Star Trek Online

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-   -   List your top three short, mid, and long-term requests for the game (http://sto-forum.perfectworld.com/showthread.php?t=102017)

Archived Post 03-08-2012 04:23 PM

Short Term:
http://www.stowiki.org/Upcoming_content
Confirm everything on this list will happen by January 30th 2013.
Fix bugs, keep the players happy.

Mid Term:
This may be actually long term but I would like to see the Katana Class Light Patrol Carrier/Escort and the Eisenhower Heavy Cruiser/Carrier added into the game. I know i've heard complaints from the Klingon Faction about the Federation getting some carriers so make it far and give them a new free to play carrier thats..got a battle cloak! That will be totally unfair but I dont care so long as I have a carrier.

The Katana would be nice for Tactical captains the specs from what I'm going off of is a single hanger bay for fighters in the aft as well as 3 aft weapons and 4 forward as well as a shuttle bay capable of deploying Danube class runabouts in offensive manner. The Katana in the books and fan fictions i've read seems to have it filling the long range reconnaissance and patrol mindset hence the larger hanger bay with runabouts.

As for the Eisenhower its alot less know but it would be either Engineering Captain favored, worse turn rate than anything in game yet but with two forward fighter bays and an aft fighter bay as well as the capability to deploy heavy troop transports it would be the federations main planetary assault carrier. I believe it should only have 3 forward and 2 aft. The Eisenhower in the fan fictions i've read and books usually fills the role of arriving with a fleet at an occupied planet, helping punch through the enemy fleet and then launching troop transports filled with MACO's to capture the surface.

These carriers would be rank ships for whatever is coming after Vice Admiral, I'm guessing season 6 should raise the cap to level 60? I know there may/ may not be problems with CBS in getting licenses for these ships (if you need to), and I'm guessing thats why some ships have been cancelled/postponed.

Long Term:

KEEP THE STORY GOING!!! The story line so far has been amazing to me and I cannot wait for more! I will admit I have two problems:

A. The interior of my ship is useless and there have been no missions there. I'd like more license to decorate my interior of my ship (especially the captains quarter). When I send my doffs on maintenance missions inside my ship i'd like to see them actually working on my ship.
Lets say you add a feature episode or a short mini series or something where there has been a recent outbreak of plagueon your ship or amysterious disappearance on your ship and something is keeping you from beaming off. Heck if you were really crazy you could have my ship swarmed by tribbles and the end reward some really cool king tribble. Even something as simple as that would be nice.

B. To many missions where all you are doing is killing stuff. Less killing stuff, save that for the Klingons, I'm with the Federation I want more exploration, more meet and greet, more sitting at a table and being a diplomat. I don't mind the senseless slaughter especially sense the federation is at war with the Klingon's, Borg, and the Breen. But a little more exploration and diplomacy, maybe some detective work would be nice.

And as always we all say this: Fix the bugs and add more content. But just staring at that to do list( if you forgot about it here it is: http://www.stowiki.org/Upcoming_content) you have plenty on your plate to keep up for promises..just thought I'd add some ideas.

Archived Post 03-09-2012 06:50 PM

Easy Mid-term upgrade for everyone as outlined in our ongoing discussion in this thread:

http://forums.startrekonline.com/sho...d.php?t=258600

The ability for higher-ranking officers to summon their old ships in their rosters with their unused bridge officers commanding those vessels, should be a very easy mod as all the basic leg-work requirements already exist in the game. Easy, hugely fun, opens neat dimension to the game.

Enjoy,
Irongear

Archived Post 03-09-2012 07:39 PM

Short Term
1. Once I have a particular DOFF, I should not be able to have another of the exact same one. Yesterday I completed a recruitment assignment that landed me with another DOFF of the same name, traits, and skills as one I already had. Theoretically, there is only one John Doe in the universe. Unless we're talking Mirror Universe, in which case, give the DOFF some sort of cool skill or trait only available to Mirror DOFFs.

