of holoemitters which means every single room that is not completed is waiting on holoemitters with most users in our fleet sitting on tens of thousands of all other resources
I agree, but the holo wall can be overcome with organization and a fleet-wide commitment to running ship missions. There's nothing a fleet can do about the level cap.
Not really, not unless you're a high paying fleet. 700 holoemitters is ~ 2800-4200 chrons of ship missions. If we're generous, maybe you get 1000 a day between 240 for time regeneration, lucky gauntlet rolls, 225 for dailies and fleet goals, 150 for cadet challenges, and voyages.
You don't need to farm up 700 holos per day to start putting a dent. You just need to have enough to make up the ratio relative to the other rooms. Lvl5 proficiency rooms require 20k Holos to 55k "other", so you need 20/55 = 36% of your contributions from Holos to not fall behind. So, on average, you'd need to produce about 254 holos per person per day for the ratios to stay in balance at the lvl 5 proficiency room range.
Personally, I average 2-300 holos per day just from focusing all of my ad-warps on high chron ship battles and doing most of my chron spending on those similar options.
Edit: As a whole, I think my fleet averages about 100-150 Holos per person per day, so, clearly, not everyone is taking this same strategy, but we also didn't really start falling behind until the lvl 5 rooms. So, yes, it is very possible to run enough ship missions to balance out the holos. It just needs a certain degree of organization.
The game is about everyone not just the whales. We all had the choice to go fast or slow when we hit the 100 chrons for starbase donations. If you went fast then you get all the bonuses and advantages in gauntlet, voyages, and events. You have gotten a lot and continue to do so. Be happy and dont worry about the 100 chrons. I am sure DB will get to more rooms eventually but it would be a mistake to do it now. The smaller and medium people and fleets are getting left behind and it gets worse everytime DB adds more rooms. It makes the playing field uneven and leads to smaller people getting discouraged and quitting. And I say that as someone in a large fleet with a very high lvl starbase. The starbase in this game is similar to craft system in Vega Conflict that allowed people with high lvl craft to easily dominate the people with low lvl craft. Both people would have the same ship but the low lvl craft people always lost. In Vega Conflict the small and medium players mostly quit and new players saw it was pointless, that they couldnt catch up, and quit too. Now Vega Conflict is a nearly dead game because of it. I do not want to see Star Trek Timelines go down the same path. DB should wait three months or more before adding more rooms if not just stopping new rooms altogether.
The game is about everyone not just the whales. We all had the choice to go fast or slow when we hit the 100 chrons for starbase donations. If you went fast then you get all the bonuses and advantages in gauntlet, voyages, and events. You have gotten a lot and continue to do so. Be happy and dont worry about the 100 chrons. I am sure DB will get to more rooms eventually but it would be a mistake to do it now. The smaller and medium people and fleets are getting left behind and it gets worse everytime DB adds more rooms. It makes the playing field uneven and leads to smaller people getting discouraged and quitting. And I say that as someone in a large fleet with a very high lvl starbase. The starbase in this game is similar to craft system in Vega Conflict that allowed people with high lvl craft to easily dominate the people with low lvl craft. Both people would have the same ship but the low lvl craft people always lost. In Vega Conflict the small and medium players mostly quit and new players saw it was pointless, that they couldnt catch up, and quit too. Now Vega Conflict is a nearly dead game because of it. I do not want to see Star Trek Timelines go down the same path. DB should wait three months or more before adding more rooms if not just stopping new rooms altogether.
Many of us are not asking for new rooms. We're asking for daily rewards to be available on a daily basis. That doesn't have to mean more rooms.
Our fleet has been pretty good about sticking to the 1100 donation/day threshold so as to prolong our daily 100 chrons, since that's what most captains wanted.
But I don't think we should have been made to choose. To give less, to get more -- or give more, to ultimately get less.
Even with holding back to 1100 per day, we're nearly SB level 71 and the holocalypse wall looms ever closer.
I think the bonuses are inflated enough as they are, and tbh I don't want more advantage over other players who don't happen to be in a fleet with an advanced starbase.
I understand that we now get to benefit from them. But I don't think it needs to or should be mutually exclusive with earning daily chrons.
Many ideas for the simple solution of bottomless-pit type rooms have been floated by players. If one would be implemented, where we could donate as usual for the daily upkeep of that room for its upkeep, to earn the same chrons after 1100 donations in the day, that would be swell and there need not be any more rooms added in the future.
