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Can we please have more crew slots!

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  • IvanstoneIvanstone ✭✭✭✭✭
    Shy Khan wrote: »
    I have already mentioned this recently on another thread, with the crew diversity to be held by everyone to play most parts of the game, more crew slots are needed, specially for VIP 0 people, 75 crew slots are nothing you can compete with the rest, and 75 after buying the 5 + 5 with Federation Credits.

    75 slots is enough to do everything. You should have:
    • 1* - ZERO
    • 2* - between 4 and 6 (Crusher, Wildman, Yar, Sito, Dax for cadets. Throw in one more if you have space to make it easy or take one away if you don't have space.)
    • 3* - 6 (Smiley and Kang for arena) (Saavik, Money, Deanna, Lawaxana for weekend)

    That's a total of 10-12 crew for commander arena and all cadet missions. You have space for 63-65 four and five star crew.
    • 12 for arena
    • approx 4 arena specialists (this could be zero though)
    You have 47-49 slots left to play with.

    A person can survive on rice, beans and vitamins for months. It doesn't make it fun.

    All these "You can get by with" responses to requests for additional crew slots incorrectly assume that we don't understand minimalist strategy of crew management. The sheer number of "Bottleneck/Who should I airlock?" posts in the Ready Room area indicate that people are all too aware of how to institute bare bones play. It's just not that fun over the long term.

    Quite frankly I do actually wonder if people understand crew management. I remember one whiner from the old forum who would complain about game aspects he didn't care for. He then admitted he had 3 FF copies of Claiborne Chekov in crew quarters but couldn't quite grasp why he had crew slot problems. I've seen plenty of other people who hold onto 40-50 or more partially leveled crew and then complain about how they can't compete in events or do longer voyages or play in the Gauntlet. I still see partially leveled Mega 5*'s in the Gauntlet.

    I have a friend who's enjoyment of co-operative board games solely hinges on winning. Whilst that seems reasonable until you realize that he expects there to be minimal challenge to victory. Personally, I prefer some headwind. He hates Pandemic Rising Tide because he played it once and lost. I love Rising Tide because I'm a perfect 0 for 6 at the game.
    VIP 13 - 310 Crew Slots - 1055 Immortals
  • Ivanstone wrote: »
    Shy Khan wrote: »
    I have already mentioned this recently on another thread, with the crew diversity to be held by everyone to play most parts of the game, more crew slots are needed, specially for VIP 0 people, 75 crew slots are nothing you can compete with the rest, and 75 after buying the 5 + 5 with Federation Credits.

    75 slots is enough to do everything. You should have:
    • 1* - ZERO
    • 2* - between 4 and 6 (Crusher, Wildman, Yar, Sito, Dax for cadets. Throw in one more if you have space to make it easy or take one away if you don't have space.)
    • 3* - 6 (Smiley and Kang for arena) (Saavik, Money, Deanna, Lawaxana for weekend)

    That's a total of 10-12 crew for commander arena and all cadet missions. You have space for 63-65 four and five star crew.
    • 12 for arena
    • approx 4 arena specialists (this could be zero though)
    You have 47-49 slots left to play with.

    A person can survive on rice, beans and vitamins for months. It doesn't make it fun.

    All these "You can get by with" responses to requests for additional crew slots incorrectly assume that we don't understand minimalist strategy of crew management. The sheer number of "Bottleneck/Who should I airlock?" posts in the Ready Room area indicate that people are all too aware of how to institute bare bones play. It's just not that fun over the long term.

    Quite frankly I do actually wonder if people understand crew management. I remember one whiner from the old forum who would complain about game aspects he didn't care for. He then admitted he had 3 FF copies of Claiborne Chekov in crew quarters but couldn't quite grasp why he had crew slot problems. I've seen plenty of other people who hold onto 40-50 or more partially leveled crew and then complain about how they can't compete in events or do longer voyages or play in the Gauntlet. I still see partially leveled Mega 5*'s in the Gauntlet.

    I have a friend who's enjoyment of co-operative board games solely hinges on winning. Whilst that seems reasonable until you realize that he expects there to be minimal challenge to victory. Personally, I prefer some headwind. He hates Pandemic Rising Tide because he played it once and lost. I love Rising Tide because I'm a perfect 0 for 6 at the game.

    I can’t speak for everyone that has commented on this forum, but I can tell you that I run a skeleton crew of 5 cadets and 3 three star crewmembers. I have a zero duplicates in my roster. It’s mostly partially fused five star characters.
    STAR TREK JUNKIES
  • PallidynePallidyne ✭✭✭✭✭
    Ivanstone wrote: »
    Shy Khan wrote: »
    I have already mentioned this recently on another thread, with the crew diversity to be held by everyone to play most parts of the game, more crew slots are needed, specially for VIP 0 people, 75 crew slots are nothing you can compete with the rest, and 75 after buying the 5 + 5 with Federation Credits.

    75 slots is enough to do everything. You should have:
    • 1* - ZERO
    • 2* - between 4 and 6 (Crusher, Wildman, Yar, Sito, Dax for cadets. Throw in one more if you have space to make it easy or take one away if you don't have space.)
    • 3* - 6 (Smiley and Kang for arena) (Saavik, Money, Deanna, Lawaxana for weekend)

    That's a total of 10-12 crew for commander arena and all cadet missions. You have space for 63-65 four and five star crew.
    • 12 for arena
    • approx 4 arena specialists (this could be zero though)
    You have 47-49 slots left to play with.

    A person can survive on rice, beans and vitamins for months. It doesn't make it fun.

    All these "You can get by with" responses to requests for additional crew slots incorrectly assume that we don't understand minimalist strategy of crew management. The sheer number of "Bottleneck/Who should I airlock?" posts in the Ready Room area indicate that people are all too aware of how to institute bare bones play. It's just not that fun over the long term.

