

This page is administered by fleet the Tips And Guides Officer (TAnGO).

If you have information that you would like to have published then please send to either your squad leader or a member of high command for review.

When your guide has been published you will be credited in the post, and be able to say that you've been tango'd.



SHIPS & CREW

Full credit goes to Commodore Belle'Anna for compiling all of this information.



Voyages Wiki

https://stt.wiki/wiki/Voyages



Choosing a Ship

Always choose a ship with the highest antimatter (AM) value including any boost applied. (see table below). The ship sent out on a voyage is always available for doing regular missions, the arena and skirmish events.

Ship traits provide a small bonus. Crew traits also provide an antimatter bonus.

2525 AM will provide a 2 hour extension if using dilithium to extend voyages.



Assigning Crew

Antimatter loss depends on the total skill level of all your crew, not individuals.

A crew with a total of 4000 science, for example, is more important than having 2 top scientists in the right slot.

Generally, 3 skilled crew have a higher skill bonus than 2 skilled crew of a similar level.

The skill value is calculated from the skill base + average proficiency eg 250 (100-200) gives a total of 400.



The Crew Cost Finder now gives voyage skill scores for FFFE crew: http://ssr.izausomecreations.com/crewcost.html



Matching skill sets

Each voyage has two featured skills: one marked with a gold star, one with a silver star.

These skills are tested more often:



The primary (gold) skill will be tested 35% of the time

The secondary (silver) skill 25%

Each of the other skills 10%

It is important to prioritize the featured skills as they will, cumulatively, be tested around 60% of the time.



These skills are randomly reset every 24hours, at the same time The Gauntlet ends.

Once underway, these featured skills do not change until a voyage is returned and a new voyage begun.



Strategies to boost primary and secondary skills involve sacrificing a skill or skills (eg Command) and using the slots to boost the skills more likely to be tested on that voyage.

This can be done effectively with all tertiary slots, which should be filled before assigning the primary and secondary skills. Balancing skills out is much less efficient.











VOYAGE TIME

Full credit goes to Commodore Belle'Anna for compiling all of this information.



Voyage Length Estimator

(also found on the Star Trek Timelines Discord group under computer-core)

https://codepen.io/somnivore/full/Nabyzw



It is best to recall a voyage before antimatter levels reach 30 or less, as the final hazard may play out after the recall button is pushed, which fails the voyage with no chance of refilling the antimatter tank.



Quick calculation for antimatter depletion:

(Note: this is approximate and all major hazards must be failing for this to be accurate)

Antimatter left / 21 = time left before failure.



Recharging dilithium to extend a voyage:

Divide the total time your voyage has been out (in minutes) and divide by 5.

As an example, a voyage that has been out for 5 hours will need this amount of dilthium to recharge:

5 x 60 = 300 minutes. 300 / 5 = 60 dilithium required to extend your voyage.



Time to return:

40% of time out



A 2 hour voyage will take 48 minutes to return (total time 2 hours 48 minutes)

A 4 hour voyage will take 96 mins to return (total time 5 hours 36 minutes)

A 6 hour voyage will take 144 mins to return (total time 8 hours 24 minutes)

An 8 hour voyage will take 192 mins to return (total time = 11 hr 02 minutes)

A 10 hour voyage will take 240 mins to return (total time = 14 hours)

A 12 hour voyage will take 288 mins to return (total time = 16 hours 48 minutes)



Abandoning a mission (after antimatter has run out) gives an instant recall with no rewards.



Dilithium cost to speed return:

A little under 1 dilithium per minute







DROPS AND DILEMMAS

Full credit goes to Commodore Belle'Anna for compiling all of this information.



Dilemmas

Dilemmas occur every 2 hours and the voyage is halted until the dilemma is resolved (handy for overnight voyages).

The actual dilemma occurance is based on RNG but rewards less so.

Generally one would expect a minimum of 30 bonus chrons per dilemma, plus 30 honor and 1 x 2* crew, especially on shorter voyages.

