# Fleet Lefler Curves

## Lefler's Laws

Robin created a set of 102 "Laws" to live by. "Every time I learn something essential," she explained, "I make up a law about it, so I never forget."

1. You can only count on yourself.
2. When all else fails, do it yourself.
3. You gotta go with what works.
4. Life isn't always fair.
6. A couple of light years can't keep good friends apart. (suggested by Wesley Crusher)

## Lefler's Bylaws

1. Please use the officer chat minimally and only for important messages, proposals and voting.
2. Anyone can propose changes to the bylaws, which, if they receive support will be put to a vote, which will take place in the officer chat.
3. A vote is only valid when it includes a running total of the vote count included in your vote message, eg. "I vote yes/no on proposal X. Total X: Yes:10 No:8"
4. Voting will be limited to a period of 7 days.
5. No member shall have the same name as any other, and none shall be named "Captain". Changes to captain names can only be made with notification in the officer chat. Failure to adhere to this can get the member dismissed.
6. Members who are inactive for 7 days without prior notification (to be given in the officer chat) may be dismissed. Note that this does not preclude rejoining the fleet.

## Lefler's Proposed Bylaws

Discussion is now open for a limited time to formulate proposals with regards to:

D. A protocol for forming and organizing squadrons, discussed briefly in the next section.

Whilst it hasn't really happened yet, a protocol for forming squadrons needs to be agreed upon. Some examples of suggestions, which aren't all mutually exclusive are:

• Members should place the best event crew they have on their bridge crew so that others may see it. Then those with the best event crew will be selected to lead a squadron if they so desire. Then at the conclusion of the event, all squadrons will be disbanded;
• To lead a squad, one must be able to share crew within an hour of the event start;
• Squads will form according to no protocol whatsoever;
• Squads will be stratified into strong, beginner, and mixed groupings and separate protocols may apply to each grouping.

Hot Tip: For the naming of squadrons (and fleets), hex colour codes may be used. The fleet name is rendered in colour by <#f7cac9>Lefler <#92a8d1>Curves. Also, attaching a fleet tag "(LC)" helps to advertise the fleet.

## Lefler's Fleet Settings

Enrolment: Open (no approval required)

Level requirement: 20

Fleet Icon: Federation

## Members

The fleet currently has 50/50 members (full).

Fleet members in alphabetical order:

• Dougie Jones
• Horatio Hornblower
• Keptin Klitzke
• Midnight Gambler
• Rosa LuΞ am Borg (Leader)
• Swords
• Webberoni
• Zapp Brannigan

Note: Members who wish to add themselves to this list may either request in game or edit this page. Members will not be added without their permission.

## Starbase

Our starbase at the time of last edit has the following levels:

Starbase Level: 95

Transporter Room: 5 (at maximum)

Industrial Replicator: 3 (at maximum)

Mess Hall: 5 (at maximum)

 Skill CoreSection Level RollSection Level Command Diplomacy Engineering Security Science Medicine Ops Observation Lounge Main Engineering Armory Astrometrics Sick Bay 7 6 7 8 7 8 Communications Array Promenade Computer Core Deflector Array Airponics Bay Counselor's Office 6 6 6 6 8 6

A German translation was proposed but the editor sees no way to add different language versions using this wiki system.

Other fleets have an official logo. If any member wants to design a logo, that'd be totally awesome.

## Hints & Tips

A section where members can share hints & tips to help the fleet.

### Events

#### Faction Events

If you get any dilithium, use it to get 4 shuttles before you do anything else!

Faction Event Kickstart (3 factions, lazy version)

1. Open as many missions as you can for each faction.
2. As you complete each mission, open a replacement and start it using any 0/1/2* time boosts you care to expend.
3. When you get to the 350 pt/1:30 missions, pause a minute. If you can't 99% those missions, complete some of the 1 min runs you initially opened until all your best crew are back.
4. Open and complete 2x 1:30 missions instantly with 3* time boosts.
5. Open 2x 2hr missions, and complete instantly if you've got 2x4* time boosts.
6. Complete all remaining opened missions.
7. When finished, you will have completed 31 missions, earned 2,675 event points, and the next mission opened will be worth 2,250 event points!
• Recommended, but not required: 3/2/2/2/2 time boosts of 0/1/2/3/4 stars
• Use any remaining time boosts in groups of 4 to get to the 4000 pt mission ASAP, balancing your risk if you have low percentages.
• This strategy is flexible for any number of factions/missions per faction and any number of boosts available. The philosophy is to open as many of the shortest missions as you can. I call it "lazy" because you don't have to think about anything except stopping opening missions after you've opened both 500 pt/2 hr missions.