2. Speaking of DOFFs, watching them mill about on the ship is not at all interesting. More often than not, when I'm running around my ship, they're all in the corridors. Just walking. It's strange. They should be doing stuff. Whether it's hanging out in the Mess Hall, chatting with other DOFFs, or working on something somewhere. Also, the ones that you have specifically assigned to active duty should appear in a corresponding section of the ship, doing that job.

3. Smarter BOFFs. This goes hand-in-hand with the idea of smarter NPC enemies. A lot of the time when I get into ground battles, the bad guys will run up to me and start whacking me with their hand-held weapon and then my TAC guy throws a grenade at me to blow the enemy up. I'm just asking for my BOFFs to not blow me up.


Medium Term
1. Better starship motion controls. This is a fundamental philosophy thing of Star Trek. Because the system that Roddenberry invented is based on NAVAL vessels, there's never been a 3-D interpretation of space. And while it is canon to have ships that only respond on a 2.5-D spectrum, it's not realistic. The reality is that these are FLYING MACHINES, which means they have four control centers: power, pitch, yaw, and roll. The game could stand improving the pitch ability and giving us the yaw ability.

2. Missions onboard my ship. This has been stated numerous times and should be repeated often but doesn't need to be re-explained.

3. More ship locations. More decks. More turbolifts to get around them. We have a bridge, ready room, mess hall, captain's quarters, sickbay, engineering, engineering lab, and transporter room; we're told that a shuttlebay is on its way. But there are plenty of other possibilities. Notably, conference rooms, holodecks, and cargo bays. But also science lab, medical lab, offices for department heads/first officer, officer's quarters, crew quarters, guest quarters, astrometrics, armory, deflector control, brig, strategic operations, and battle bridges on separating ships. Also, these locations should be functional and built in as usable locations in the shipboard missions and for ship upgrades. For instance, you can use astrometrics in a science quest to figure out how long you have before a star goes supernova or maybe in a tactical quest to figure out how you can best subvert enemy ship movements. Also, you use cargo bays to hold your stuff--each cargo bay has a certain number of slots that you can fill up and the more cargo bays you've got, the more stuff you can carry around with you. Or perhaps the number of officer's quarters directly correlates to the number of bridge officers you can have. You can pay to have more than what's standard for your current tier or you can pay to convert crew quarters or guest quarters into officer's quarters. The former would be more expensive with better BOFF options, while the latter would be less expensive with more common BOFFs.


Long Term
1. A better method of using ships. Rather than choosing something based on what kind of stats and buffs it has or how many BOFF stations in whichever class, the ship itself should be chosen based on what the player thinks is best looking or most exciting to fly. From there, there should be a pool of points that you automatically get when you receive the ship to choose what kind of ship you're going to be flying. For instance, every ship would start with the following: bridge, ready room, conference room, mess hall, sickbay, science lab, morgue, CMO's office, main engineering, engineering lab, Chief Engineer's office, 2 transporter rooms, shuttle bay, 2 cargo bays, holodeck, armory, astrometrics, deflector control, captain's quarters, 4 officers' quarters, crew and guest quarters (the number of which would depend on ship size), brig, security office, XO's office, and a battle bridge if it's a separating ship. THEN, you've got a certain number of things that you can upgrade to make the ship your own with the points you have available. Want to fly a tactical ship? Add more transporter rooms and armories or perhaps a strategic operations center like the one on ST: ENT. How about a science ship? Add on science labs for general research or particle physics. Flying a cruiser? Well, you get more cargo bays, increasing your capacity to carry stuff, and more room for people in the way of more crew quarters and/or diplomatic quarters, increasing your capacity of DOFFs or the number of DOFF missions you can be doing at a time or allowing certain shipboard missions to open involving the Ambassador from Trill. Want to play some hybrid? Choose what you like best and go with it. And as far as balancing this goes in terms of PvP, ship classes should be tiered (like they are) and only capable of sustaining a certain amount of upgrades. Much in the way that your PC is only able to allocate a capped number of skill points and you have to choose how best to do that based on how you want to play the game, you will only ever be able to spend a certain number of points on your ship. There should also be a bigger emphasis on upgrading ships at each rank rather than being given a new one. I plan on posting a larger post about this in a separate thread.