    Quite frankly I do actually wonder if people understand crew management. I remember one whiner from the old forum who would complain about game aspects he didn't care for. He then admitted he had 3 FF copies of Claiborne Chekov in crew quarters but couldn't quite grasp why he had crew slot problems. I've seen plenty of other people who hold onto 40-50 or more partially leveled crew and then complain about how they can't compete in events or do longer voyages or play in the Gauntlet. I still see partially leveled Mega 5*'s in the Gauntlet.

    I have a friend who's enjoyment of co-operative board games solely hinges on winning. Whilst that seems reasonable until you realize that he expects there to be minimal challenge to victory. Personally, I prefer some headwind. He hates Pandemic Rising Tide because he played it once and lost. I love Rising Tide because I'm a perfect 0 for 6 at the game.

    I can’t speak for everyone that has commented on this forum, but I can tell you that I run a skeleton crew of 5 cadets and 3 three star crewmembers. I have a zero duplicates in my roster. It’s mostly partially fused five star characters.

    Ditto here.
    And difference with Board Games and this...you don't pay real money for some of your pieces to then throw them not back in the box, but into the incinerator.
  • DralixDralix ✭✭✭✭✭
    edited May 2018
    It’s mostly partially fused five star characters.

    I think one of the points Banjo was making is that many of those are just dead weight, tying up a crew slot and providing little value.
  • IvanstoneIvanstone ✭✭✭✭✭
    Ivanstone wrote: »
    Shy Khan wrote: »
    I have already mentioned this recently on another thread, with the crew diversity to be held by everyone to play most parts of the game, more crew slots are needed, specially for VIP 0 people, 75 crew slots are nothing you can compete with the rest, and 75 after buying the 5 + 5 with Federation Credits.

    75 slots is enough to do everything. You should have:
    • 1* - ZERO
    • 2* - between 4 and 6 (Crusher, Wildman, Yar, Sito, Dax for cadets. Throw in one more if you have space to make it easy or take one away if you don't have space.)
    • 3* - 6 (Smiley and Kang for arena) (Saavik, Money, Deanna, Lawaxana for weekend)

    That's a total of 10-12 crew for commander arena and all cadet missions. You have space for 63-65 four and five star crew.
    • 12 for arena
    • approx 4 arena specialists (this could be zero though)
    You have 47-49 slots left to play with.

    A person can survive on rice, beans and vitamins for months. It doesn't make it fun.

    All these "You can get by with" responses to requests for additional crew slots incorrectly assume that we don't understand minimalist strategy of crew management. The sheer number of "Bottleneck/Who should I airlock?" posts in the Ready Room area indicate that people are all too aware of how to institute bare bones play. It's just not that fun over the long term.

    Quite frankly I do actually wonder if people understand crew management. I remember one whiner from the old forum who would complain about game aspects he didn't care for. He then admitted he had 3 FF copies of Claiborne Chekov in crew quarters but couldn't quite grasp why he had crew slot problems. I've seen plenty of other people who hold onto 40-50 or more partially leveled crew and then complain about how they can't compete in events or do longer voyages or play in the Gauntlet. I still see partially leveled Mega 5*'s in the Gauntlet.

    I have a friend who's enjoyment of co-operative board games solely hinges on winning. Whilst that seems reasonable until you realize that he expects there to be minimal challenge to victory. Personally, I prefer some headwind. He hates Pandemic Rising Tide because he played it once and lost. I love Rising Tide because I'm a perfect 0 for 6 at the game.

    I can’t speak for everyone that has commented on this forum, but I can tell you that I run a skeleton crew of 5 cadets and 3 three star crewmembers. I have a zero duplicates in my roster. It’s mostly partially fused five star characters.

    I don't disagree with the idea of multiple crew. Its sensible sometimes to have multiples of the same crew for events. I've seen a few players try to duplicate their Mega 5*'s for example. Having two copies of some like Zhian'tara Odo would be mean since he counts as an Odo and a Dax.

    Its the keeping of multiple weak crew because you "paid" for it that I find baffling.
    VIP 13 - 310 Crew Slots - 1055 Immortals
  • Or you could always spend $5 for a monthly pack and buy 5 more slots at the end of every month.

    I have 3 profiles, two on which I am VIP 12 and 14 no problem with the crewquarters here! The third one that is and will be VIP 0, as I have told you before, Traits and Skill diversity and Skill combination require bigger crew quarters, specially when you start! I have 73/75 crew space busy, only 2x 1* crew levelling to freeze them, I will be levelling them in a 1 at a time basis, but these two are already level 40, I have my crew quarters full of 2* or 3* that are levelling for freezing or to be used on Cadet missions. You should have in mind that someone that starts now, needs to play all parts of the game to progress, voyages for rations, honor, crewmen and chronitons, gauntlet for the special prize, Federation Credits, merits and whatever else you get there, events to obtain achievements and more crew, etc., believe me, 65 starting slots + 5 for 250k Federation Credits + 5 for 750k Federation Credits=75 total crew slots, is really too little to be able to compete with the rest fairly.
  • PallidynePallidyne ✭✭✭✭✭
    Ivanstone wrote: »
    Ivanstone wrote: »
    Shy Khan wrote: »
    I have already mentioned this recently on another thread, with the crew diversity to be held by everyone to play most parts of the game, more crew slots are needed, specially for VIP 0 people, 75 crew slots are nothing you can compete with the rest, and 75 after buying the 5 + 5 with Federation Credits.

    75 slots is enough to do everything. You should have:
    • 1* - ZERO
    • 2* - between 4 and 6 (Crusher, Wildman, Yar, Sito, Dax for cadets. Throw in one more if you have space to make it easy or take one away if you don't have space.)
    • 3* - 6 (Smiley and Kang for arena) (Saavik, Money, Deanna, Lawaxana for weekend)

    That's a total of 10-12 crew for commander arena and all cadet missions. You have space for 63-65 four and five star crew.
    • 12 for arena
    • approx 4 arena specialists (this could be zero though)
    You have 47-49 slots left to play with.