Faction Event Kickstart (3 factions, easy version)

1. open 6 missions for each of the factions (18 total missions)
2. complete 6 missions from faction-1 and 5 missions from faction-2 (note which mission from faction-2 is remaining)
3. open 6 missions for faction-1 and 5 missions for faction-2
4. complete 6 missions from faction-3 and 1 leftover mission from faction-2
5. complete 6 missions from faction-1 and 5 missions from faction-2, one-by-one, using a 3* time boost for each mission (instant completion)
6. when finished you will have completed 29 missions, earned 3,886 event points, and the next mission opened will be worth 2,250 event points!
• Required: 12 shuttle mission tokens for faction-1, 11 shuttle mission tokens for faction-2, 6 shuttle mission tokens for faction-3, 11 3* time boosts

Faction Event Kickstart (3 factions, medium version)

1. open 6 missions for each of the factions (18 total missions)
2. complete 6 missions from faction-1 and 5 missions from faction-2 (note which mission from faction-2 is remaining)
3. open 6 missions for faction-1 and 5 missions for faction-2
4. complete 2 missions from faction-3 (note which missions from faction-3 are remaining)
5. open 2 missions for faction-3
6. complete 1 leftover mission from faction-2 and 4 leftover missions from faction-3
7. complete 6 missions from faction-1 and 5 missions from faction-2, one-by-one, using a 3* time boost for each mission (instant completion)
8. complete 2 missions from faction-3, one-by-one, using a 4* time boost for each mission (instant completion)
• when finished you will have completed 31 missions, earned 4,886 event points, and the next mission opened will be worth 2,250 event points!
• required: 12 shuttle mission tokens for faction-1, 11 shuttle mission tokens for faction-2, 8 shuttle mission tokens for faction-3, 11 3* time boosts, 2 4* time boosts

Faction Event Kickstart (3 factions, hard version)

1. open 6 missions for faction-1 and 5 missions for faction-2 (11 total missions)
2. complete all 11 missions
3. open 6 missions for each of the factions (18 total missions)
4. complete all 18 missions, one-by-one, using a 3* time boost for each mission (instant completion)
• when finished you will have completed 29 missions, earned 6,322 event points, and the next mission opened will be worth 2,250 event points!
• required: 12 shuttle mission tokens for faction-1, 11 shuttle mission tokens for faction-2, 6 shuttle mission tokens for faction-3, 18 3* time boosts

Faction Event Kickstart (3 factions, ultimate version)

1. open 6 missions for faction-1 and 5 missions for faction-2 (11 total missions)
2. complete all 11 missions
3. open 2 missions for faction-3
4. complete 2 missions from faction-3, one-by-one, using a 3* time boost for each mission (instant completion)
5. open 6 missions for each of the factions (18 total missions)
6. complete all 18 missions, one-by-one, using a 4* time boost for each mission (instant completion)
• when finished you will have completed 31 missions, earned 9,722 event points, and the next mission opened will be worth 2,250 event points!
• required: 12 shuttle mission tokens for faction-1, 11 shuttle mission tokens for faction-2, 8 shuttle mission tokens for faction-3, 2 3* time boosts, 18 4* time boosts

* Please note that as you work through the various kickstart steps, the completion time displayed in the shuttle mission screen may be inaccurate. Once you send the shuttle to start the mission, the correct time will be displayed. If you are not sure what the value is of the shuttle you are about to send, check the event reward point box in the bottom-left corner of the shuttle mission screen to confirm (ie: 2 points = 1 minute, 350 points = 90 minutes / 3* boost, 500 points = 120 minutes / 4* boost, etc...).