2. Character alignments, applying to both the PC and the BOFFs. I've been reading a lot of posts from others about wanting to be able to choose a diplomatic option or a combat option or a tech option to defeat an enemy. I think what this boils down to is applying an alignment system to the game that is fluid. Rather than choosing something at the beginning of the game that is not adaptable at any point during the game, the alignment of a character should evolve based on the choices you make in dealing with different missions. And it should not get into the place where diplomatic options are always Good, combat options are always Evil, and tech options are always Neutral. The options and their alignment bonuses should depend on what the PC species is, who you're up against, how complicated something is as a victory path, etc. From there, whatever your alignment starts to gear itself toward will determine things like technology or officer options you have for your ship, or DOFF missions, or even mainline story missions. Maybe you've got a BOFF who is Lawful Good and you start making choices that cause your alignment to change to Chaotic Neutral. The longer you spend making choices that push your alignment further away from your BOFF's, the more likely it is that he'll put in for transfer and you'll have to replace him (if he's Lawful or Good). If he's a Chaotic character or an Evil one, there's a growing likelihood that he'll stage a mutiny. This would be especially true if there are a number of BOFFs who share these traits. If your BOFFs successfully stage a mutiny, it triggers a shipboard mission that starts you and whichever BOFFs still support you in the brig. You'd then have to retake the ship and arrest (or execute if you're Klingon) the mutineers. A BOFF's class would also make a difference in the Transfer <----> Mutiny scale, with Science Officers being more likely to transfer, Tactical Officers being more likely to mutiny, and Engineers somewhere in the middle. At the end of the day, a transferring officer means you have to replace someone at tremendous cost in terms of BOFF points but you'd get a voucher for choosing a new BOFF from the recruitment desk. If you have a mutiny on your hands, you have to replace at least one BOFF, maybe more, under the same conditions but should also get some sort of loot out of it so that there's some sort of balance in terms of people choosing to staff BOFFs that do not correspond to their own alignment. Also as incentive should be specific abilities, traits, and missions that are only available to certain alignments.

3. This is another one that I plan on posting independently about. The ranking system needs an overhaul. I've played the game for around 10 days of game time now and have been a Vice Admiral for the last three. This was way too easy to achieve. In terms of how it would work in real life or even in terms of how it works in canon, it takes a long long time to make Captain and even longer to make Vice Admiral. Ranking up in game should be something that becomes exponentially more difficult to do in terms of the number of SP required and also in terms of the additional requirements. Again, there's going to more on this in another thread I'm posting, but the essentials are that there should be class-specific exercises that you have to complete in order to rank up, combined with new command-specific exercises that challenge you to make the kinds of decisions that only a Captain or an Admiral would have to make. Earlier portions of the game would be more reliant on the class-specific exercises, with the "Command School" getting introduced with one exercise in order to make Lieutenant Commander and then more and more as the game continues. The general path should include ranking as a Lieutenant Junior Grade and should go to Level 100. It should look like this: 0 = Ensign; 1-9 = Lt (Jr); 10-19 = LT; 20-34 = LC; 35-49 = COM; 50-69 = CPT; 70-84 = RALH/Commodore/Brigadier Gen; 85-99 = RAUH/Major Gen; 100 = VA/Lt Gen. Command missions become available at Level 15. You'll notice that the early ranks have less levels and that you would spend the most time in a single rank as a Captain. Also, if it takes you 1000 SP to level up as a Lt (Jr) and maybe even as LT, then it should take 2500 as a LC and COM, 6000 as a CPT, and 10,000 at each Admiral or General rank. These are not suggested numbers but rather suggested ratios. The other part of this overhaul would be that it's way too easy to do things that give you way too many SP. For instance, why should I get 848 SP for walking across ESD from the Admiral's office to the Shipyard and picking a new ship? There should not be a SP bonus for leveling up to the next rank. There's also a component in my full pitch for expanding the game in a way that allows more specialization of your PC in the form of Disciplines. See the full pitch for more on this, but essentially there would be a path for specializing in Space skills, Ground skills, and Command skills for each Class. Again, more on my complete suggestion for how to overhaul the ranking system in a separate thread.