    A person can survive on rice, beans and vitamins for months. It doesn't make it fun.

    All these "You can get by with" responses to requests for additional crew slots incorrectly assume that we don't understand minimalist strategy of crew management. The sheer number of "Bottleneck/Who should I airlock?" posts in the Ready Room area indicate that people are all too aware of how to institute bare bones play. It's just not that fun over the long term.

    Quite frankly I do actually wonder if people understand crew management. I remember one whiner from the old forum who would complain about game aspects he didn't care for. He then admitted he had 3 FF copies of Claiborne Chekov in crew quarters but couldn't quite grasp why he had crew slot problems. I've seen plenty of other people who hold onto 40-50 or more partially leveled crew and then complain about how they can't compete in events or do longer voyages or play in the Gauntlet. I still see partially leveled Mega 5*'s in the Gauntlet.

    I have a friend who's enjoyment of co-operative board games solely hinges on winning. Whilst that seems reasonable until you realize that he expects there to be minimal challenge to victory. Personally, I prefer some headwind. He hates Pandemic Rising Tide because he played it once and lost. I love Rising Tide because I'm a perfect 0 for 6 at the game.

    I can’t speak for everyone that has commented on this forum, but I can tell you that I run a skeleton crew of 5 cadets and 3 three star crewmembers. I have a zero duplicates in my roster. It’s mostly partially fused five star characters.

    I don't disagree with the idea of multiple crew. Its sensible sometimes to have multiples of the same crew for events. I've seen a few players try to duplicate their Mega 5*'s for example. Having two copies of some like Zhian'tara Odo would be mean since he counts as an Odo and a Dax.

    Its the keeping of multiple weak crew because you "paid" for it that I find baffling.

    In many cases the "paid" is actually paid. That's the difference with Freemium games and your board game analogy. Folks buy packs with DIL that in many cases comes with real money.

    That being said, I'm not on the give more free slots, I'm in the give a better deal on slots/sale and make more purchasable ones available.

    And for that matter, make a VIP15/16/17/18 etc with additional slots as well.
  • IvanstoneIvanstone ✭✭✭✭✭
    Pallidyne wrote: »
    Ivanstone wrote: »
    Ivanstone wrote: »
    Shy Khan wrote: »
    I have already mentioned this recently on another thread, with the crew diversity to be held by everyone to play most parts of the game, more crew slots are needed, specially for VIP 0 people, 75 crew slots are nothing you can compete with the rest, and 75 after buying the 5 + 5 with Federation Credits.

    75 slots is enough to do everything. You should have:
    • 1* - ZERO
    • 2* - between 4 and 6 (Crusher, Wildman, Yar, Sito, Dax for cadets. Throw in one more if you have space to make it easy or take one away if you don't have space.)
    • 3* - 6 (Smiley and Kang for arena) (Saavik, Money, Deanna, Lawaxana for weekend)

    That's a total of 10-12 crew for commander arena and all cadet missions. You have space for 63-65 four and five star crew.
    • 12 for arena
    • approx 4 arena specialists (this could be zero though)
    You have 47-49 slots left to play with.

    A person can survive on rice, beans and vitamins for months. It doesn't make it fun.

    All these "You can get by with" responses to requests for additional crew slots incorrectly assume that we don't understand minimalist strategy of crew management. The sheer number of "Bottleneck/Who should I airlock?" posts in the Ready Room area indicate that people are all too aware of how to institute bare bones play. It's just not that fun over the long term.

    Quite frankly I do actually wonder if people understand crew management. I remember one whiner from the old forum who would complain about game aspects he didn't care for. He then admitted he had 3 FF copies of Claiborne Chekov in crew quarters but couldn't quite grasp why he had crew slot problems. I've seen plenty of other people who hold onto 40-50 or more partially leveled crew and then complain about how they can't compete in events or do longer voyages or play in the Gauntlet. I still see partially leveled Mega 5*'s in the Gauntlet.

    I have a friend who's enjoyment of co-operative board games solely hinges on winning. Whilst that seems reasonable until you realize that he expects there to be minimal challenge to victory. Personally, I prefer some headwind. He hates Pandemic Rising Tide because he played it once and lost. I love Rising Tide because I'm a perfect 0 for 6 at the game.

    I can’t speak for everyone that has commented on this forum, but I can tell you that I run a skeleton crew of 5 cadets and 3 three star crewmembers. I have a zero duplicates in my roster. It’s mostly partially fused five star characters.

    I don't disagree with the idea of multiple crew. Its sensible sometimes to have multiples of the same crew for events. I've seen a few players try to duplicate their Mega 5*'s for example. Having two copies of some like Zhian'tara Odo would be mean since he counts as an Odo and a Dax.

    Its the keeping of multiple weak crew because you "paid" for it that I find baffling.

    In many cases the "paid" is actually paid. That's the difference with Freemium games and your board game analogy. Folks buy packs with DIL that in many cases comes with real money.

    The point I'm making is that just because you paid for something doesn't mean it has value. I buy event packs for Faction Events but that doesn't mean I hang onto every 4* event crew that I've gotten this way. Sure I paid for them but their only real value is temporary placement in an event. I paid for Amanda Grayson but having 1 or 5 of her only served one real purpose: Getting me a 1/5 Kolinahr Spock. After that if I had multiple copies, the only real value would be to vault one copy and ditch the rest.
    VIP 13 - 310 Crew Slots - 1055 Immortals
  • Althea BiermontAlthea Biermont ✭✭✭✭✭
    They
    Ivanstone wrote: »
    Pallidyne wrote: »
    Ivanstone wrote: »
    Ivanstone wrote: »
    Shy Khan wrote: »
    I have already mentioned this recently on another thread, with the crew diversity to be held by everyone to play most parts of the game, more crew slots are needed, specially for VIP 0 people, 75 crew slots are nothing you can compete with the rest, and 75 after buying the 5 + 5 with Federation Credits.

