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Post by Captain Erys Murai on Jul 4, 2012 9:55:32 GMT -5
Oh.... I forgot about the Fleet Exploration Cruiser... it gets five engineering console slots.
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Post by Captain Erys Murai on Jul 3, 2012 23:04:20 GMT -5
From the interview, there will be a Cstore Sovereign Refit (which will be like most of the other T5 ships, a simple boff rearrangement or something, with a new skin) , which is scheduled to be "sometime after Season 6 comes out", but most likely within 7 months.
Tier 5 starbases are hard-capped to be a minimum of 7 months, so the "Fleet Sovereign" will take at least that long (and that's assuming we can manage to get everything up that fast). Meaning that the Sovereign Refit will come out early enough that you'll want it, and not compete with the much better (stat-wise) Fleet Assault Cruiser.
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Post by Captain Erys Murai on Jul 3, 2012 9:07:23 GMT -5
I can tell you from playing on Tribble, yeah.. they're a lot of fun. They're also balanced to be a challenge for everyone. They're a little tougher than normal STF's, but they don't give you the penalties of Elite STF's. It's more like they overwhelm you with sheer numbers (especially in the No-win scenario). But yeah. There's also new ships coming (as I listed above), and some of them are on tribble already. So far they look to be very nice setups. Miranda, you'll be happy to know that the Sovereign is getting a strong fleet version with four engineering and four tactical consoles. Joy, you'll be happy to know that the Fleet Defiant is getting five tactical consoles. M'row, the Fleet Saber will have four engineering and four tactical consoles... Ny... I dunno what the Fleet Akira will have, 'cause they haven't added it yet. Brian... the Fleet Star Cruiser is looking pretty nice too, with four engineering and four science consoles. The Odyssey won't get a "fleet" version, since there's already the high-end c-store versions. the ship on the fleet store is just the original odyssey from that mission. I'll see about posting full stats sometime, when I get a chance.
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Post by Captain Erys Murai on Jul 2, 2012 16:08:26 GMT -5
Okay... so some of you have seen the "Fleet Marks" and "Fleet Credits" listed, and you're probably wondering what exactly those come from. Fleet Credits are rewarded from any contribution you make toward a fleet project (as described above). The credits are, of course, proportional to the contribution you make. Fleet Marks are rewarded from the new fleet-related missions, and are directly used in projects. These missions are as follows - Fleet Starbase Defense (Fleet Action - space)
-- This is a new 15+ fleet action. There are currently four stages, and your performance in each stage increases the number of fleet marks you receive. These stages are as follows:- Freighter Escort - Four groups of three freighters each depart the starbase on four separate (equally-spaced) trajectories. Your 15-20 man group will need to defend them until they can warp away safely. They will be attacked by two waves of enemies (for a total of 8 groups of enemy ships).
- Starbase Defense - Run back to your starbase, because a huge group of enemies is now attacking it. the better shape your starbase is in at the end, the more points you get.
- Outlying structures - Now the enemies try to disable your outlying structures (Shipyard, fabricator, comm array, and transwarp hub). Defend them to gain points. If they get too damaged, they'll be disabled and you'll lose those points.
- Final stand - Four big dreadnoughts warp in and attack your Starbase. Defeat them and you've won!
- Starbase Blockade Defense (space)
-- A new 5-man mission. Freighters warp in and try to get close enough to beam over supplies, but the enemy warps in and tries to destroy them before they get there. Defend each freighter from the enemy to gain fleet marks. The enemy is randomly chosen (anything from Orions to Borg, even Tholians) for each mission.
- No-win Scenario (space)
-- Based on the Kobayashi Maru test, this puts your 5-man team next to a freighter against increasingly difficult waves. The mission ends when the freighter is destroyed, or if you manage to get to Wave 10. The enemy is randomly chosen (anything from Orions to Borg, even Tholians) for each mission.
- Colony Invasion (ground)
-- This one actually changes depending on the faction. Feds will defend, Klingons will attack (the NPC's). For the Federation, we must defend against a randomly-generated enemy.
- Fleet Alert (space)
-- Your Starbase is attacked by waves of enemies, one after another, with no time to rest in between. It's a relatively easy, fast-paced mission that gives out slightly less reward than the others.
- Starbase Incursion (ground)
-- The starbase's cargo hold has been infiltrated by an unknown (randomly generated) enemy. Sensors (the map) and lights are out, so you and your 5-man squad should grab a flashlight. The mission is divided up into 3 stages:- Find and stop Saboteurs (as many as you can find. the more you find, the better).
