Starbases Addition: New Max Levels in Core Skill Rooms
Shan
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Greetings, Captains!
Some of our Fleet Admirals have voiced concerns regarding having completed Starbases or having Starbases nearing completion. We heard you, and while we are working on a more robust expansion to Starbases, today we are implementing the following change:
• All Core Skill rooms will see their max level, and their Skill Buff percentage, increase from 5 to 6. Please note the Transporter Room will not receive an increase to its max level at this time.
This will allow for dedicated fleets to continue to make Starbase Component contributions.
Thank you for your continuous feedback, and for playing STAR TREK TIMELINES.
The STAR TREK TIMELINES Team
Some of our Fleet Admirals have voiced concerns regarding having completed Starbases or having Starbases nearing completion. We heard you, and while we are working on a more robust expansion to Starbases, today we are implementing the following change:
• All Core Skill rooms will see their max level, and their Skill Buff percentage, increase from 5 to 6. Please note the Transporter Room will not receive an increase to its max level at this time.
This will allow for dedicated fleets to continue to make Starbase Component contributions.
Thank you for your continuous feedback, and for playing STAR TREK TIMELINES.
The STAR TREK TIMELINES Team
9
Comments
One extra request - I notice that all of the rooms except SICKBAY need HOLOEMITTERS. Please change this or make the drop rates for HOLOEMITTERS easier.
Now could I ask that you make the drop rate for HOLOEMITTERS a little higher (all but one of the rooms need them to upgrade)
Anyways, thanks for giving everyone the extra rooms and letting us know you're looking into it, the last week has seen some great input from the DB team and it's good for players to see quickly implemented changes, even if they are quick fixes, and to know you are responding to our concerns!
This is what I have been saying forever. Thank you DB for feeding the tryhards and still leaving the smaller and more casual guilds with the same stall wall that is now putting us more levels behind the power curve.
FIX THIS PLEASE !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This is false. My guess is you haven't completed the other level 5 rooms that require Holos (only the MED room). (Either that or something REALLY random like different fleets are getting different room recipes, which I doubt).
The wiki hasn't been updated (https://stt.wiki/wiki/Starbase), but I'm seeing 30k Tritanium/Nanopolymer across the board plus 25k Transparent Aluminum on DIP/SEC/MED and 25k Holoemitters on CMD/ENG/SCI.
This follows the same cost-escalating pattern that we've seen since the original rooms were released.
Edit: While I was at it, I updated the wiki for lvl 6 rooms.
Hence, my requests stands. Please look at the drop rates of HOLOEMITTERS, especially as the game seems so biased in terms of Away Team missions over space battles.
They alternate. Half are even number level Holos, Half are odd number level holos.