Many of us are not asking for new rooms. We're asking for daily rewards to be available on a daily basis. That doesn't have to mean more rooms.
Oh that I would be very happy with and would be fair. Everyone should have a chance for daily chrons as long as it doesnt disadvantage new people by adding more rooms.
DB just need to ad like 20 more lvs towards the chron cap „Transporter“ room. These days it really doesn t matter if the chron max is 180 or 500. Because of voyages many folks have chrons stocked way beyond it, anyway.
So this „solution“ wouldn t hurt DBs revenue nor would it affect other fleets that are still on lower lv for this.
Increasing lvs for skill base and prof on the other hand would just widen the gap and hurt smaller fleets. So please don t touch those rooms.
DB just need to ad like 20 more lvs towards the chron cap „Transporter“ room. These days it really doesn t matter if the chron max is 180 or 500. Because of voyages many folks have chrons stocked way beyond it, anyway.
So this „solution“ wouldn t hurt DBs revenue nor would it affect other fleets that are still on lower lv for this.
Increasing lvs for skill base and prof on the other hand would just widen the gap and hurt smaller fleets. So please don t touch those rooms.
I second this idea. DB can kick the can down the road on this issue for months, if they do this.
DB just need to ad like 20 more lvs towards the chron cap „Transporter“ room. These days it really doesn t matter if the chron max is 180 or 500. Because of voyages many folks have chrons stocked way beyond it, anyway.
So this „solution“ wouldn t hurt DBs revenue nor would it affect other fleets that are still on lower lv for this.
Increasing lvs for skill base and prof on the other hand would just widen the gap and hurt smaller fleets. So please don t touch those rooms.
I second this idea. DB can kick the can down the road on this issue for months, if they do this.
They could conceivably do 100 levels on it and not mess with things too much, though the holo wall you'd hit at some point would be enormous.
It blows my mind that people are willing to sacrifice 240 chronitons per day for no apparent reason.
If you make 1000+ chronotons per day outside of "natural" recharge, you can actually get MORE out of your chronotons by running a weekly kit.
x(1.25) = x + 240
.25x = 240
x = 960
Consider for a given week:
20 bonus chrons x 3 = 60 per day
Fleet dailies = 100 per day
Arena dailies = 50 per day
Total daily = 210 (1470 weekly)
MWF Cadets = 150 per day (450 weekly)
So 1920 weekly "static" chrons. This means you need to pull in about 5000 chrons per week from "variable" sources (event rewards, post-faction bonus shuttles, gauntlet, and voyages). This works out to about 714 chrons per-day to make the break-even point.
Pre-voyage nerf, it was extremely easy to hit this mark. Post-nerf, it's a little less clear, but if you can hit 7-9 hour voyages consistently, it's probably worth at least considering stockpiling chrons.
The biggest drawback is probably that you only get at 16.67% bonus if you're running 6-cost missions (since they only get discounted to 5 rather than 4.5). At that rate, you would need to produce over 1400 chrons-per-day from outside sources, which I don't think is feasible without DIL expenditure.
It blows my mind that people are willing to sacrifice 240 chronitons per day for no apparent reason.
All of my characters are FE. I have no other choice than to stockpile chronitons until the next event starts (when I proceed to FE those characters as well). I've immortalized all one/two/three-star characters. My only other choice is to purchase packs in the hopes that the one super-rare crew member (or better) isn't one that I already have FE or immortalized. That becomes an expensive proposition just to not lose out on 240 chronitons that I don't have a pressing need for.
It blows my mind that people are willing to sacrifice 240 chronitons per day for no apparent reason.
I understand where you are coming from. I don't disagree that there is a cost to stockpiling, and I respect your choice. However, my personal calculation is that not stockpiling would cost me far more in terms of time spent in game. By that I mean that I have far less time to spend actively playing than would be necessary to take advantage of the automatic chroniton refresh. I tried it while new. I have chosen to sacrifice those chronitons (fake time) for real life time. I therefore have days where I do the minimum work for the dailies and other days, like yesterday, where I dropped nearly 2 thousand choronitons leveling crew. So I understand your rational; perhaps you can see my reasoning.
Level 76? LMAO. That's not going to be an issue for the mere mortals that play in my fleet.