- Stop the four Saboteurs, but be ready because they've got a lot more protection this time.
- Take out the two groups of guards, then kill the leaders in the middle.
Each mission is different, and all six are pretty fun and generate fleet marks. We'll need to do these in order to build up our starbase, and we can queue up for them any time from the PVE menu, or do them together as a group (RP opportunity!).
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Post by Captain Erys Murai on Jun 30, 2012 20:56:13 GMT -5
It's not rude if you bring him with you
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Post by Captain Erys Murai on Jun 30, 2012 14:38:14 GMT -5
I've updated the rewards list to show what ships are unlocked, but I'll repost it here just to clarify:
Tier 1: Fleet Patrol Escort (what is currently the "Fleet Escort" will be renamed to "Patrol Escort") Fleet Deep Space Science Vessel Fleet Heavy Cruiser Retrofit (the four-nacelled "Cheyenne" type) Fleet Research Science Vessel Retrofit (Olympic class) Heavy Cruiser Retrofit (Excelsior) Research Science Vessel Retrofit (Nebula)
Tier 2: Fleet Star Cruiser Fleet Reconnaissance Science Vessel (Luna) Fleet Escort Retrofit (Saber) Escort Retrofit (Saber)
Tier 3: Fleet Tactical Escort Retrofit (Defiant) Fleet Advanced Science Vessel Retrofit (Nebula) Fleet Science Vessel Retrofit (Nova) Science Vessel Retrofit (Nova)
Tier 4: Fleet Exploration Cruiser Retrofit (Galaxy) Fleet Advanced Escort (Prometheus) Fleet Destroyer (Miranda) Destroyer (Miranda)
Tier 5: Classified Starship (most likely the Atrox, but possibly the Sovereign Refit) Fleet Heavy Escort Carrier (Akira) Fleet Long Range Science Vessel Retrofit (Intrepid) Fleet Odyssey Star Cruiser
Now, you may have noticed that there are a lot of "Fleet <ship>", but also a couple other ships too. If I understand it correctly, all of these ships will be T5 (including the Miranda's), and will be balanced so that each ship is unique and useful in its own right. I'm not sure exactly what the difference is between the regulars and the fleets, but I do know the following:
- Fleet ships will have extra HP / shields over current T5 ships - Fleet ships will have an extra console slot over current T5 ships. - Fleet ships will have a new material available to them. This is separate from the new 900-day reward material. - Fleet ships will not have the consoles that come with Cstore ships.
There will not be a T5 Oberth, NX, or Constitution (either TOS or TMP versions), but every other ship will have a T5 version, including the Miranda.
(note: this information comes from both tribble and the latest Priority One interview with Geko)
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Post by Captain Erys Murai on Jun 30, 2012 13:13:20 GMT -5
yeah.... gotta love the heat. Part of the road system here is literally "melting" due to the high heat.
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Post by Captain Erys Murai on Jun 29, 2012 13:24:10 GMT -5
oh great, more time travel.... <_<
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Post by Captain Erys Murai on Jun 28, 2012 9:16:00 GMT -5
Not like either ship will miss you... well, the Ayanami might, but we can just replace you with a cardboard cutout. j/k, have fun in DC.
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Post by Captain Erys Murai on Jun 27, 2012 14:35:26 GMT -5
This is more for Season 6 in general, but since Starbases will directly tie into the new missions (supposedly), I thought this would be relevent. If nothing else, it may give the GM's something to consider for our Season 6 plotline.
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Post by Captain Erys Murai on Jun 26, 2012 16:10:14 GMT -5
wow, congratulations on the baby (again ). I'm glad everything went smoothly
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Post by Captain Erys Murai on Jun 25, 2012 14:36:08 GMT -5
Well... first off, congratulations on the new baby. I expect to see a new Daedalus player in a few years If you need reading material, I posted a lot of new info about the starbases from tribble (assuming you haven't seen it already). Oh, and if you do check the forums, would you mind looking at the Sentinel's request? I think it got buried under the rest of your paperwork (i.e. the Adagio thread).