Some dilemmas drop only super-rare or rare items (rarely) or 600 x ship schematics including otherwise unobtainable ships (such as the NX-01 Enterprise) even on 4 hour dilemmas.



Dilemmas Wiki

https://stt.wiki/wiki/Dilemmas



Drop rates from caches

Cache drops are about 25 per hour.

All drops are random, and while there are caches with just credits in, most caches have an item plus 100 credits.

Cache rewards increase after every dilemma, becoming full rate after 8 hours.

This table indicates the drop rates of the various rewards:







Voyage only crew drops

Currently, any super-rare crew that is in the time portal can drop in a voyage.

There are, in addition, six super-rares that are available through completing specific Dilemmas. These crew are:



Fierce Guinan

Colonel Worf

Jannar

Lucien

The Clown

Thot Gor

Fierce Guinan was previously voyage only, but can now also be obtained by completing the 1000th Dilemma Achievement.

Colonel Worf has now also been featured in various packs, but was previously considered voyage only.



There are specific methods of getting these unique crew by following specific Dilemma Paths.



Jannar: A Life Alone (part 1) option A / A Life Alone (part 2) option A

Lucien: Interference (part 1) option B / Interference (part 2) option A

Thot Gor: Off the Books (part 1) option A / Off the Books (part 2) option B

The Clown: The Beginning of the End of the World option A / The Voice of the Prophets option C

Fierce Guinan: A Higher Duty (part 1) – option A or B / A Higher Duty (part 2) – option A or B / A Higher Duty (part 3) – option A

Colonel Worf: Champion of the People (part 1) - option A / Champion of the People (part 2) - option B / Champion of the People (part 3) - option B







CHRONITON DROP RATE

Full credit goes to Commodore Belle'Anna for compiling all of this information.



This is highly variable, but a conservative estimate would be 8 chroniton caches per hour.



1-2 hrs = 16 x 1 = 16 chrons

2-4 hrs = 16 x 4 = 64 chrons

4-6 hrs = 16 x 4 = 64 chrons

Every hour therafter = 80 chrons

Plus dilemma drops @ minimum of 30 chrons per dilemma

Significantly better dilemma drops can occur at 6hrs+.





Assuming 30 chronitons per dilemma:

2hr voyage = 46+ chrons. Return = 48 mins. Ttl voy time = 2 hr 48 (16.5ch/hr)

4hr voyage = 140+ chrons. Return = 96 mins. Ttl voy time = 5 hr 36 (25ch/hr)

5hr voyage = 172+ chrons. Return = 120mins. Ttl voy time = 7 hr (24.5ch/hr)

6hr voyage = 234+ chrons. Return = 144 mins. Ttl voy time = 8 hr 22 (28ch/hr)

8hr voyage = 424+ chrons. Return = 192 mins. Ttl voy time = 11 hr 02 (38.5ch/hr)

10hr voyage = 614+ chrons. Return = 240 mins. Ttl voy time = 14 hr (44ch/hr)

12hr voyage = 804+ chrons. Return = 288 mins. Ttl voy time = 16 hr 48 (48ch/hr)





Strategies for maximising chroniton harvesting

(using no dilithium and a weaker crew)

Running a 2hr voyage coincides with shuttles, time wise.

The chron rate is much lower than longer voyages but still greater than the general recharge rate.

Running 4 sets of shuttles and 4 voyages a day will net 184+ chrons extra per day.



Recalling the voyage immediately after the second dilemma will bring your voyage back in under six hours, coinciding with a second run of shuttle returns and allowing you to send a second voyage during the day and allow you to switch crews if necessary or give intermediate game time.

This should net you 280+ chronitons per day.



Note a 6 hour voyage will last 8 1/2 hours and net a minimum of 234+ chrons, although the POTENTIAL for higher reward dilemmas and 4* crew is there on longer voyages.

Significantly longer voyages have chroniton drop rates of 10 per cache, and with higher level dilemmas can drop large quantities of chronitons.







BEST SUPER-RARE CREW

Full credit goes to Commodore Belle'Anna for compiling all of this information.