Your fleet must not be very big or very dedicated to starbases. All it takes is max donations per day and you should be at least at level 70 by now. Starbase level is one that doesn't really depend on spending that much. Yes you can buy extra donations or speed up rooms with dilithium but it really doesn't get you further too much faster. Since everyone ends up stuck without enough jukeboxes there's not a good reason to rush the starbase. But putting in 1100 donation points for the daily quest gets you to level 69-71 right about now if you've been donating since the dawn of starbases.
Good news, everyone! I had a fabulously productive morning jog, and it came to me in my moment of gasping for oxygen at the end of my driveway.
DB - this one's for free. I relinquish all rights to these ideas. Fax over the release form to my office and I'll sign it.
I'll make this easy for you - make the Starbase max out at level 99. That's the same level that captains level out at. To do this, you need to add 5 more rooms. Don't touch the existing ones. The game doesn't need any further imbalance. My suggestions however look at existing painpoints for the userbase, factor in long standing requests and, in many cases, kill two birds with one shotgun.
Room 1 Ten-Forward
3 Levels (Starbase 77, 78, 79)
Additional replicator use per day, per level (max of 3)
This doesn't break the game, but adds value to all players, F2P to VIP 14. Simple.
Room 2 Stellar Cartography
5 Levels (Starbase 80, 81, 82, 83, 84)
Anti-Mater Bonus for voyages, added to the base ship total. Increase is a percentage at each level - level 1 adds 2% bump, level 2 adds 4%, all the way to level 5 adding a 10% bump. That allows, at maximum, an Anti-Mater increase on a voyage out of the gate of 250 (10% of 2500, the highest ship base). This isn't game breaking, but can help all players, VIP 0 to 14, have longer voyages and increase the value of the game.
Room 3 The Brig
5 Levels (Starbase 85, 86, 87, 88, 89)
Honor Bonus for airlocked crew - percentage based on room level starting with a level 1 room providing a 10% honor increase on airlock (a Super Rare 200 honor airlock is now worth 220 honor), increasing all the way to level 5 room with a 50% bonus (a Super Rare 200 honor airlock is now worth 300 honor). This isn't game breaking, but addresses the long known discussion of honor value for airlocks. This allows, at the highest, a single 5* card airlocked to be worth 825 honor instead of 550.
Room 4 The Supply Locker
5 Levels (Starbase 90, 91, 92, 93, 94)
Increase base of awarded Credits and XP during away missions and ship values by a % - incriments of 10% per level, reaching a maximum of 50% bonus at a Level 5 room. This helps each player achieve more credits, although a small amount, and XP to level up and advance in the game. The average warp 10 of an away mission nets 3200 Credits and 180 XP. This bonus, at maximum, would mean the player for that Warp 10 value would recieve 4800 credits and 270 XP. Again, not a huge amount, and not game breaking, but enough to make a difference over the span of normal play.
Room 5 The Dilithium Chamber
5 Levels (Starbase 95, 96, 97, 98, 99 MAX)
Provide FREE daily DIL to player based on room level - 1 DIL per level reaching a maximum value of 5 DIL per day. That's a trickle but not game breaking. It gives a value add to the player and VIP 0 to VIP 14 will never say no to free DIL - the player would have to save for a month to get 150 and buy an extra set of tickets, or they could do an extra Dabo spin every two days. Most games on the App Store give a very small trickle of premium currency per day, STT does not. This would eliminate that.
Finally, your base is now MAX level 99. What happens then?
Well dear reader, if you manage to max your base, then the 100 Chron/Day max award is auto-granted as a congratulatory award. So you never lose out, despite having no more rooms to work on.
Also you should add 2 or 3 new player acheivements:
-Donate max items to a starbase (3 reward tiers, final counter requres player to do 100 max donations over time)
-Increase your Starbase Level (tiers much like captain level, up to 99)
Good news, everyone! I had a fabulously productive morning jog, and it came to me in my moment of gasping for oxygen at the end of my driveway.
DB - this one's for free. I relinquish all rights to these ideas. Fax over the release form to my office and I'll sign it.
I'll make this easy for you - make the Starbase max out at level 99. That's the same level that captains level out at. To do this, you need to add 5 more rooms. Don't touch the existing ones. The game doesn't need any further imbalance. My suggestions however look at existing painpoints for the userbase, factor in long standing requests and, in many cases, kill two birds with one shotgun.
Room 1 Ten-Forward
3 Levels (Starbase 77, 78, 79)
Additional replicator use per day, per level (max of 3)
This doesn't break the game, but adds value to all players, F2P to VIP 14. Simple.