Check this wiki page for a better understanding of faction event point progressions, and the logic behind the various kickstart techniques: Faction Events

#### Galaxy Events

• Save any "sorryton" messages to collect for these.
• Save your supply packs for these. Make sure they overlap the Friday and Monday cadet challenges.
• Don't collect any of the super rare turn-in rewards until the second phase. That way you only ramp up the reward tier once.
• If you have the chrons, stockpile the most common components ahead of time. The table below lists the components that appeared an average of at least 0.5/event from April-Aug 2018 that I, Horatio, didn't already have a ton of. Start by trying to collect 20*avg of each component. Then work your way up as feasible. I got to rank <100 with a 50x multiplier.
Component Mission Avg
Database 0 E1-M3-0 4.9
Database 1 E2-M1-1 3.4
Casing 0 DE-M1-0 2.9
Sensor 0 E1-M12-0 2.6
Text Book 0 E1-M4-0 2.4
Polyalloy 1 E1-M11-2 2.2
Subprocessor 0 E1-M13-1 2.2
Optronic Circuit 0 E1-M11-0 1.7
Spices 1 E4-M11-0 1.6
Translation Alg 0 E1-M8-0 1.5
ID Code 1 E4-M5-0 1.4
Latinum 0 E1-M11-0 1.4
Novel 1 CT-M1-0 1.4
Clothing Pattern 0 E1-M5-0 1.2
Furs 1 E2-M17-1 1.2
Optronic Data Core 0 E1-M1-1 1.1
Emitter Crystal 1 E4-M9-0 1.1
Power Cell 1 E1-M4-2 1.1
Criminal Activity Report 1 DE-M3-2 1.1
TR-580 Medical Tricorder 0 E1-M5-0 1.1
Pattern Enhancer 1 E2-M11-1 1.1
Synthesized Polymer 1 E4-M1-1 1.1
Phaser Type 1 1 E2-M14-1 1
Expansion Module 0 E1-M2-0 1
Isolinear Chips 1 E4-M8-0 0.9
Submircon Scanner 0 E1-M5-1 0.8
Physiostimulator 0 E1-M10-0 0.8
Clothing Pattern 1 DE-M2-2 0.7
Mag-Nitron Tablet 0 E2-M8-0 0.7
Hyperspanner DS9 0 E1-M14-0 0.7
IDIC 1 E1-M6-0 0.6
Alcohol 1 E4-M14-0 0.6
Authorization Code 2 E1-M8-1 0.6
Isolinear Rod 0 E1-M10-0 0.6

#### Hybrid Faction/Galaxy Events

• Before the phase change, open 16 Faction missions, and complete them over the course of phase two. The trait/character bonuses won't be active, but it's still worth the extra points. Send the last set out with the treasure chest bonus.
• Collect rewards up to the first copy of the 4* crew and level him/her up during the first phase, but wait to collect further chron rewards until the 2nd phase.
• Follow guidance of both Faction and Galaxy Events

#### Skirmish Events

There are only two ways to acquire extra tickets to run more skirmishes - wait, or run space battles. Space battles are not only a great way to harvest important equipment, but also to harvest holoemitters to upgrade the fleet's starbase.

Start with lots of chronitons --> run skirmishes, which offer chronitons as one of the basic rewards --> run space battles to harvest equipment, holoemitters and skirmish tickets --> run skirmishes... repeat... Use supply kits to leverage your returns.

Here is a list of space battles to harvest equipment that is both commonly used and quite expensive to acquire. The first item listed is the main reason for selecting each mission, and additional items listed are just bonuses that come with running that particular mission. I was sure to only include missions that are among the most cost-effective for each targeted piece of equipment, per the wiki, which is why you won't find a suggested mission to harvest 4* clothing patterns (there are no cost-effective space battle options). Correlate with the list for Galaxy events to stockpile.

