So thats how DB did listen to the players......AGAIN. - New starbase lvs.
Zombie Squirrel
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In the past mayn ppl voiced their concerns to please NOT add anymore levels to the skill starbase rooms(base and prof), to not widen the gap even more between players in small or new fleets and players in top fleets.
Instead, ppl made a lot of great suggestions of new starbase rooms or other options to have starbase stuff donated, without affecting the game balance much.
So......today DB added 5 new skill Prof starbase lvs and 3 new skill base levels, for a max boost of 10% each.
So thank you , once again, for NOT listening.
And, no it doesn t affect me, cause my fleet had a maxed starbase, before todays update, but i care for the game and thats why i did this thread.
Instead, ppl made a lot of great suggestions of new starbase rooms or other options to have starbase stuff donated, without affecting the game balance much.
So......today DB added 5 new skill Prof starbase lvs and 3 new skill base levels, for a max boost of 10% each.
So thank you , once again, for NOT listening.
And, no it doesn t affect me, cause my fleet had a maxed starbase, before todays update, but i care for the game and thats why i did this thread.
•SSR Delta Flyers•
14
Comments
No, I don't think I've seen any of the whale fleets requesting this. The last round of rooms were "nice". They didn't mess with competitive balance in events or gauntlets, the just let you replicate more frequently and for cheaper.
10% bonuses to base and proficiency...that's huge. Probably too big.
By all means add levels to the industrial replicator, mess hall and transporter room, they don't hurt anyone; we all love those ones - you can boost them to inifinity for all I care.
But please, no more levels to core and prof skills after this one. Please.
Up our ability to get them or stop putting them everywhere in such gigantic quantity
I am not a whale, but I've made such a suggestion once
Our proficiency & base stat rooms were maxed too, but we don't want others to feel discouraged from starting up. Though I can't speak for every member of the fleet, I think that's the general thought.
~· Fly with the Subspace Eddies! ·~
Upgrade to lvl 8 costs about 165.000 donations. That means 4,7 days (50x700 donations) if everybody contributes at max. --> 6 * 4,7 = 28 days to upgrade all 6 base rooms alone. --> min of 3 month+ to finish of the base rooms and even longer for the prof rooms as they start at level 5 for maxed out fleets.
This means this topic should be closed for 6 months or more realistically 9 months.
That's all any of us needs no matter what level we're playing.
Casing point without the new starbase rooms
Thank you. I am a Dolphin!
Who needs a 6* right??
I could make this list 4 miles long if i wanted
But hey its a beta game, oh wait no its not
Getting to the bang my head into wall stage
Listen to your players, holy saltine crackers batman
Just because you didn't ask for it doesn't mean nobody has been asking for it.
If you read the comments they are almost all about being able to donate for chrons, not really about wanting more boosts to stats.
There are so many variables in events--how many crew players have, how many are FE and/or FF, how many boosts they have in their inventory, how many shuttles they have, how many chronitons they've stockpiled, etc., etc., that I question the extent to which Starbase bonuses tip the scales. That's not to downplay whether they make an impact; they obviously do. I'm just trying to establish greater context for how relatively limited that impact is.
There are always Haves and Have Nots. Rather than fret over how much more of an advantage Captain Level 73 (a Have) has for being in our fleet, I like to think of how much help our fleet is able to offer our Captain Level 37 (a Have Not). Our 37 surely fared better in this last event in part because of the Starbase bonuses than they would have fared without them, but it's also true that even with them, they didn't get anywhere near our 73.
Having said all that, I do sympathize with players in smaller fleets. All I know to suggest is being active in the Fleet Central subforum. Maintain a recruitment thread. Be clear about whatever expectations (if any) your fleet has for new members. Make sure to bump it periodically so it stays visible. Also, be sure to check out threads posted by players looking for a fleet to join.
When I founded our fleet, I honestly doubted we'd ever get enough players to fill a single squadron. I thought for sure even if we did that it wouldn't last. Instead, it didn't take very long before we had a full 50 person fleet, in large part due to how aggressively I went about trying to find new recruits. (We've sustained that fleet, however, not due to anything I've done, but because our fleet members are fantastic and have cultivated a supportive, encouraging, and comfortable environment for one another.)
But don't expect DB to listen to this. @Shan @pebbles
It's mechanically unviable. Because of what happens when you exit such fleet. And amount of whine that their "tail" timed out after being kicked from fleet would be enormous.
Would it kill you guys to add something to the game that was fun to play and didn’t feel like a chore with plenty of grinding or RNG?
The solution would be you keep each extra crew slot until it is empty, or you join another fleet with the same or better crew slots.
This would mean you would not be able to add new crew, or defrost frozen crew until you were below the new crew limit.