Room 2 Stellar Cartography
5 Levels (Starbase 80, 81, 82, 83, 84)
Anti-Mater Bonus for voyages, added to the base ship total. Increase is a percentage at each level - level 1 adds 2% bump, level 2 adds 4%, all the way to level 5 adding a 10% bump. That allows, at maximum, an Anti-Mater increase on a voyage out of the gate of 250 (10% of 2500, the highest ship base). This isn't game breaking, but can help all players, VIP 0 to 14, have longer voyages and increase the value of the game.
Room 3 The Brig
5 Levels (Starbase 85, 86, 87, 88, 89)
Honor Bonus for airlocked crew - percentage based on room level starting with a level 1 room providing a 10% honor increase on airlock (a Super Rare 200 honor airlock is now worth 220 honor), increasing all the way to level 5 room with a 50% bonus (a Super Rare 200 honor airlock is now worth 300 honor). This isn't game breaking, but addresses the long known discussion of honor value for airlocks. This allows, at the highest, a single 5* card airlocked to be worth 825 honor instead of 550.
Room 4 The Supply Locker
5 Levels (Starbase 90, 91, 92, 93, 94)
Increase base of awarded Credits and XP during away missions and ship values by a % - incriments of 10% per level, reaching a maximum of 50% bonus at a Level 5 room. This helps each player achieve more credits, although a small amount, and XP to level up and advance in the game. The average warp 10 of an away mission nets 3200 Credits and 180 XP. This bonus, at maximum, would mean the player for that Warp 10 value would recieve 4800 credits and 270 XP. Again, not a huge amount, and not game breaking, but enough to make a difference over the span of normal play.
Room 5 The Dilithium Chamber
5 Levels (Starbase 95, 96, 97, 98, 99 MAX)
Provide FREE daily DIL to player based on room level - 1 DIL per level reaching a maximum value of 5 DIL per day. That's a trickle but not game breaking. It gives a value add to the player and VIP 0 to VIP 14 will never say no to free DIL - the player would have to save for a month to get 150 and buy an extra set of tickets, or they could do an extra Dabo spin every two days. Most games on the App Store give a very small trickle of premium currency per day, STT does not. This would eliminate that.
Finally, your base is now MAX level 99. What happens then?
Well dear reader, if you manage to max your base, then the 100 Chron/Day max award is auto-granted as a congratulatory award. So you never lose out, despite having no more rooms to work on.
Also you should add 2 or 3 new player acheivements:
-Donate max items to a starbase (3 reward tiers, final counter requres player to do 100 max donations over time)
-Increase your Starbase Level (tiers much like captain level, up to 99)
I like it. One thing: instead of auto-granting chrons to fleets with a maxed base, add one more room - the Cargo Bay - that has only one level (a Level 100 base sounds better than a Level 99 base), allows an infinite quantity of each of the four materials, and empties every day at reset. Otherwise, someday we’ll all have 32,767 of each of the starbase materials sitting in our inventory doing nothing.
Good news, everyone! I had a fabulously productive morning jog, and it came to me in my moment of gasping for oxygen at the end of my driveway.
DB - this one's for free. I relinquish all rights to these ideas. Fax over the release form to my office and I'll sign it.
I'll make this easy for you - make the Starbase max out at level 99. That's the same level that captains level out at. To do this, you need to add 5 more rooms. Don't touch the existing ones. The game doesn't need any further imbalance. My suggestions however look at existing painpoints for the userbase, factor in long standing requests and, in many cases, kill two birds with one shotgun.
Room 1 Ten-Forward
3 Levels (Starbase 77, 78, 79)
Additional replicator use per day, per level (max of 3)
This doesn't break the game, but adds value to all players, F2P to VIP 14. Simple.
Room 2 Stellar Cartography
5 Levels (Starbase 80, 81, 82, 83, 84)
Anti-Mater Bonus for voyages, added to the base ship total. Increase is a percentage at each level - level 1 adds 2% bump, level 2 adds 4%, all the way to level 5 adding a 10% bump. That allows, at maximum, an Anti-Mater increase on a voyage out of the gate of 250 (10% of 2500, the highest ship base). This isn't game breaking, but can help all players, VIP 0 to 14, have longer voyages and increase the value of the game.