• A Bold Move (5-2-Ep) - power cell*** & sensor****
• A Kazon Scorned (4-3-Ep) - expansion module***
• All Sales are Final (K-5-El) - emitter crystal***
• Ancient Guardians (6-2-Ep) - database***
• Coursing Hounds (5-3-El) - alcohol*** & power cell & casing*
• Coursing Hounds (5-3-Ep) - subprocessor*** & furs****
• Garak's Gamble (7-13-Ep) - encoded communique & combadge (ds9)**
• Hounded (7-11-El) - gold-pressed latinum*** & field rations**
• Hounded (7-11-Ep) - casing****
• Into His Own Hands (5-12-Ep) - clothing pattern***
• Lashing Out (8-13-Ep) - database****
• Leverage (K-1-El) - gagh
• Mutual Assured Destruction (4-7-Ep) - optronic circuit*** & casing****
• Not a Drop to Drink (2-6-N) - science experiment
• Not Without a Fight (4-2-Ep) - isolinear chips***
• Pirate Problems (C-3-Ep) - database** & casing***
• Retroactive Vengeance (7-8-El) - microconnector***
• Right Place, Wrong Time (7-5-Ep) - incense**** & Romulan encryption algorithm
• Shielding the Prey (8-4-N) - polyalloy*** & polyalloy & database* & microconnector****
• Shielding the Prey (8-4-El) - synthesized polymer*** & optronic circuit****

Other tips:

• If you've got a legendary ship and some good crew, it's not terribly hard to make it through a whole skirmish, so ever repair your ship; always take the bonus.
• If you don't start with an event crew, play until you get the first one and immediately put him/her on your crew. It's more important to get the double rewards than have a good crew.

### Crew Management, Crafting, and Faction Centers

• Use the wiki to figure out which missions have the highest probability of getting each item. The dots are mostly crap.
• Use your "free" ad missions on high-chron missions (~>20). Opportunities come every ~30 min. If you ever get an option for another chroniton boost or scan, cancel and go use it on a high-chron mission.
• Mostly use the replicator to get faction items that you can't get with chrons (but try to get them from the faction centers or shuttles first).
• Check if an item you need to replicate is the same rarity as the parent item. They cost the same to replicate, and you'll save some components.
• Uses of the various currencies:
• Merits for faction centers
• Credits for the replicator/crafting
• Honor for super-rare citations
• Dilithium for additional shuttles (first), then voyages, time portal, etc.
• Always collect these faction center items (because you'll need them eventually):
• Ancient Film 0
• IDIC 2
• Encoded Communique 2
• Medical Experiment 0
• Science Experiment 2
• Bloodwine 2
• Gagh 0
• Case Files 0
• Covert Contacts 2
• Holoprogram 0
• Security Codes 2
• When deciding whom to space, remember shuttles use the base skill, voyages use the base skill + average proficiency, the gauntlet uses a 2-skill average proficiency, and the specific skills needed for locked nodes in the Galaxy Map. Spreadsheets are handy. There are some good ones online, but you may want to customize.

• Generally prefer the Elite ACF missions because 10 boosts are more useful than 3 from Epic.
• Always do the highest Adv: ACF mission you can win because you're going to need those credits.

### Gauntlet

• For the first streak, always pick the lowest-point challenge you can win (preferrably 10 pts). This minimizes your ladder advancement and maximizes your chance of getting a long streak and big rewards.
• Sacrifice a crew rather than using merits to get a new challenge. Save your merits for the faction centers.
• Don't click "Find Opponents" until all your crew are recharged. This allows you to slide down the leaderboards and get an easier first challenge when your crew are recharged.

### Voyages

• Outside of events, assign voyage crew before shuttles. Chrons are the most valuable commodity in the game.
• There's some artistry to crew selection, but the key takeaway is to maximize the two featured skills because they will be tested 60% of the time.
• Assign the featured skill crew last.
• For non-featured skills, scroll down until you find someone who has a featured skill.
• Bias your selection towards crew with three skills because challenge success depends on the sum of all crews' skills.
• Antimatter boosts from trait bonuses are crap. Focus on high skills. A +25 antimatter boost from a trait bonus adds ~1 minute to your voyage.
• It takes about hrs*1100 in the featured skill slots to make those milestones. For example, you need >6600 in both featured skills to make the 6 hr mark.
• Use the wiki for Dilemmas. In general, pick the option that leaves room for further story development.
• See Voyages for more details.

## Other

For now there is this page and the in-game chat but it has been suggested that we could use another communication tool such as Discord.