    75 slots is enough to do everything. You should have:
    • 1* - ZERO
    • 2* - between 4 and 6 (Crusher, Wildman, Yar, Sito, Dax for cadets. Throw in one more if you have space to make it easy or take one away if you don't have space.)
    • 3* - 6 (Smiley and Kang for arena) (Saavik, Money, Deanna, Lawaxana for weekend)

    That's a total of 10-12 crew for commander arena and all cadet missions. You have space for 63-65 four and five star crew.
    • 12 for arena
    • approx 4 arena specialists (this could be zero though)
    You have 47-49 slots left to play with.

    A person can survive on rice, beans and vitamins for months. It doesn't make it fun.

    All these "You can get by with" responses to requests for additional crew slots incorrectly assume that we don't understand minimalist strategy of crew management. The sheer number of "Bottleneck/Who should I airlock?" posts in the Ready Room area indicate that people are all too aware of how to institute bare bones play. It's just not that fun over the long term.

    Quite frankly I do actually wonder if people understand crew management. I remember one whiner from the old forum who would complain about game aspects he didn't care for. He then admitted he had 3 FF copies of Claiborne Chekov in crew quarters but couldn't quite grasp why he had crew slot problems. I've seen plenty of other people who hold onto 40-50 or more partially leveled crew and then complain about how they can't compete in events or do longer voyages or play in the Gauntlet. I still see partially leveled Mega 5*'s in the Gauntlet.

    I have a friend who's enjoyment of co-operative board games solely hinges on winning. Whilst that seems reasonable until you realize that he expects there to be minimal challenge to victory. Personally, I prefer some headwind. He hates Pandemic Rising Tide because he played it once and lost. I love Rising Tide because I'm a perfect 0 for 6 at the game.

    I can’t speak for everyone that has commented on this forum, but I can tell you that I run a skeleton crew of 5 cadets and 3 three star crewmembers. I have a zero duplicates in my roster. It’s mostly partially fused five star characters.

    I don't disagree with the idea of multiple crew. Its sensible sometimes to have multiples of the same crew for events. I've seen a few players try to duplicate their Mega 5*'s for example. Having two copies of some like Zhian'tara Odo would be mean since he counts as an Odo and a Dax.

    Its the keeping of multiple weak crew because you "paid" for it that I find baffling.

    In many cases the "paid" is actually paid. That's the difference with Freemium games and your board game analogy. Folks buy packs with DIL that in many cases comes with real money.

    The point I'm making is that just because you paid for something doesn't mean it has value.

    That's not really true because it's not that black and white.

    Each person has their own definition of what provides value for them. What may provide value for me may (or actually will) not be the same things that provide value to you. Value is subjective.

  • IvanstoneIvanstone ✭✭✭✭✭
    They
    Ivanstone wrote: »
    Pallidyne wrote: »
    Ivanstone wrote: »
    Ivanstone wrote: »
    Shy Khan wrote: »
    I have already mentioned this recently on another thread, with the crew diversity to be held by everyone to play most parts of the game, more crew slots are needed, specially for VIP 0 people, 75 crew slots are nothing you can compete with the rest, and 75 after buying the 5 + 5 with Federation Credits.

    75 slots is enough to do everything. You should have:
    • 1* - ZERO
    • 2* - between 4 and 6 (Crusher, Wildman, Yar, Sito, Dax for cadets. Throw in one more if you have space to make it easy or take one away if you don't have space.)
    • 3* - 6 (Smiley and Kang for arena) (Saavik, Money, Deanna, Lawaxana for weekend)

    That's a total of 10-12 crew for commander arena and all cadet missions. You have space for 63-65 four and five star crew.
    • 12 for arena
    • approx 4 arena specialists (this could be zero though)
    You have 47-49 slots left to play with.

    A person can survive on rice, beans and vitamins for months. It doesn't make it fun.

    All these "You can get by with" responses to requests for additional crew slots incorrectly assume that we don't understand minimalist strategy of crew management. The sheer number of "Bottleneck/Who should I airlock?" posts in the Ready Room area indicate that people are all too aware of how to institute bare bones play. It's just not that fun over the long term.

    Quite frankly I do actually wonder if people understand crew management. I remember one whiner from the old forum who would complain about game aspects he didn't care for. He then admitted he had 3 FF copies of Claiborne Chekov in crew quarters but couldn't quite grasp why he had crew slot problems. I've seen plenty of other people who hold onto 40-50 or more partially leveled crew and then complain about how they can't compete in events or do longer voyages or play in the Gauntlet. I still see partially leveled Mega 5*'s in the Gauntlet.

    I have a friend who's enjoyment of co-operative board games solely hinges on winning. Whilst that seems reasonable until you realize that he expects there to be minimal challenge to victory. Personally, I prefer some headwind. He hates Pandemic Rising Tide because he played it once and lost. I love Rising Tide because I'm a perfect 0 for 6 at the game.

    I can’t speak for everyone that has commented on this forum, but I can tell you that I run a skeleton crew of 5 cadets and 3 three star crewmembers. I have a zero duplicates in my roster. It’s mostly partially fused five star characters.

    I don't disagree with the idea of multiple crew. Its sensible sometimes to have multiples of the same crew for events. I've seen a few players try to duplicate their Mega 5*'s for example. Having two copies of some like Zhian'tara Odo would be mean since he counts as an Odo and a Dax.

    Its the keeping of multiple weak crew because you "paid" for it that I find baffling.

    In many cases the "paid" is actually paid. That's the difference with Freemium games and your board game analogy. Folks buy packs with DIL that in many cases comes with real money.

    The point I'm making is that just because you paid for something doesn't mean it has value.

    That's not really true because it's not that black and white.

