Do Not Airlock Checklist Thread 3: Press Ctrl-F, type Spock

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Comments

  • al103al103 ✭✭✭
    I didn’t see that. Once again I’m sorry. I won’t ask questions anymore.
    Oh, ask as many question as you want. Forum is good for exactly that. Just... more useful ones, please?
  • robownagerobownage ✭✭✭✭✭
    edited April 2018
    al103 wrote: »
    I didn’t see that. Once again I’m sorry. I won’t ask questions anymore.
    Oh, ask as many question as you want. Forum is good for exactly that. Just... more useful ones, please?

    In all fairness, of your three responses to @Bella_Phoenix , only one was to a question. The other two (including this one) were snarky replies. Maybe instead of telling them off and making them feel unwelcome, you could respond in a more helpful way so they learn how to check on their own?

    @Bella_Phoenix: the original user only updates the sheet every couple of weeks. If you want to confirm which characters have been added since it was last updated, I'd recommend first checking the last update date in the original post and then head over to the Starfleet Communications subforum to check what date the newer characters were added to the game.
  • LeshyLeshy ✭✭✭
    Hey Leshy, really enjoy the spreadsheet. Noticed an issue with the 4* Lore and the Verge of Destruction mission. When I mark it that I have him, it says to freeze/space him even though the verge of destruction node isn't done yet. I have no other characters marked for the mission either. Wish I knew more about how it was all set up on the back end, sorry this is all I have.
    @guest_867380566585344: Are you able to share a copy of your sheet? It seems to work normally on my copy, so I cannot easily see what is going wrong.
    For example. I would like to figure out which 4* crew would be best for voyages, shuttles and gauntlet. I would also like to know which is the best of my crew that would be needed to complete episodes. I would like to do these individually (by # of stars or by activity) to avoid mix ups if possible. Lastly, I would also like to add the collection and starbase bonuses but where do I find the base %?
    Hi @Bella_Phoenix. Glad to hear you're getting good use out of the sheet, and do not worry about asking any questions!

    The main purpose of the Do Not Airlock sheet is to provide advice in what crew you still need and which ones you can (safely) get rid of. It does not really do rankings in the sense of 'What 4* crew is best for the Gauntlet'. For that sort of thing, Peachtree Rex's STT Level 100 Spreadsheet (see another sticky thread on this forum) is probably a more suitable tool.

    Having said that, once you enter the crew that you have, the 'Crew Members' tab will show which crew are needed for what missions, and the 'Missions' tab will show you what crew that you have can complete which mission.

    The starbase and collections bonuses can be found in game through Fleet -> Starbase -> Bonuses, and through Menu -> Cryostasis Vault -> Bonuses. The ones that say 'Core Skill' are the Base bonuses, the ones that say Skill Proficiency are of course the Proficiency bonuses.

    Also, you will be happy to know that Science Officer T'Pol and Vulcan Wedding T'Pol are both in the new 2.04 version. Quick update with the new crew, and the Cryostasis Collection requirement should no longer be displayed for remaining crew in already-finished collections.
  • robownage wrote: »
    If you want to confirm which characters have been added since it was last updated, I'd recommend first checking the last update date in the original post and then head over to the Starfleet Communications subforum to check what date the newer characters were added to the game.

    Thanks. I’ve never really been in that area of the forum. I’ll certainly check now.
    Leshy wrote: »

    Having said that, once you enter the crew that you have, the 'Crew Members' tab will show which crew are needed for what missions, and the 'Missions' tab will show you what crew that you have can complete which mission.

    Thanks. Is there a way of showing your best crew member for that mission? When I go to missions they show multiple crew.
    Leshy wrote: »

    The starbase and collections bonuses can be found in game through Fleet -> Starbase -> Bonuses, and through Menu -> Cryostasis Vault -> Bonuses. The ones that say 'Core Skill' are the Base bonuses, the ones that say Skill Proficiency are of course the Proficiency bonuses.

