Post by Geralyn on Jan 13, 2015 22:15:58 GMT
One facet of fleet operations is our holdings, where not only do we roleplay, but also have the ability to acquire equipment that unlocks as the holdings progress. In managing the fleet holdings, we have to balance three things:
Recently, a review of the various holdings and their requirements led to the realization that filling all the slots all the time in all the holdings was actually not the best way to go about fulfilling the last item. Looking at the projects, we see the following:
Fleet Mine: The Trade Supplies provision project:
358 Fleet Marks
43 Doffs
21,250 Dilithium
340 Seismic Stabilizers
255 Large Power Cells
17 Mine Provisions – which COST fleet credits.
Fleet Mine: The Development Supplies provision project:
358 Fleet Marks
52 Doffs
21,250 Dilithium
340 Seismic Stabilizers
298 Large Hypos
17 Mine Provisions – which COST fleet credits.
These projects require a considerable amount of Dilithium, which members need for reputation gear and gear upgrades. The Seismic Stabilizers cost 1,500 EC from the replicator (750 from the Fleet Embassy). And both of these projects, assuming they are completely fillled instantly upon going up, only cycle once every 20 hours.
Meanwhile, under the Starbase holding, we have the following:
The Fleet Starbase Special Project: Advanced Multidisciplinary Research:
510 Fleet marks
14 Doffs
2,000 Expertise
326 Basic Raw Materials
“Basic Raw Materials” are R & D materials, and any will do. The cheaper ones are only a few hundred EC each. There is no dilithium cost, a fraction of the number of Doffs required, and allow spending 510 marks as quickly as once every half hour. And any of the Doffs that would have been spent on the mine projects can be redirected to the Starbase projects, so there won't be any problem finding places for those.
With the Mine itself at Tier 3, the only other reason left to run projects there would be provisions. But with Trade Provisions at 588 (as of this writing – and 598 when the current project completes) and Development Provisions at 622, there is no reason to continue running these projects. They will be a drain on the fleet members' dilithium reserves. The Doff requirements tend to cause them to languish for days (or even weeks) before being filled. The conclusion is that running Mine provision projects are actually not helping the fleet, preventing them from having projects to spend marks on as quickly as they could.
Effective immediately, the Mine projects are being suspended, unless/until the provisions drop below a reasonable amount. We expect to see an increase in the number of opportunities for people to spend their fleet marks, and a faster turnover of the projects that are being slotted for the holdings.
And of course, we will revisit the holdings management from time to time, tweaking our methods for the best advantage of the fleet.
- Maintaining a reasonable number of provisions of each type.
- Advancing the holding tiers.
- Assuring our members are able to obtain Fleet Credits in as reasonable an amount of time as we can.
Recently, a review of the various holdings and their requirements led to the realization that filling all the slots all the time in all the holdings was actually not the best way to go about fulfilling the last item. Looking at the projects, we see the following:
Fleet Mine: The Trade Supplies provision project:
358 Fleet Marks
43 Doffs
21,250 Dilithium
340 Seismic Stabilizers
255 Large Power Cells
17 Mine Provisions – which COST fleet credits.
Fleet Mine: The Development Supplies provision project:
358 Fleet Marks
52 Doffs
21,250 Dilithium
340 Seismic Stabilizers
298 Large Hypos
17 Mine Provisions – which COST fleet credits.
These projects require a considerable amount of Dilithium, which members need for reputation gear and gear upgrades. The Seismic Stabilizers cost 1,500 EC from the replicator (750 from the Fleet Embassy). And both of these projects, assuming they are completely fillled instantly upon going up, only cycle once every 20 hours.
Meanwhile, under the Starbase holding, we have the following:
The Fleet Starbase Special Project: Advanced Multidisciplinary Research:
510 Fleet marks
14 Doffs
2,000 Expertise
326 Basic Raw Materials
“Basic Raw Materials” are R & D materials, and any will do. The cheaper ones are only a few hundred EC each. There is no dilithium cost, a fraction of the number of Doffs required, and allow spending 510 marks as quickly as once every half hour. And any of the Doffs that would have been spent on the mine projects can be redirected to the Starbase projects, so there won't be any problem finding places for those.
With the Mine itself at Tier 3, the only other reason left to run projects there would be provisions. But with Trade Provisions at 588 (as of this writing – and 598 when the current project completes) and Development Provisions at 622, there is no reason to continue running these projects. They will be a drain on the fleet members' dilithium reserves. The Doff requirements tend to cause them to languish for days (or even weeks) before being filled. The conclusion is that running Mine provision projects are actually not helping the fleet, preventing them from having projects to spend marks on as quickly as they could.
Effective immediately, the Mine projects are being suspended, unless/until the provisions drop below a reasonable amount. We expect to see an increase in the number of opportunities for people to spend their fleet marks, and a faster turnover of the projects that are being slotted for the holdings.
And of course, we will revisit the holdings management from time to time, tweaking our methods for the best advantage of the fleet.