    Each person has their own definition of what provides value for them. What may provide value for me may (or actually will) not be the same things that provide value to you. Value is subjective.

    Value is subjective but we're still playing a game with actual stats which can be viewed objectively.

    What would you recommend to Amanda Grayson's #1 Fan? As a crew she's pretty weak. Especially since we're talking about someone that was released in the same event as Wedding T'Pol and Mintakan Troi. I'd say, obtain her, get rid of something if you need space but under no circumstances should she ever leave the Vault once she's FFFE.

    There are substantial amounts of likable crew in game but very many of those aren't worth keeping in your crew quarters even if you have the space for them. Most cadets fall in this category for example.

    VIP 13 - 310 Crew Slots - 1055 Immortals
  • Althea BiermontAlthea Biermont ✭✭✭✭✭
    edited May 2018
    Ivanstone wrote: »
    They
    Ivanstone wrote: »
    Pallidyne wrote: »
    Ivanstone wrote: »
    Ivanstone wrote: »
    Shy Khan wrote: »
    I have already mentioned this recently on another thread, with the crew diversity to be held by everyone to play most parts of the game, more crew slots are needed, specially for VIP 0 people, 75 crew slots are nothing you can compete with the rest, and 75 after buying the 5 + 5 with Federation Credits.

    75 slots is enough to do everything. You should have:
    • 1* - ZERO
    • 2* - between 4 and 6 (Crusher, Wildman, Yar, Sito, Dax for cadets. Throw in one more if you have space to make it easy or take one away if you don't have space.)
    • 3* - 6 (Smiley and Kang for arena) (Saavik, Money, Deanna, Lawaxana for weekend)

    That's a total of 10-12 crew for commander arena and all cadet missions. You have space for 63-65 four and five star crew.
    • 12 for arena
    • approx 4 arena specialists (this could be zero though)
    You have 47-49 slots left to play with.

    A person can survive on rice, beans and vitamins for months. It doesn't make it fun.

    All these "You can get by with" responses to requests for additional crew slots incorrectly assume that we don't understand minimalist strategy of crew management. The sheer number of "Bottleneck/Who should I airlock?" posts in the Ready Room area indicate that people are all too aware of how to institute bare bones play. It's just not that fun over the long term.

    Quite frankly I do actually wonder if people understand crew management. I remember one whiner from the old forum who would complain about game aspects he didn't care for. He then admitted he had 3 FF copies of Claiborne Chekov in crew quarters but couldn't quite grasp why he had crew slot problems. I've seen plenty of other people who hold onto 40-50 or more partially leveled crew and then complain about how they can't compete in events or do longer voyages or play in the Gauntlet. I still see partially leveled Mega 5*'s in the Gauntlet.

    I have a friend who's enjoyment of co-operative board games solely hinges on winning. Whilst that seems reasonable until you realize that he expects there to be minimal challenge to victory. Personally, I prefer some headwind. He hates Pandemic Rising Tide because he played it once and lost. I love Rising Tide because I'm a perfect 0 for 6 at the game.

    I can’t speak for everyone that has commented on this forum, but I can tell you that I run a skeleton crew of 5 cadets and 3 three star crewmembers. I have a zero duplicates in my roster. It’s mostly partially fused five star characters.

    I don't disagree with the idea of multiple crew. Its sensible sometimes to have multiples of the same crew for events. I've seen a few players try to duplicate their Mega 5*'s for example. Having two copies of some like Zhian'tara Odo would be mean since he counts as an Odo and a Dax.

    Its the keeping of multiple weak crew because you "paid" for it that I find baffling.

    In many cases the "paid" is actually paid. That's the difference with Freemium games and your board game analogy. Folks buy packs with DIL that in many cases comes with real money.

    The point I'm making is that just because you paid for something doesn't mean it has value.

    That's not really true because it's not that black and white.

    Each person has their own definition of what provides value for them. What may provide value for me may (or actually will) not be the same things that provide value to you. Value is subjective.

    Value is subjective but we're still playing a game with actual stats which can be viewed objectively.

    What would you recommend to Amanda Grayson's #1 Fan? As a crew she's pretty weak. Especially since we're talking about someone that was released in the same event as Wedding T'Pol and Mintakan Troi. I'd say, obtain her, get rid of something if you need space but under no circumstances should she ever leave the Vault once she's FFFE.

    There are substantial amounts of likable crew in game but very many of those aren't worth keeping in your crew quarters even if you have the space for them. Most cadets fall in this category for example.

    That’s where we differ. I would love to have all my crew in my crew quarters, even the lowest 1*. It pains me every time I have to delete a crew that I bought and paid for. If these were physical cards there would be limitations on what I could keep. We pay the penalty on these virtual cards because of poor game design.

    Personally I can’t wait until the legal hammer comes down on freemium games. The companies who treated their customers fairly and weren’t driven by greed will survive the fallout. They ones that didn’t will find the industry “crew quarters” overflowing with gaming industry employees but only limited “crew slots” to fill, leaving most going out the “airlock”.

    It’s almost poetic. :)
  • IvanstoneIvanstone ✭✭✭✭✭
    Ivanstone wrote: »
    They
    Ivanstone wrote: »
    Pallidyne wrote: »
    Ivanstone wrote: »
    Ivanstone wrote: »
    Shy Khan wrote: »
    I have already mentioned this recently on another thread, with the crew diversity to be held by everyone to play most parts of the game, more crew slots are needed, specially for VIP 0 people, 75 crew slots are nothing you can compete with the rest, and 75 after buying the 5 + 5 with Federation Credits.

    75 slots is enough to do everything. You should have:
    • 1* - ZERO
    • 2* - between 4 and 6 (Crusher, Wildman, Yar, Sito, Dax for cadets. Throw in one more if you have space to make it easy or take one away if you don't have space.)
    • 3* - 6 (Smiley and Kang for arena) (Saavik, Money, Deanna, Lawaxana for weekend)

    That's a total of 10-12 crew for commander arena and all cadet missions. You have space for 63-65 four and five star crew.
    • 12 for arena
    • approx 4 arena specialists (this could be zero though)
    You have 47-49 slots left to play with.