    Thanks. I wasn’t sure and didn’t want to mess it up and have to start over
  • ~peregrine~~peregrine~ ✭✭✭✭✭
    al103 wrote: »
    I didn’t know they were new crew. Sorry.
    ...
    Vulcan Wedding T'Pol (New) 4*
    Fully Fused Fully Equipped Level 100 Skills: CMD 288 (78-226), DIP 643 (311-621), SCI 629 (67-230)
    Traits: Vulcan, High Command, Astrophysicist, Telepath
    New 2* crew as threshold reward:
    Science Officer T'Pol (New)
    Fully Fused Fully Equipped Level 100 Skills: DIP 246 (32-93), SCI 382 (39-147)
    Traits: Vulcan, High Command, Astrophysicist, Telepath

    I didn’t see that. Once again I’m sorry. I won’t ask questions anymore.

    Nonsense, ask all the questions you want, @Bella_Phoenix That's what the forums are for, and even @al103 can be helpful sometimes! :wink:
    "In the short run, the game defines the players. But in the long run, it's us players who define the game." -- Nicky Case, The Evolution of Trust
  • al103al103 ✭✭✭
    Thanks. Is there a way of showing your best crew member for that mission? When I go to missions they show multiple crew.
    First - change Crit Multiplier in Advanced Settings to 1.3 instead of 1. That's crit range instead of pass range.

    Then if you still have too many crew to chose try changing mission success chance setting to higher percentage.

    Like at 1 I have bunch of crew for my last unfinished crit of Celestial Temple M2, with 1.3 only Tommy Gun Dixon left instead of bunch of crew including 3*. And with percentage switch when I switch from 25-49% to 100% Verge of Destruction shows no crew at all if I switch it to uncomplete because I have no crew that can crit it 100%.
  • al103al103 ✭✭✭
    Leshy wrote: »
    new 2.04 version.
    Found mistake that wasn't there previously. 2.04 marks Lore as Cryostasis Collection, when one in collection is "The One, Lore". 2.03 didn't done that.
  • 2.04 is listing Hugh as "unfreeze" for reason of "Cryostasis Collection", which obviously makes no sense. First time I've observed this. Wonder if there's a Borg Collection bug of some kind.
  • LeshyLeshy ✭✭✭
    edited April 2018
    Thanks. Is there a way of showing your best crew member for that mission? When I go to missions they show multiple crew.
    There is not really any "best" crew for a mission as such. All of the crew listed should be able to pass the locked node on that mission. Of course, crew with higher stats or with secondary stats that are useful on that particular mission might be a bit more helpful, but all of them should suffice.
    al103 wrote: »
    Leshy wrote: »
    new 2.04 version.
    Found mistake that wasn't there previously. 2.04 marks Lore as Cryostasis Collection, when one in collection is "The One, Lore". 2.03 didn't done that.
    Roland 359 wrote: »
    2.04 is listing Hugh as "unfreeze" for reason of "Cryostasis Collection", which obviously makes no sense. First time I've observed this. Wonder if there's a Borg Collection bug of some kind.

    Looks like there was a small issue with the fix in 2.04 to make crew for finished collections no longer show the Cryostasis Collection requirement. I've made an adjustment in the 2.04 version that is up that should address this.
  • Sheet is recommending science officer t'pol for cadet roster when I already had all rares possible collected and marked on the missions tab. Shouldn't either she or Pazlar be recommended for freeze? I don't know if t'pol is missing any traits that would make her a worse option, or if it's because either will work fine so you can pick one?
  • Leshy, I think I found a bug in 2.04. If you turn off Common Crew in the advanced page, all of the crew on the Collections tab disappear. It doesn't happen with the Uncommon or Rare turned off.
    The Guardians of Tomorrow
    Protecting the Galaxy's Future from itself
  • Jordan718Jordan718 ✭✭
    edited April 2018
    // deleted post - answered my own question //
  • LeshyLeshy ✭✭✭
    Leshy, I think I found a bug in 2.04. If you turn off Common Crew in the advanced page, all of the crew on the Collections tab disappear. It doesn't happen with the Uncommon or Rare turned off.
    Yes, it looks like I forgot to update a reference after updating the formulas that take care of that. Thanks for letting me know!

