Home The Bridge

My Experience Immortalizing 30+ Characters This Weekend

Peachtree RexPeachtree Rex ✭✭✭✭✭
edited March 2018 in The Bridge
When collections came out, I had a huge windfall of credits, chrons, and a handful of buffs to my crew, but it was clear there were a few places I could improve without a "lot" of effort.

I was 4/5 with Augments and 8/10 with Ferengi. I was a CMO Bashir, Teenager Nog, and Bartender Quark away from buffs to DIP proficiency and SCI core.

So, I started buying credit packs. Nog and Bashir came relatively quickly. Quark, however, took his time. 9 million credits later, I had pulled 4 3*s, a 4* behold, and and finished fusing up all of the 2*s and, finally, a Quark.

I hadn't intended on finishing the 1*s this weekend (I was perfectly content waiting for them to slowly trickle in), but I ended up leveling and throwing 22 of them (the aforementioned Nog, Bashir, and Quark included) in the Cryostasis Vault.

To actually get down to Quark, I had to level my way through the reaming ~10 or so 2*s as well as finishing up a Tommy Gun Dixon my voyage saw fit to reward me with.

Some thoughts I had while mashing the trainer key over and over again. I'm sure it isn't anything new in these forums, but some things become a lot more painfully obvious:
  • I think collections are going to be great for new players. It gives them a direction and rewards them for maxing out characters (as opposed to "leveling evenly"). This is a hard habit to get into initially in the game, and this helps encourage (and reward) it.
  • This "confirm button" bug is awful. I hope they fix it soon.
  • While the trainer efficiency buffs are nice, I'm not sure they will come soon enough to truly help out the players they need to help. I torched some 3-4000 5* trainers. The buffs probably saved me a few hundred. I guess that's nice, but I think the root problem is...
  • IT IS 100% INSANE THAT A 1* CHARACTER TAKES THE SAME AMOUNT OF XP AS A 5*. If there is ONE root cause to the "new player trainer dilemma" it is this simple fact. DB, if you want to fix the new player trainer block, STOP dumping trainers as rewards on random things and reduce the amount of training these weaker characters require

Comments

  • GhostStalkerGhostStalker ✭✭✭✭✭
    edited March 2018
    I'm now at that weird point where, unless new characters start getting added to the collections, I'm going to need immortal 5*s to finish the categories.

    That being said, I notice "Bajoran Dukat" is in at least 3 categories. Immortalizing him today is actually going to max out the Cardassian "Chain of Command" collection, which I'm thrilled about. Hopefully they'll keep adding enough cross-listed people like that to allow me to reach my goals without having to immortalize legendaries.
  • JhamelJhamel ✭✭✭✭✭
    I fully agree with 1*, 2* and 3* characters not needing so many trainers to get to Level 100, it would ease the problem of not having enough trainers for newer players when leveling up their starter crew.
    "Everything about the Jem'Hadar is lethal!" - Eris (ST-DS9 Episode 2x26 "The Jem'Hadar")
  • Agreed. Not sure what the point is to having all crew require the same amount of trainers. On the other hand, I'm glad training isn't acquired by DBRNG.
  • [BL] Q [BL] Q ✭✭✭✭✭
    42x 5* trainers at level 90-100 for 1*&5* crew is a bit silly considering base and proficiency are miles apart. If you spent that much training on someone irl and they were sub par you'd give them their papers and hold open the door for them.
  • Average GuyAverage Guy ✭✭✭✭
    edited March 2018
    I think what we need to look at is what separates 1* to 5* characters. It's the potential for far superior stats.

    To use a real life analogy. In the military, everyone gets the same basic training, just like here (levels 1-100 using trainers). However, just like in real life some people are more capable than others. Hence 1* star characters have lesser stats (cannon fodder for the cryochamber). You can boss up the higher star characters using a lot more work (fusing and honor etc) which give you the better stats (officers and specialists).

    You can play around with how many trainers are needed but separate systems would just get confusing.
  • Average GuyAverage Guy ✭✭✭✭
    Kudos by the way on the 30+. That is an impressive figure.
  • Data1001Data1001 ✭✭✭✭✭
    It's a nice change of pace to level up a bunch of cadets after working on some of the really difficult crew, ain't it? ;)


    Could you please continue the petty bickering? I find it most intriguing.
    ~ Data, ST:TNG "Haven"
  • Peachtree RexPeachtree Rex ✭✭✭✭✭
    Data1001 wrote: »
    It's a nice change of pace to level up a bunch of cadets after working on some of the really difficult crew, ain't it? ;)

    Since the replicator came out, I'm not sure I would classify any character as difficult to level.
  • Data1001Data1001 ✭✭✭✭✭
    Data1001 wrote: »
    It's a nice change of pace to level up a bunch of cadets after working on some of the really difficult crew, ain't it? ;)

    Since the replicator came out, I'm not sure I would classify any character as difficult to level.

    Heh. Well, I definitely still find some to be very slow-going. Even with 8 replications a day, some crew need so many faction-only items, even if you were to concentrate all your replications on them, they can still take a number of days. That time can be lessened a bit if you were to replicate the main 4* and 5* items, but then you'd run out of credits pretty quickly (or at least I would).


    Could you please continue the petty bickering? I find it most intriguing.
    ~ Data, ST:TNG "Haven"
Sign In or Register to comment.