    A person can survive on rice, beans and vitamins for months. It doesn't make it fun.

    All these "You can get by with" responses to requests for additional crew slots incorrectly assume that we don't understand minimalist strategy of crew management. The sheer number of "Bottleneck/Who should I airlock?" posts in the Ready Room area indicate that people are all too aware of how to institute bare bones play. It's just not that fun over the long term.

    Quite frankly I do actually wonder if people understand crew management. I remember one whiner from the old forum who would complain about game aspects he didn't care for. He then admitted he had 3 FF copies of Claiborne Chekov in crew quarters but couldn't quite grasp why he had crew slot problems. I've seen plenty of other people who hold onto 40-50 or more partially leveled crew and then complain about how they can't compete in events or do longer voyages or play in the Gauntlet. I still see partially leveled Mega 5*'s in the Gauntlet.

    I have a friend who's enjoyment of co-operative board games solely hinges on winning. Whilst that seems reasonable until you realize that he expects there to be minimal challenge to victory. Personally, I prefer some headwind. He hates Pandemic Rising Tide because he played it once and lost. I love Rising Tide because I'm a perfect 0 for 6 at the game.

    I can’t speak for everyone that has commented on this forum, but I can tell you that I run a skeleton crew of 5 cadets and 3 three star crewmembers. I have a zero duplicates in my roster. It’s mostly partially fused five star characters.

    I don't disagree with the idea of multiple crew. Its sensible sometimes to have multiples of the same crew for events. I've seen a few players try to duplicate their Mega 5*'s for example. Having two copies of some like Zhian'tara Odo would be mean since he counts as an Odo and a Dax.

    Its the keeping of multiple weak crew because you "paid" for it that I find baffling.

    In many cases the "paid" is actually paid. That's the difference with Freemium games and your board game analogy. Folks buy packs with DIL that in many cases comes with real money.

    The point I'm making is that just because you paid for something doesn't mean it has value.

    That's not really true because it's not that black and white.

    Each person has their own definition of what provides value for them. What may provide value for me may (or actually will) not be the same things that provide value to you. Value is subjective.

    Value is subjective but we're still playing a game with actual stats which can be viewed objectively.

    What would you recommend to Amanda Grayson's #1 Fan? As a crew she's pretty weak. Especially since we're talking about someone that was released in the same event as Wedding T'Pol and Mintakan Troi. I'd say, obtain her, get rid of something if you need space but under no circumstances should she ever leave the Vault once she's FFFE.

    There are substantial amounts of likable crew in game but very many of those aren't worth keeping in your crew quarters even if you have the space for them. Most cadets fall in this category for example.

    That’s where we differ. I would love to have all my crew in my crew quarters, even the lowest 1*. It pains me every time I have to delete a crew that I bought and paid for. If these were physical cards there would be limitations on what I could keep. We pay the penalty on these virtual cards because of poor game design.

    But you're not deleting them. You're putting them in the vault. I don't even like scrolling through the 125 crew slots I have never mind the 400+ I'd have to if there was unlimited crew slots but no vault.

    If these were physical cards they'd be shoved into a binder or card box and tucked in some corner. I have dozens of boxes of surplus CCG cards that is a huge pain in the butt to deal with on the off chance I decide to do something with them. In STT I have a nice tidy virtual collection to conveniently examine when I want to.
    VIP 13 - 310 Crew Slots - 1055 Immortals
  • Dralix wrote: »
    It’s mostly partially fused five star characters.

    I this one of the points Banjo was making is that many of those are just dead weight, tying up a crew slot and providing little value.

    5* cards are the best in the game. Even one that is a weak 5* card I would not consider dead weight. They are literally the highest reward. You send it out the airlock for a measly 550 honor. To me that is INSANE! I would never do that!
    STAR TREK JUNKIES
  • NoneNone ✭✭✭
    Let me start off by saying that I’m not asking for free slots. They would be great, but I don’t need them to be just given. An ability to earn them would be nice, or at least an easier way to earn them.

    Like it’s been stated many times already, we can get by with only the minimum slots the game has. Even as a VIP 0, I could airlock all my partial crew crew and be able to have the room to compete in events and run voyages and everything. But then what?

    Without spots to have crew to work on, then what’s the point? Without crew slots to have crew to just sit around in, how are we expected to build up a base of the core characters to use in those events?

    As the game evolves, new crew are added every week. Without some place to store them temporarily as we try and add stars for them, it becomes difficult to finish them off. Trying to get a star or two for a character is becoming more and more difficult as time goes on, and the pools are diluted.

    Currently, more than half of my roster is partially fused crew just waiting for more stars. My main problem is that I usually get new crew more often than I get a star for an older crew. Lots of times I’m forced to airlock them instead of being able to keep them around, so when I do end up with room for them, I now have to get five or six copies total to actually finish them.

    My point to all of this is that, while we can get by with just the bare minimum of crew slots, what’s the point of playing if we won’t have anyone to work on finishing up because there’s no place for them?
  • IronagedaveIronagedave ✭✭✭✭✭
    None wrote: »

    Without spots to have crew to work on, then what’s the point? Without crew slots to have crew to just sit around in, how are we expected to build up a base of the core characters to use in those events?

    ^^^ This a while back I was asking the age old question of which 1/4 purples to airlock, and yes I'm hoarding a lot of 1/4s that make up my 125 - I am pretty much at capacity - and my total merits are suffering as a result as I am swapping blue with green to hold onto them.

    But my point is this I was advised to airlock Vic - if it wasn't for him dropping again a week later to make him 2/4 he would be floating in space for someone else to pick up on a voyage instead of being slightly higher on the safe list.