    It's fixed in the new version, and the latest crew are in for the upcoming event.
  • Rick FishRick Fish
    edited April 2018
    edit: i did sth wrong .... pls ignore
  • Jordan718Jordan718 ✭✭
    edited May 2018
    How come it says 2* Captain Kirk is needed for and can complete epic Episode 5.1 Quell The Riots? I've been trying to do the math and I can't see how he could be able to pass any node on that mission, much less get the rare reward. Is this a bug or am I missing something? Thanks.



    EDIT: I've been trying to debug or understand why it's saying this. I found in Stats!$IA$215:

    =if(and($E215="Command",$N215+if($AV215="x",131,0)+if($BJ215="x",131,0)+if($CL215="x",131,0)>Data!$D$45,or($CH215="x")),$A215,"")

    It appears that Kirk's check value of 451 plus his communicator trait bonus of 131 = 582 exceeds the need score for Quell the Riots, listed in Data!$D$45 as 559. However, this would be to just pass the node on regular success. It wouldn't be enough to get critical success and get the rare reward, to be able to "complete" the mission as described/defined in Missions!$**tsk tsk**2 as:

    "Select any missions or mission nodes here that you completed (by getting the rare reward(s) on Epic difficulty). These missions will no longer be listed as active requirements." (emphasis added)

    Have I been misunderstanding what the "Your crew members that can pass this mission:" column means? I assumed it meant crew that could get the rare reward and "complete" the mission, as defined above.

    It appears to me now that maybe I was misunderstanding that column, but it's pretty frustrating, because it means the spreadsheet doesn't tell us whether a crew can merely pass a mission on regular success, or it can get the rare reward, complete the mission, and allow us to eliminate that requirement. Maybe we need to split that column into two columns, one for crew that can pass it on regular success, and another for crew that can complete it?
  • al103al103 ✭✭✭
    Jordan718 wrote: »
    *snip*
    RTFM!!!
    This setting controls the values against which mission requirements are checked.
    This sheet checks whether characters can complete missions, not whether they can crit them. The exact crit requirements are unknown, but the most common estimate is ~30% above normal values.
    Setting this multiplier to 1.3 recalculates all values to estimate crit values. The sheet should then give an indication of what crew can crit what missions.

    Set your multiplier to 1.3 and Kirk will drop out.
  • FlemmingFlemming ✭✭✭✭✭
    Observation: I just FFFEd EMH Mk 1, completing my set of Greens.
    While combination of Dr. Crusher and Nurse Kes do satisfy the Cadet Challenges for all three traits (Starfleet, Female, Alien) EMH Mk 1 has better MED stats, than both, and fits Alien and Starfleet.
    So the combination of EMH Mk 1 and either Kes or Crusher would be the most optimal.

    Presently, the worksheet is suggesting I freeze EMH Mk 1. I'm leaning towards freezing Dr. Crusher instead.

    Thoughts? Or anything I'm missing in the math, like secondary skills needed for Cadet Challenges?
    Intentionally Left Blank
  • al103al103 ✭✭✭
    edited May 2018
    Flemming wrote: »
    Observation: I just FFFEd EMH Mk 1, completing my set of Greens.
    While combination of Dr. Crusher and Nurse Kes do satisfy the Cadet Challenges for all three traits (Starfleet, Female, Alien) EMH Mk 1 has better MED stats, than both, and fits Alien and Starfleet.
    So the combination of EMH Mk 1 and either Kes or Crusher would be the most optimal.

    Presently, the worksheet is suggesting I freeze EMH Mk 1. I'm leaning towards freezing Dr. Crusher instead.

    Thoughts? Or anything I'm missing in the math, like secondary skills needed for Cadet Challenges?
    His MIN is bigger than normal maximum, so feel free to do it. Crusher is single-skill anyway and as you replace her you can't lose anything in that regard - even if there was anything to lose.
  • al103 wrote: »
    Jordan718 wrote: »
    *snip*
    RTFM!!!