Archived Post 03-09-2012 11:18 PM

One more short term wish: the ability to skip the cinematics on replay.

Archived Post 03-09-2012 11:46 PM

Short Term: Ability to search Boffs/doffs, etc based on current faction in the exchange (tried to search for KDF friendly boffs and failed). Also with the exchange, be able to load the next 400. If this is already available I haven't found it. Another item about the exchange: I've noticed that if I click, say, boffs - rare by price, I get a listing that starts at like 4,000 EC. But if I search for tactical specific by price, rare, I get prices that start at 500 EC. This is very very very strange to me and seems like something that should not be happening. I understand that a revamp of the exchange is needed, as stated by the devs, but there has to be some things that can be done now to patch things up until then (similar to what was done with the doff parceling). I imagine this would be very easy to do with the boffs. I would love to see foundry contests. The prizes could be nominal and the contest could stipulate that it has to be new and unique entries (for two reason: to make it easier to play them in order to rate them and to make it a bit more challenging).

Mid Term: Revamp leveling so that players can actually spend some time in their ship. I should not be leveling a character in less than a month when I work two retail jobs. I am having a hard time keeping myself interested in the game now that I have 2 characters at end game and I started playing a little over two months ago. Yes, there is still quite a bit for me to learn but whenever I think of the fact that all that is really left is grinding STF's in the hopes of getting better gear - to grind more STF's with, I have mild seizures. Maybe it's just me, but there really should be more to the game then "Hurry up and level so you can hurry up and grind, the end". PvP is an option, but I am pretty sure that switching to KDF means coming down with some mild form of tourette's that requires players to instantly bad mouth the Fed faction they just got done playing. It makes PvP uninteresting in that regards. At this point I see almost no reason to spend $10-$20 on ships I will only get to play for a few days. Also, someone else has mentioned that planets don't have enough life forms on them. It seems lifeless to go to a planet and only have the people shooting at you/asking you to shoot someone else be the only life on them.

Long Term: I would love to see a feature come along with the fleet star bases in the works that allow us to mine dilithium. I have played quite a few missions where I am saving some base or some mining facility that is designed to mine dilithium. Obviously this would not be a large amount of dilithium and I imagine some sort of maintenance/mini-game would be involved. Perhaps some sort of way to have enemies randomly attack it (as a daily?). What I have in mind is something along the lines of active players receiving a stipend of dil ore for participating in the mining (a daily limit of say 2000 or something). May be impossible to implement, but I think it would add a viable dynamic to the star base option.

Archived Post 03-10-2012 12:22 AM

Short Term: Content for Klingons
Mid Term: Content for Klingons
Long Term: Content for Klingons

*ERROR INVALID COMMAND* *PLEASE RESTATE REQUEST*

Short Term: Content for Klingons
Mid Term: Content for Klingons
Long---


*ERROR INVALID COMMAND* *PLEASE RESTATE REQUEST*

Short Term: Content for Kli---

*FATAL ERROR* *SHUTTING DOWN*

Archived Post 03-10-2012 06:48 AM

Xbox 360 gamepad support. Period.

Archived Post 03-10-2012 02:35 PM

Adjust the rank/title structure to make Captain the max rank, instead of Admiral. Captains command ships and do all the stuff we're doing in-game, Admirals are rarely seen in action in Star Trek.

Archived Post 03-11-2012 12:34 AM

Death penalty
 
I want to see a short term death penalty in ground PVP. This way when I make someone go Poof. It's a great laugh. But only for the time of the PVP match.

Also, bring in the Delta Quadrant.

Love this game. Only one I play.

Archived Post 03-11-2012 03:15 AM

Please lower the Green Lock Box they are pretty much useless and worthless and the get in the way of the view some times if they fill up the screen be cause no body wants the green ones please either lower the turn out rate or get rid of the Greens.


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