    Now he is Event Crew and probably going to be integral to builds for this event (despite being only a FE 2/4) - there is a reason to hang on to these 1/4s because it is your only chance to FF them, now I stand a good chance to finish one. But the progress on the purples is slow to fuse them and there are so many now that your chance of getting the one you want is diluted.
    [was on Sabbatical/Hiatus] Currently a trialist at Galaxy SquadronSTAY SAFE and KBO
  • IvanstoneIvanstone ✭✭✭✭✭
    Ivanstone wrote: »
    Ivanstone wrote: »
    They
    Ivanstone wrote: »
    Pallidyne wrote: »
    Ivanstone wrote: »
    Ivanstone wrote: »
    Shy Khan wrote: »
    I have already mentioned this recently on another thread, with the crew diversity to be held by everyone to play most parts of the game, more crew slots are needed, specially for VIP 0 people, 75 crew slots are nothing you can compete with the rest, and 75 after buying the 5 + 5 with Federation Credits.

    75 slots is enough to do everything. You should have:
    • 1* - ZERO
    • 2* - between 4 and 6 (Crusher, Wildman, Yar, Sito, Dax for cadets. Throw in one more if you have space to make it easy or take one away if you don't have space.)
    • 3* - 6 (Smiley and Kang for arena) (Saavik, Money, Deanna, Lawaxana for weekend)

    That's a total of 10-12 crew for commander arena and all cadet missions. You have space for 63-65 four and five star crew.
    • 12 for arena
    • approx 4 arena specialists (this could be zero though)
    You have 47-49 slots left to play with.

    A person can survive on rice, beans and vitamins for months. It doesn't make it fun.

    All these "You can get by with" responses to requests for additional crew slots incorrectly assume that we don't understand minimalist strategy of crew management. The sheer number of "Bottleneck/Who should I airlock?" posts in the Ready Room area indicate that people are all too aware of how to institute bare bones play. It's just not that fun over the long term.

    Quite frankly I do actually wonder if people understand crew management. I remember one whiner from the old forum who would complain about game aspects he didn't care for. He then admitted he had 3 FF copies of Claiborne Chekov in crew quarters but couldn't quite grasp why he had crew slot problems. I've seen plenty of other people who hold onto 40-50 or more partially leveled crew and then complain about how they can't compete in events or do longer voyages or play in the Gauntlet. I still see partially leveled Mega 5*'s in the Gauntlet.

    I have a friend who's enjoyment of co-operative board games solely hinges on winning. Whilst that seems reasonable until you realize that he expects there to be minimal challenge to victory. Personally, I prefer some headwind. He hates Pandemic Rising Tide because he played it once and lost. I love Rising Tide because I'm a perfect 0 for 6 at the game.

    I can’t speak for everyone that has commented on this forum, but I can tell you that I run a skeleton crew of 5 cadets and 3 three star crewmembers. I have a zero duplicates in my roster. It’s mostly partially fused five star characters.

    I don't disagree with the idea of multiple crew. Its sensible sometimes to have multiples of the same crew for events. I've seen a few players try to duplicate their Mega 5*'s for example. Having two copies of some like Zhian'tara Odo would be mean since he counts as an Odo and a Dax.

    Its the keeping of multiple weak crew because you "paid" for it that I find baffling.

    In many cases the "paid" is actually paid. That's the difference with Freemium games and your board game analogy. Folks buy packs with DIL that in many cases comes with real money.

    The point I'm making is that just because you paid for something doesn't mean it has value.

    That's not really true because it's not that black and white.

    Each person has their own definition of what provides value for them. What may provide value for me may (or actually will) not be the same things that provide value to you. Value is subjective.

    Value is subjective but we're still playing a game with actual stats which can be viewed objectively.

    What would you recommend to Amanda Grayson's #1 Fan? As a crew she's pretty weak. Especially since we're talking about someone that was released in the same event as Wedding T'Pol and Mintakan Troi. I'd say, obtain her, get rid of something if you need space but under no circumstances should she ever leave the Vault once she's FFFE.

    There are substantial amounts of likable crew in game but very many of those aren't worth keeping in your crew quarters even if you have the space for them. Most cadets fall in this category for example.

    That’s where we differ. I would love to have all my crew in my crew quarters, even the lowest 1*. It pains me every time I have to delete a crew that I bought and paid for. If these were physical cards there would be limitations on what I could keep. We pay the penalty on these virtual cards because of poor game design.

    But you're not deleting them. You're putting them in the vault. I don't even like scrolling through the 125 crew slots I have never mind the 400+ I'd have to if there was unlimited crew slots but no vault.

    If these were physical cards they'd be shoved into a binder or card box and tucked in some corner.

    If you are going to continue down the path of saying that you own what’s in the vault then this conversation is pointless and we have nothing to discuss.

    I don't own anything. DB owns everything. I'm just renting. As is everyone else.

    I could pay a few merits to bring stuff out of the vault. Or I could spend dilithium to have them out all the time.

    The former is a free renewable resource. The latter costs a lot of money. Even buying 5 slots would eat up a substantial portion of a monthly card. Why would I waste money that I don't really have anyways when I could just use a free renewable resource instead.
    VIP 13 - 310 Crew Slots - 1055 Immortals
  • *Nomad* {PoF}*Nomad* {PoF} ✭✭✭✭✭
    p10tqiwrf5un.png
    Founding ADM - PoF family of fleets (POF, POF2 & POF3) - Dear TP: Non sequitur. Your facts are uncoordinated.
  • SarjoSarjo ✭✭
    Come on developers. In time for the Summer DS9 Mega event let’s have some free slots and a slot sale. You know it’s the right thing to do. And I am sure you will do it.
  • Althea BiermontAlthea Biermont ✭✭✭✭✭
    Sarjo wrote: »
    And I am sure you will do it.