    Lol thanks for the hint despite the abrasive tone. Obviously I had looked for but not found it, so you could have simply said oh hey, yeah, what you're looking for is the "Adjust Mission Values / Crit Multiplier" in the Advanced Settings tab, where it says:

    Adjust Mission Values / Crit Multiplier
    This setting controls the values against which mission requirements are checked.
    This sheet checks whether characters can complete missions, not whether they can crit them. The exact crit requirements are unknown, but the most common estimate is ~30% above normal values.
    Setting this multiplier to 1.3 recalculates all values to estimate crit values. The sheet should then give an indication of what crew can crit what missions.
  • LeshyLeshy ✭✭✭
    Flemming wrote: »
    Presently, the worksheet is suggesting I freeze EMH Mk 1. I'm leaning towards freezing Dr. Crusher instead.
    The sheet is suggesting it as it is not taking EMH Mk 1 into account for the cadet challenges (yet). Unfortunately it is a bit of work to build in the whole 'you need either A and B, or B and C, or A and C' check thing, so it will have to come a bit later.

    Also, who knew real life was such a busy affair? Quick update with latest crew for now available!
  • If it makes real life any easier, know that many of us are grateful for your work. Helps me kill time at work too!
  • Synthetic CommanderSynthetic Commander ✭✭✭✭✭
    We of course totally understand real life does not always allow making all the feature updates you'd like to, and very much appreciate all the effort you've put in to this extremely helpful tool.

    Unfortunately to add to your workload, I have a bug to point out. I just obtained drone 7 of 9. I found an odd problem, as I can see from the STT crew lvl 100 stats spreadsheet she is my 3rd best 4* base eng. This is supported by your spreadsheet showing Commander Kelby and Niners Rom saying "Eng 4* Base" for those 2 crew. However, Drone 7 of 9 is not showing me "Eng 4* Base" when I have her selected as crew. I tried adjusting my "best active crew to keep for each skill" up to 5 (otherwise it was suggesting I freeze/airlock her, but I want her for shuttle crew), but it still does not show her as "eng 4* base". Same for Time Loop Mudd or Graduation Michael Burnham, which are my next 2 strongest Eng 4* base. Maybe because eng is not their primary attribute?

    The spreadsheet shows me some other crew I don't have as "eng 4* base", which is nice to know I should target obtaining them, but they are not the best 4* base of the crew I currently have, so that's not a deciding factor in a "do not airlock" decision. Is this functioning as intended? If I had none of the top 5 4* eng base crew in my roster, would it otherwise recommend airlocking/freezing all other engineering 4* crew (unless they contributed to missions) and result in poor shuttle options?

    Also a second issue, I recently obtained Lore which the spreadsheet tells me I should freeze/airlock, but when I deselect him it shows I need him for one mission, the verge of destruction. While I have him selected as crew he shows up in the missions tab as being needed for Verge of Desctruction, but that mission is not appearing on the crew tab and thus it's recommending I airlock him.
  • al103al103 ✭✭✭
    edited May 2018
    *snip*
    There are two settings. Yes/No one is for best crew period and "Keep 2-10" is for best crew you have active.

    For me Prisoner O'Brien is ENG 4* Max, Best Active ENG Base, Best Active ENG Max while Prospect Burnham is Best Active ENG Base, Best Active ENG Max, Best Active SCI Base, Best Active SCI Max. And it's right thing because 650-700 of O'Brien and Burnham are nothing in comparison to Niner's Rom's 900 who shows ENG 4* Base in my Cryo.

    Second one is 99.999% bug though.
  • LeshyLeshy ✭✭✭
    edited May 2018
    However, Drone 7 of 9 is not showing me "Eng 4* Base" when I have her selected as crew.
    As al103 already correctly stated, this is working as intended.

    The "Eng 4* Base" requirement shows on the seven 4* crew with the highest base Engineering skill in the game, regardless of whether you have them or not. It identifies the crew that are particularly good for a certain skill (for shuttles, for example). Once you have three crew from either this "Eng 4* Base" or the "Eng 5* Base" Top 7, the requirement is disabled. (It can, however, re-enable if new crew are released and the ones that you have drop out of that Top 7).