Room 3 The Brig
5 Levels (Starbase 85, 86, 87, 88, 89)
Honor Bonus for airlocked crew - percentage based on room level starting with a level 1 room providing a 10% honor increase on airlock (a Super Rare 200 honor airlock is now worth 220 honor), increasing all the way to level 5 room with a 50% bonus (a Super Rare 200 honor airlock is now worth 300 honor). This isn't game breaking, but addresses the long known discussion of honor value for airlocks. This allows, at the highest, a single 5* card airlocked to be worth 825 honor instead of 550.
Room 4 The Supply Locker
5 Levels (Starbase 90, 91, 92, 93, 94)
Increase base of awarded Credits and XP during away missions and ship values by a % - incriments of 10% per level, reaching a maximum of 50% bonus at a Level 5 room. This helps each player achieve more credits, although a small amount, and XP to level up and advance in the game. The average warp 10 of an away mission nets 3200 Credits and 180 XP. This bonus, at maximum, would mean the player for that Warp 10 value would recieve 4800 credits and 270 XP. Again, not a huge amount, and not game breaking, but enough to make a difference over the span of normal play.
Room 5 The Dilithium Chamber
5 Levels (Starbase 95, 96, 97, 98, 99 MAX)
Provide FREE daily DIL to player based on room level - 1 DIL per level reaching a maximum value of 5 DIL per day. That's a trickle but not game breaking. It gives a value add to the player and VIP 0 to VIP 14 will never say no to free DIL - the player would have to save for a month to get 150 and buy an extra set of tickets, or they could do an extra Dabo spin every two days. Most games on the App Store give a very small trickle of premium currency per day, STT does not. This would eliminate that.
Finally, your base is now MAX level 99. What happens then?
Well dear reader, if you manage to max your base, then the 100 Chron/Day max award is auto-granted as a congratulatory award. So you never lose out, despite having no more rooms to work on.
Also you should add 2 or 3 new player acheivements:
-Donate max items to a starbase (3 reward tiers, final counter requres player to do 100 max donations over time)
-Increase your Starbase Level (tiers much like captain level, up to 99)
Level 76? LMAO. That's not going to be an issue for the mere mortals that play in my fleet.
Your fleet must not be very big or very dedicated to starbases. All it takes is max donations per day and you should be at least at level 70 by now. Starbase level is one that doesn't really depend on spending that much. Yes you can buy extra donations or speed up rooms with dilithium but it really doesn't get you further too much faster. Since everyone ends up stuck without enough jukeboxes there's not a good reason to rush the starbase. But putting in 1100 donation points for the daily quest gets you to level 69-71 right about now if you've been donating since the dawn of starbases.
My fleet has hit the 1100 all but a handful of days since the bases launched, and several days people have not listened to my pleas to stop at 1100 and have put in many more. We'll hit level 61 some time tomorrow.
Comments
anyway, previously, they increased the base bonus cap from 5%->6%->7%
it's super easy "in the code" to just set all the percentage caps to 10% right now.
Yes, but, in the long term, this gives an even more significant advantage to large, established fleets. As much as I enjoy advantages, this sort of thing will tilt an already tilted battlefield even farther.
Disappoint me one, shame on you.
Disappoint me three times, shame on me
Disappoint me three times, and you've developed a habit.
Since it was our effort and decision to push to lvl 76 fast, I think I can say that. Especially as I value the bonus more than the 100 chrons which are only relative as bonuses means higher Gauntlet chances (more chron drop chances), better event rankings (less resources invested) and longer voyages (more chrons and other stuff).
I put the lack of information into the focus. I mean DB could say there is nothing after lvl 76. We would have to live with it and it should be fine. This point will come eventually anyway.
Solutions like additional prof lvl or additional base lvls most likely would be a horrible idea. As it would make the bonuses for the top fleets for gauntlet and events too high. I seriously hope they have better ideas.
Not really, not unless you're a high paying fleet. 700 holoemitters is ~ 2800-4200 chrons of ship missions. If we're generous, maybe you get 1000 a day between 240 for time regeneration, lucky gauntlet rolls, 225 for dailies and fleet goals, 150 for cadet challenges, and voyages.
You don't need to farm up 700 holos per day to start putting a dent. You just need to have enough to make up the ratio relative to the other rooms. Lvl5 proficiency rooms require 20k Holos to 55k "other", so you need 20/55 = 36% of your contributions from Holos to not fall behind. So, on average, you'd need to produce about 254 holos per person per day for the ratios to stay in balance at the lvl 5 proficiency room range.