    Welcome to STT. I'm sure you will enjoy this game. I figured you must be new based on that comment :p

  • RNGeverythingRNGeverything ✭✭✭
    edited May 2018
    I believe the poll asking if we want more repeat events should solve your problem. I believe it had a 99% approval rating.

    Doing so would alleviate a lot of freakin problems. Like dB pushing a buggy event out just to have one. People will max more of their 4* Crew that they don’t want. 5* crew obtained will get another star allowing us to dump some of our stronger four star crew.
    239 Immortalized
    Gametag: ECH
  • (HGH)Apollo(HGH)Apollo ✭✭✭✭✭
    edited May 2018
    There just needs to be other ways to get crew slots than dilithium or there needs to be no cost for unvaulting crew.
    Let’s fly!
  • CatpainCatpain ✭✭
    edited May 2018
    I believe the poll asking if we want more repeat events should solve your problem. I believe it had a 99% approval rating.
    Are there changes considered for the Events schedule like shorter events, more reruns, and
    more Mega-Event reruns?
    We actually discuss this topic frequently. Right now, Star Trek Timelines is the only place where you can get a new Star Trek story almost every week. So just like a television series, there are reruns that come up, but people usually tune in for new episodes more than reruns. We love being a place where fans know they can count on new Star Trek stories being readily available to them, so we aren’t giving that up anytime soon. However, we are looking at what “shorter” events might mean for our players and the future of the game.

    Who knew that the stories no one actually reads are what keeps all the fans around? /s


  • [STJ] Wendell[STJ] Wendell ✭✭✭
    edited May 2018
    I have to admit, initially when I opened this thread I was hoping for a crew slot hand out, because that would be an immediately helpful thing. And though I would gladly accept that, it is no longer what I am hoping for. It is just a bandaid. The problem is that we get loaded up with 1/5s and partially fused 4*s. My guess is most people if they are willing to spend are gonna grab the monthly card. This allows you to buy 5 slots per month with nothing left over. However, because of all the 1/5 crew and the 3/4 thresholds we get all the time or random partially fused ranked reward crew, our crew slot deficit keeps increasing without reservation. I don’t know about the rest of the player base, but I would like to be able to afford to buy an event pack once in a blue moon. I want to spend my money on something I enjoy like new crew. Otherwise I don’t see the point... Other contributing factors are that the time portal takes so long to update. So the crew you just got 3/4 is not going to be in the time portal. And there are so many crew now that as the game has grown the time portal has gotten continually watered down with crew you don’t need making it increasingly difficult to fuse what you have left. Also I think It’s ridiculous that F2P can’t even earn crew slots at all! Someway or another DB needs to address this issue. The the cost for unvaulting crew is pretty much just an insult to the effort of immortalizing crew members, and though I believe the charge should not be there I also believe it wouldn’t solve the underlying problem at hand. Just another bandaid. The thing for me is that I don’t want to forever spend money on this game in order to just barely be able to keep some of the crew that I put in effort to earn (not even all!). I think slots are WAAAAY!!! overpriced. So I think I might just be done buying my monthly card for now, because even that could not solve my crew slot woes. There are so many possible solutions to this problem. Increased honor for dismissals. Maybe the immortalization achievement tiers give 5 slots instead of Dil. Maybe we get more beholds and can refresh them 3x. Maybe voyages drop more crew 4* and 5*. Maybe we can earn FF4* from the thresholds. Maybe thresholds should have an earnable existing 5* every event. These are just off the top of my head, but jeeze do something!
    STAR TREK JUNKIES
  • Catpain wrote: »
    I believe the poll asking if we want more repeat events should solve your problem. I believe it had a 99% approval rating.
    Are there changes considered for the Events schedule like shorter events, more reruns, and
    more Mega-Event reruns?
    We actually discuss this topic frequently. Right now, Star Trek Timelines is the only place where you can get a new Star Trek story almost every week. So just like a television series, there are reruns that come up, but people usually tune in for new episodes more than reruns. We love being a place where fans know they can count on new Star Trek stories being readily available to them, so we aren’t giving that up anytime soon. However, we are looking at what “shorter” events might mean for our players and the future of the game.

    Who knew that the stories no one actually reads are what keeps all the fans around? /s


    I am glad that there is a plot to follow, even though I stopped following it. I mostly only stopped because it seems to have little to no effect on the gameplay. I wish it remained crucial to it.
    STAR TREK JUNKIES
  • PallidynePallidyne ✭✭✭✭✭
    Catpain wrote: »
    I believe the poll asking if we want more repeat events should solve your problem. I believe it had a 99% approval rating.
    Are there changes considered for the Events schedule like shorter events, more reruns, and
    more Mega-Event reruns?
    We actually discuss this topic frequently. Right now, Star Trek Timelines is the only place where you can get a new Star Trek story almost every week. So just like a television series, there are reruns that come up, but people usually tune in for new episodes more than reruns. We love being a place where fans know they can count on new Star Trek stories being readily available to them, so we aren’t giving that up anytime soon. However, we are looking at what “shorter” events might mean for our players and the future of the game.

    Who knew that the stories no one actually reads are what keeps all the fans around? /s


    I guess we were all lying when voting on the poll.
  • jestergeniejestergenie ✭✭✭
    Potential new player here. Collecting some info about the game for the moment. How much of a pain is this crew slots limitation policy for new player?
  • Peachtree RexPeachtree Rex ✭✭✭✭✭
    Potential new player here. Collecting some info about the game for the moment. How much of a pain is this crew slots limitation policy for new player?

    It depends on if you're willing to spend. I've been mostly a monthly card holder ($4USD/month for 30 days of 100 DIL apiece) and have gotten up to 230 slots. A good chunk is from being VIP 13, but I also spent a lot of DIL on the last two crew slot sales (they were 50% off).

    Growth of grew space is explained on the Wiki here:
    https://stt.wiki/wiki/Crew#Crew_Capacity

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