Re: Goons looking to grief and steal far more.
I've always felt that putting someone on ignore should make their character invisible to you. (The character and everything they did, such as fire extinguishing)

Mistaken as smugglers, Archer and Trip find themselves on a prisoner transport ship.
Best way to have erotic role play is with a trusted partner. Please dont go back to your quarters with some strange. Also the Ferengi whips dont work so well as ive found out
My science captain goes with inventors or engineers. So far she's got the USS Jobs and USS Kelly Johnson
No, I don't advocate any kind of first-come-first-served and I absolutely think we should protect the stores from pillaging. What I do favor is a system where priority is given to those who have contributed to the fleet and its projects.
Nothing is stopping newcomers to bleed us dry. There are already threads about this where people join fleets just to grab their stuff from Provisions.
The point is, the people that are grinding FMs like maniacs -dont- get any reward (most of the time), because the cap is shared. The grinding and work doesnt have any influence on the fact that I cant convert my currency (i grinded and worked for).
However i agree that Provisions shouldn't be for everyone and I am fully in support to have a system that decides who gets what, when.
Or are you suggesting that "first come first serve" is a good mechanic? Because i find it highly unfair, also it leaves us open to people that join just to grab our provisions.
Like you said, we -do- communicate with eachother, so if someone has the flu and can't contribute, then we decide that this time, member X -can- donate 2X if he has the resources that the missing member would have donated. Nobody is going to suffer from this, nobody has to wait, there is no progression block.
What I'm asking for is -tools- to administrate the members, contributions etc. How those tools look like, I don't care. If the devs decide that for example a cooldown mechanic on donation is a good way, im ok with that, if we set up an internal system to handle this, im ok with that too. Right now the resource-sink is not working properly.
Before S6, I was playing around in the Foundry trying to set up an interior of a ship along with some maps that could be used for RP, but unfortunately Foundry is down at the moment, so I haven't had a chance to dabble further with that.
I've been active in email RPs (or sims, as we call them) for about 10 years and have run a few of them, so I have some experience in storytelling and setting in that regard.
Getorix's roster layout is what I'm used to as well, so I think that would work great. DoctorDisaster's are also very valid and are good to think about before we decide what to do.
Perhaps, instead of basing it on a ship exclusively, we could base it off Stonewall Starbase and have a ship attached to it that isn't necessarily under the command of a specific person but is commanded as mission require it. Somewhat like the Defiant for DS9. That way if we choose a captain for the RP who isn't available for a session, someone else can easily run the mission. Also, since RP is mostly ground map based (if we're playing as a crew), it gives us greater scope.
The key, I've found, is to be flexible, so that if someone can't be part of the session or new people join, they can easily be fitted into the RP. New people or rotating crew can just come from the base. It should be more important to have fun than to keep everything super strictly in fitting with canon or storylines, in my opinion. We all have different playing styles, after all.
As for characters, it's probably best to stick to your toon's career division if they're an officer, ie. Science = Science/Medical Department, Tactical = Security/Tactical Department, Engineer = Operations/Engineer Department. Civilian positions won't matter as much, obviously. :)
I'd suggest using the Fleet uniform as our RP uniform, but if we choose another one, the extra uniform slot - or "off duty" slot - could be used for that. Since you can basically completely redesign your character in it, it's rather useful. Although, if we want to use off-duty outfits in the RP as well, that might not work. :)
My main character is a Human Male Engineer and my two alts are a Human Female Scientist and an Andorian Male Tactician. So basically I can fit in anywhere, really.
Looking at the leaderboard there is a certain danger that we have a runaway-FC problem and its systemic from my analysis.
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We can't have a situation where ~80% of the fleet is locked out from the progression.
The system is designed in such a way that it doesn't scale well for large fleets like ours and the game doesn't give us the tools to manage the progression sensibly.
If PW/C isn't able or willing to fix these problems (soonish) we will need some internal rules for project-contributions as well as Provisioning. Lest people down the ladder become increasingly frustrated and just stop contributing to the fleet in any way.
It will be a bitch for the admins to keep track of all this but thats the only way to do it right now.
This is not just us, there are other fleets with similar problems
I personally don't see this as being a big problem in the medium- to long-term.
First, since FC can only be spent on a few things, people are really only incentivized to get as much FC as they need for the things they want to purchase. At a certain point, it will become self-limiting, since most people won't want to put in more than they will get out, and because people will not want to be known as "the project hog" who is shutting everyone else out. You can solve this problem by simply asking people to stop contributing if they have a positive FC balance that they aren't immediately using so that others can catch up.
Second, the game developers are working from the assumption that we are not comnplete strangers to one another who never communicate or work collaboratively. They instead assume that we do. Which is true. That is as it should be. I think we should abandon any idea that the game developers will add tools or tricks to the game that will solve the problem you describe. We are on our own on this one.
Third, I think that the fleet ships and other fleet provisions are not intended to be nor should be available to just anyone and everyone. Why should those who work most diligently and contribute the most get the most out of it, including some rewards that just aren't available to those who don't? Those who put real money into the game have things that the rest of us don't. Those who grind dilithium like maniacs have things that the rest of us don't. Why should this be different?
The only alternaive, which you are going to hate, is to have a fleet rule (as some fleets do) that establishes minimum (and maximum) daily contributions for all fleet members. That way, everyone contributes their quota and no more, everyone stays about equal in terms of FCs, and the fleet projects still move forward. That is not my preferred solution. I am willing to live with a certain inequality of outcomes which is the natural and unavoidable result of leaving people free to contribute as much or as little as they like, and allow social pressures to smooth out the rough edges. You will find that it is that or a quota system.
I would also point out that the limitations we are talking about here will slow down the progress of starbase construction and upgrading. Everyone seems really happy with how fast we have progressed, exactly because the projects fill up so fast and the timer starts ticking. That will suffer if we have a system where the last 2000 dilithium on a project is reserved for only me to fill but I don't log on for two days because I had the flu. Are we willing to wait on people to make their reserved contributions, when the cost of waiting is to lengthen the time it takes to get to Tier V? I think that would be an... unpopular... result of the kind of solution that was described in the post you quoted.