Personally, I average 2-300 holos per day just from focusing all of my ad-warps on high chron ship battles and doing most of my chron spending on those similar options.
Edit: As a whole, I think my fleet averages about 100-150 Holos per person per day, so, clearly, not everyone is taking this same strategy, but we also didn't really start falling behind until the lvl 5 rooms. So, yes, it is very possible to run enough ship missions to balance out the holos. It just needs a certain degree of organization.
Many of us are not asking for new rooms. We're asking for daily rewards to be available on a daily basis. That doesn't have to mean more rooms.
But I don't think we should have been made to choose. To give less, to get more -- or give more, to ultimately get less.
Even with holding back to 1100 per day, we're nearly SB level 71 and the holocalypse wall looms ever closer.
I think the bonuses are inflated enough as they are, and tbh I don't want more advantage over other players who don't happen to be in a fleet with an advanced starbase.
I understand that we now get to benefit from them. But I don't think it needs to or should be mutually exclusive with earning daily chrons.
Many ideas for the simple solution of bottomless-pit type rooms have been floated by players. If one would be implemented, where we could donate as usual for the daily upkeep of that room for its upkeep, to earn the same chrons after 1100 donations in the day, that would be swell and there need not be any more rooms added in the future.
~· Fly with the Subspace Eddies! ·~
DB just need to ad like 20 more lvs towards the chron cap „Transporter“ room. These days it really doesn t matter if the chron max is 180 or 500. Because of voyages many folks have chrons stocked way beyond it, anyway.
So this „solution“ wouldn t hurt DBs revenue nor would it affect other fleets that are still on lower lv for this.
Increasing lvs for skill base and prof on the other hand would just widen the gap and hurt smaller fleets. So please don t touch those rooms.
I second this idea. DB can kick the can down the road on this issue for months, if they do this.
They could conceivably do 100 levels on it and not mess with things too much, though the holo wall you'd hit at some point would be enormous.
If you make 1000+ chronotons per day outside of "natural" recharge, you can actually get MORE out of your chronotons by running a weekly kit.
x(1.25) = x + 240
.25x = 240
x = 960
Consider for a given week:
20 bonus chrons x 3 = 60 per day
Fleet dailies = 100 per day
Arena dailies = 50 per day
Total daily = 210 (1470 weekly)
MWF Cadets = 150 per day (450 weekly)
So 1920 weekly "static" chrons. This means you need to pull in about 5000 chrons per week from "variable" sources (event rewards, post-faction bonus shuttles, gauntlet, and voyages). This works out to about 714 chrons per-day to make the break-even point.
Pre-voyage nerf, it was extremely easy to hit this mark. Post-nerf, it's a little less clear, but if you can hit 7-9 hour voyages consistently, it's probably worth at least considering stockpiling chrons.
The biggest drawback is probably that you only get at 16.67% bonus if you're running 6-cost missions (since they only get discounted to 5 rather than 4.5). At that rate, you would need to produce over 1400 chrons-per-day from outside sources, which I don't think is feasible without DIL expenditure.
All of my characters are FE. I have no other choice than to stockpile chronitons until the next event starts (when I proceed to FE those characters as well). I've immortalized all one/two/three-star characters. My only other choice is to purchase packs in the hopes that the one super-rare crew member (or better) isn't one that I already have FE or immortalized. That becomes an expensive proposition just to not lose out on 240 chronitons that I don't have a pressing need for.
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I understand where you are coming from. I don't disagree that there is a cost to stockpiling, and I respect your choice. However, my personal calculation is that not stockpiling would cost me far more in terms of time spent in game. By that I mean that I have far less time to spend actively playing than would be necessary to take advantage of the automatic chroniton refresh. I tried it while new. I have chosen to sacrifice those chronitons (fake time) for real life time. I therefore have days where I do the minimum work for the dailies and other days, like yesterday, where I dropped nearly 2 thousand choronitons leveling crew. So I understand your rational; perhaps you can see my reasoning.
Your fleet must not be very big or very dedicated to starbases. All it takes is max donations per day and you should be at least at level 70 by now. Starbase level is one that doesn't really depend on spending that much. Yes you can buy extra donations or speed up rooms with dilithium but it really doesn't get you further too much faster. Since everyone ends up stuck without enough jukeboxes there's not a good reason to rush the starbase. But putting in 1100 donation points for the daily quest gets you to level 69-71 right about now if you've been donating since the dawn of starbases.
