Talking in Carz with DJz: Outposts and November Arcfail
Description
00:00 – Intro & Banter
DJz and Griffin open with a lighthearted “yo” exchange before diving into the day’s topic: the November Arc Launch.
02:30 – Outpost Overview & Patch Notes
DJz confirms the new Outpost Exchange Material Refinery and material generators—now offering three upgrade brackets instead of two.
05:00 – Material Generators & Scaling
Discussion of G5–G7 sourcing, how early-tier players benefit immediately, and why high-tier (G7) players face longer roads.
06:45 – Outpost Fleet Slots Correction
DJz admits his earlier info was off: the fourth ship slot won’t arrive this month, only two at level 1 and a third unlocked at level 40.
08:30 – Upgrade Value & Player Expectations
They predict most players will reach levels 15–20 early, with strong emphasis on the building’s buffs and resource bonuses.
09:50 – How Retaliation Targets Work
Explaining the new “retaliation target” type—distinct from hostiles or armadas. Only generic officers (e.g., Khan, Nero, Gorkon) will work.
11:00 – Crewing Strategies & Classic Combos
Old-school crews like Kirk/Spock/Yuki resurface. Voyager crews, strike teams, and others won’t trigger their abilities here.
12:45 – Outpost Mechanics Explained
Players use two ships to seize an outpost, then defend it from 72 retaliation waves (five minutes apart) over about five hours.
16:00 – Passive vs. Active Gameplay
The defense runs automatically—no need to trigger waves manually. Buffs can be activated mid-battle for stat boosts or mining bonuses.
19:00 – Buff Currency & Strategy
Rewards go directly to inventory, not cargo. Players can bank currency for future runs to maximize buffs on the next outpost.
22:00 – Outpost Buff Types & Factions
Each target faction (Cardassian, Borg, Node) offers unique buff categories—PvE, utility, and PvP respectively.
25:00 – Leaving or Losing Outposts
Leaving ends your buffs immediately. Arena transfers or incursions also break outpost control; the veil and territories are safe.
29:00 – Start Timer Change & QA Notes
Community discovers a 3-minute start timer instead of 1; DJz says it adds strategy but invites more PvP risk.
Griffin reports a live bug: Away Teams are currently broken.
30:30 – Officer Discussion: Nog
Nog’s debut ties to his father Rom’s legacy. DJz praises the lore while admitting limited gameplay utility unless base-raiding improves.
33:40 – Officer Discussion: The Hierarch
Introduces “Carol Freeman 2.0?”—potentially a PvP counter, though effectiveness depends on high tiers. Artwork and narrative praised.
38:30 – New Max Ship XP Button (QoL Update)
They test the new instant-max feature: convenient for scrapping but risky for free-to-play players due to auto-Latinum use.
44:50 – Who Benefits Most from Max-All
Ideal for heavy spenders; free players must be cautious. Some want sliders added for smaller upgrades during events.
45:50 – Weekly Mission Rollouts & Bug Fixes
Missions release weekly this arc; Scopely claims to fix veil recall daily bug and arena entry issue.
47:30 – Mid-Ops Experience Announcement
Wardaddy returns to discuss a new mid-ops battle pass later this week, expanding mid-tier gameplay.
49:00 – Chaos Tech Review
They dissect “Particle Synthesis” (loot and mining boosts) and “Biomimetic Gel” (PvP buffs). DJz clarifies the math—impressive numbers but balanced impact.
53:40 – New Primes for Outposts
Three new primes enhance solo outpost assault, output, and retaliation rewards—though DJz warns their longevity is uncertain.
55:40 – Wrap-Up & Closing Remarks
DJz and Griffin summarize the arc, thank listeners, and tease in-game lab testing later that night.