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Post by Captain Erys Murai on Jun 25, 2012 9:54:28 GMT -5
A little more information on projects and tiers, from what I've gathered so far. As I mentioned before, the slots are as follows: Active Project Slot | Next Project |
[/td][td]Next Project[/td][/tr] [td]Active Project Slot[/td][td]Next Project[/td][/tr] [tr][td]Active Upgrade Slot[/td][td]Next Upgrade Project[/td][/tr] [tr][td]Active Special Slot[/td][td]Next Special Project[/td][/tr][/table] Project slot: These will be Tactical, Engineering, or Science, and will typically give 1,000 FXP in that category, as well as appropriate rewards for the project. Each project will have several required contributions that anyone in the fleet can make. The required contribution will always include Fleet Marks and Dilithium, and the remainder can be anything from common doffs, to commodities, to crafting materials, and even green-quality hanger pets. These "lesser" contibutions are intended to be funded directly by Energy Credits, and you'll notice that most of them can be purchased directly, either from your ship's replicator, or from a nearby Starbase. Upgrade Slot: Once the fleet has reached Tier 1 in a specific category, an Upgrade project will open up for the appropriate structure (Shipyard for Tactical, Fabrication Facility for Engineering, and Transwarp Hub or Communications Array for Science). Once the upgrade project is completed, the fleet will be granted the corresponding amount of Starbase FXP. (This is, incidentally, how we upgrade the starbase to various tier levels). Special Project: These projects are much different than normal projects, and require a lot more of the "special" items, like the less common commodities. Their rewards are different as well, and so far the one I've seen has smaller amounts of FXP, but equally distributed through all three branches. Regardless of the project type, all three work the same. Contributions are filled, and once all required contributions are made, the project "completes", and the timer starts. For Project slots, the timer is 20 hours. (Not sure if the others are different yet). Once the timer completes, the rewards are automatically granted, and the Next project becomes Active. Now, one of the options being added is "Manage Fleet Holdings", which allows anyone in that fleet rank to manage the projects. Projects can be edited while in the "Next" category. Once they become the active project, they cannot be edited and must be completed before the slot can be used for something else. The other option being added is "Non-Fleet Member Invites to Fleet Holdings", which is fairly self-explanatory. It operates just like your bridge, where you can invite anyone directly to the starbase, or expel them if they misbehave.
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Post by Captain Erys Murai on Jun 24, 2012 19:04:31 GMT -5
That's a 50 DKP- for both of you!
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Post by Captain Erys Murai on Jun 23, 2012 12:40:58 GMT -5
Screenshot time! Okay... I'll try to do this as a "tour", but keep in mind I didn't get everything, and some things may not be the "finished" product. Transporter Room - This is where you beam in, and it'll be the first thing you see (though not from this angle, obviously). Fleet Operations - This is the main room, where most of the stuff is located. It's pretty big (bigger than any other single room I can think of in the game). It's obviously intended as a large social area. Operations area - This room is located off the main area, in a mostly enclosed space. From the NPC's in the room, this appears to be the actual operations room. Doff officers, boff trainers, etc. It's currently missing a few things (because they're under the floor), but there will be additional displays on the wall. Conference area - This is a fairly open area, and has a few consoles. Currently it's mostly empty, but there will be a table with chairs, as well as the obligatory model ships against the wall. You can see the table here. Bar / Food area - On your left as you enter, this area takes up about a fourth of the main room, and judging by the NPC's is intended as the food area. I don't think it's finished though, since one npc is sitting on air, and the others are just standing around. The only "decorations" are the two replicators. -- Edit: I found all the missing decorations... they're apparently under the map right now. I'm not sure yet if that's intentional or not. Missing items closeup on the dance floor - You can see the conference table, and the bar. We'll be living it up. Armory / Requisitions - This room's function is fairly obvious. It's located off the main room, perpendicular to the ops room. New Weapons? - Here's a closeup of the weapons racks. The two weapons in the middle look new. Tactical / CIC - Located on it's own sub-map, this area is where several Tactical NPC's are located. The room is laid out like a large coordination area, perfect for the fleet CIC. Office - Located off the CIC itself (you can see the door in the previous shot), this office is similar to the ready room of a starship, but is decorated slightly differently. Engineering - As with Tactical, this area is on its own sub-map. I didn't see an obvious "warp core", and the only npc's here are repair and a tellerite personnel officer. I didn't bother taking a picture of the science area, because it's a reuse of the ship sickbay and science labs (there's two labs). Again, keep in mind these screenshots are of the Tier0 (default) interior. From what I understand, there are actually 5 variations of the interior, each one better than the last. Also, all of the NPC's are already there, but they don't actually work until you unlock them (see the table in my previous post).
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