    The "Best Active ENG Base" requirement specifically only displays on crew that you have active, and is used to prevent you from airlocking/freezing your best crew for certain skills when they have no other missions left to complete.

    Drone Seven of Nine is currently the #11 crew when it comes to Base Engineering skill, so she will never get the "Base 4* ENG" requirement. The current Top 7 consists of Lal, Niners Rom, Subcommander T'Rul, Tuskegee Mayweather, Human Q, Commander Kelby, and Kazon Seska.
    Also a second issue, I recently obtained Lore which the spreadsheet tells me I should freeze/airlock, but when I deselect him it shows I need him for one mission, the verge of destruction. While I have him selected as crew he shows up in the missions tab as being needed for Verge of Desctruction, but that mission is not appearing on the crew tab and thus it's recommending I airlock him.
    Thanks for letting me know! Had a quick look: the columns for the last few missions (including "Verge of Destruction") were indeed not taken into account by the formula that checks whether a crew member still has remaining requirements.

    It's fixed in the next version, and I have also quickly ninja-edited the fix into the 2.06 version that is currently available.
  • Synthetic CommanderSynthetic Commander ✭✭✭✭✭
    Thanks for the Lore fix.

    I was not aware of the "once you have 3 crew from the top 7, disable requirement" function. That's really good to know, because for Faction events like we have now, such a large number of shuttle crew are needed, I'm not sure I'd be comfortable with having only 3 crew per skill (maybe for ENG and MED ok, but other higher frequency skills more of a potential issue).

    I think that's more of a concern for me because I realize the spreadsheet is designed to assume FF/FE all crew which is fine, but is not realistic for me with 5* crew. I wish that automatic 3 crew requirement disable function could be selectable to exclude legendaries, since so many of us don't have them FF/FE.
  • LeshyLeshy ✭✭✭
    As said, the "Base 4* ENG" crew (and other requirements like that) are really intended to identify which crew are the best for certain skills, so that you can focus on obtaining and/or leveling those, especially when you do not have a lot of them.

    When it comes to identifying the crew that you want to keep around, such as for shuttles and events, the "Best Active ENG Base" (and the like) is the requirement to look out for. That one only looks at the crew that you actually have, and you can set how many of them you want keep on the 'Advanced Settings' tab.
  • Synthetic CommanderSynthetic Commander ✭✭✭✭✭
    Understood, but I'd argue most people would tend to prioritize their legendaries for voyages, so the best base stats for a legendary are less important to many players, until they have a sizeable group of FF legendaries.
  • Hi Leshy, thanks again for your work on this. Any chance you can roll out 2.07 with updated crew? Off duty Tilly is rocking cadet missions and it would be great to see how she impacts the rest of my list. Of course, they're adding new crew tomorrow in today's event, too, but even just getting the ones from last event would be great.
  • ~peregrine~~peregrine~ ✭✭✭✭✭
    Jordan718 wrote: »
    Hi Leshy, thanks again for your work on this. Any chance you can roll out 2.07 with updated crew? Off duty Tilly is rocking cadet missions and it would be great to see how she impacts the rest of my list. Of course, they're adding new crew tomorrow in today's event, too, but even just getting the ones from last event would be great.

    Um, Jordan718, instead of asking for Leshy to update the spreadsheet according to your own personal timetable, you could instead compare your cadets & new crew in the game itself. You know, make some notes of stats & traits & such stuff.

    Leshy will get around to updating the spreadsheet on Leshy’s own personal timetable, which is as it should be. So I will abide and then be grateful.🖖🏻
    "In the short run, the game defines the players. But in the long run, it's us players who define the game." -- Nicky Case, The Evolution of Trust
  • al103al103 ✭✭✭
    Jordan718 wrote: »
    Off duty Tilly is rocking cadet missions and it would be great to see how she impacts the rest of my list.
    She do not, not really. She's two-area so alien Dip is still needed (so she just complicates cadet crew calculations). She is useless for full Eng spread (Seska or Wildman do all three days). So minimal impact. And minimal minimal do-everything cadet crew do not have dedicated Dip at all, but it's also not on the list as far as I know it requires good starbase.
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