DB - this one's for free. I relinquish all rights to these ideas. Fax over the release form to my office and I'll sign it.
I'll make this easy for you - make the Starbase max out at level 99. That's the same level that captains level out at. To do this, you need to add 5 more rooms. Don't touch the existing ones. The game doesn't need any further imbalance. My suggestions however look at existing painpoints for the userbase, factor in long standing requests and, in many cases, kill two birds with one shotgun.
Room 1
Ten-Forward
3 Levels (Starbase 77, 78, 79)
Additional replicator use per day, per level (max of 3)
This doesn't break the game, but adds value to all players, F2P to VIP 14. Simple.
Room 2
Stellar Cartography
5 Levels (Starbase 80, 81, 82, 83, 84)
Anti-Mater Bonus for voyages, added to the base ship total. Increase is a percentage at each level - level 1 adds 2% bump, level 2 adds 4%, all the way to level 5 adding a 10% bump. That allows, at maximum, an Anti-Mater increase on a voyage out of the gate of 250 (10% of 2500, the highest ship base). This isn't game breaking, but can help all players, VIP 0 to 14, have longer voyages and increase the value of the game.
Room 3
The Brig
5 Levels (Starbase 85, 86, 87, 88, 89)
Honor Bonus for airlocked crew - percentage based on room level starting with a level 1 room providing a 10% honor increase on airlock (a Super Rare 200 honor airlock is now worth 220 honor), increasing all the way to level 5 room with a 50% bonus (a Super Rare 200 honor airlock is now worth 300 honor). This isn't game breaking, but addresses the long known discussion of honor value for airlocks. This allows, at the highest, a single 5* card airlocked to be worth 825 honor instead of 550.
Room 4
The Supply Locker
5 Levels (Starbase 90, 91, 92, 93, 94)
Increase base of awarded Credits and XP during away missions and ship values by a % - incriments of 10% per level, reaching a maximum of 50% bonus at a Level 5 room. This helps each player achieve more credits, although a small amount, and XP to level up and advance in the game. The average warp 10 of an away mission nets 3200 Credits and 180 XP. This bonus, at maximum, would mean the player for that Warp 10 value would recieve 4800 credits and 270 XP. Again, not a huge amount, and not game breaking, but enough to make a difference over the span of normal play.
Room 5
The Dilithium Chamber
5 Levels (Starbase 95, 96, 97, 98, 99 MAX)
Provide FREE daily DIL to player based on room level - 1 DIL per level reaching a maximum value of 5 DIL per day. That's a trickle but not game breaking. It gives a value add to the player and VIP 0 to VIP 14 will never say no to free DIL - the player would have to save for a month to get 150 and buy an extra set of tickets, or they could do an extra Dabo spin every two days. Most games on the App Store give a very small trickle of premium currency per day, STT does not. This would eliminate that.
Finally, your base is now MAX level 99. What happens then?
Well dear reader, if you manage to max your base, then the 100 Chron/Day max award is auto-granted as a congratulatory award. So you never lose out, despite having no more rooms to work on.
Also you should add 2 or 3 new player acheivements:
-Donate max items to a starbase (3 reward tiers, final counter requres player to do 100 max donations over time)
-Increase your Starbase Level (tiers much like captain level, up to 99)
I like it. One thing: instead of auto-granting chrons to fleets with a maxed base, add one more room - the Cargo Bay - that has only one level (a Level 100 base sounds better than a Level 99 base), allows an infinite quantity of each of the four materials, and empties every day at reset. Otherwise, someday we’ll all have 32,767 of each of the starbase materials sitting in our inventory doing nothing.
Frank is my hero! Please do this DB!
My fleet has hit the 1100 all but a handful of days since the bases launched, and several days people have not listened to my pleas to stop at 1100 and have put in many more. We'll hit level 61 some time tomorrow.
https://forum.disruptorbeam.com/stt/discussion/3132/server-release-notes-01-25-new-starbase-rooms#latest
This makes me WAY happier than it should!!!
Honestly, getting even one more replication per day will be a big deal for levelling up crew.
Super excited
Cardassian wishlist:
Tora Ziyal - Thanks!
Natima Lang
Empok Nor Garak
Tekeny Ghemor
Mira
Makbar
Dejar
Ulani Belor