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Archived Post 03-13-2012 02:02 PM

Suggestions for the game by a Trekker. PART 1&2!
First, sorry for the BAD spelling, Iīm swedish and itīs written in a hurry, secondly, As all of us, I totally love
the game, but as many feel we would like more stuff to do and more cuztimasation. Here is a few examples that I have to the game. If anyone have played Star Trek Klingon academy, Star Trek Starship creator, and the Sims, youīll know what iīm talking about. the oppertunitys are endless and the ideas out there!
Players that do not want more advanced gameplay donīt need to have it. It can be activated if playing on advanced or elite mode only maybe.
Enjoy! :D

Ship custimazation: Goal: To increase the efficency of your ship.
I like the options we have today of slotting items and consoles to our ship. Maybe this can be buildt upon to the level we se in Star Trek Starship creator.
It would be fun to have an oppertunity to choose diffrent typed of departments or technology in our ships. For example:

Warp-cores: diffrent warpcores from mk1 to mk 12, that each have itīs own cuerk to enhance our speed and/or power levels and stability.
As a sub-juncture here you can install consoles that effect the powerlevels of your ship, or preformence of your ship in an engineering point of veiw.
Here you can make or spare parts for your ship to repair damage.
You can slot a device and have your dutyofficers install it and upgrade it to perform better. By trial and error
the department would function in diffrent ways.

Bussard Collectors: Depending of with type of nacelle configuration you chose to accomodate your warp-drive, be sure to fit the collectors. Good ones can help you went more plasma for a longer time, or pick up gases from nebulas and do a Riker manuver, as seen in Insurrection.

Matter/animatter storage:
Chose the containment vessels for your ship. How much fuel you need and in what type of containment.
Larger costs more, but you donīt suffer the risk of running low on deuterium wich would cause gray-mode and cut some power to your systems. When you dock, you fill up the tank so to speak.

Impulse engines: Slot consoles and equipment from engineering to enhance them further.

Thrusters: If you have a large cruiser or a small escort, you might find a need to boost the turnrate. Do this with your thrusters, both in their placement on your ship and their powerness. but a cruiser will always be a cruiser and have slower turnrate. Add your consoles here and make sure they are upp to date and functioning well. You might need to perform maintinence to keep them in good working order.

Sickbay: Diffrent types of sickbays have diffrent stats when it comes to the healt/efficeny and recovery of your crew. Larger sickbays can handle more casualties the smaller ones for example.
- Here you can slot you consoles that handle everything that is currently in game in regars to your crewīs heath.
You can slot a device and have your dutyofficers install it and upgrade it to perform better.
Here you can pick up regenarator and get your injuries heald, but that may take some time depening on your injury
By trial and error the department would function in diffrent ways.
Your character also needs to visit the doctor regularly to stay in shape and cure desieses.

Quarters: I would love to be able to do more in my courters, and add my own furniture and decorate it as i see fit.
Stuff for your quarters can maybe be boght using EC. Diffrent types of quarters work best in diffrent types of ships. Smaller ship may need more spartan, fewer and smaller quarters then a vessel that is larger and need more have more room for larger and more quarters. Maybe a lyxuary type that you can place dignitaries and amassadors in and they will get happier, leeding to better outcomes for the dutyofficer assignments. build your own quarters to the way you like it and spend time in there while your ship travels at warp to a distant world.
Chose how many you want to accomodate the crewsize by your choice. But an undermanned ship, may only operate at 50%

Crew lounge: An option here to choose from a variety of lounges to install on your ship, will have an direct effect on your crewīs morale. Better morale = better performance. Add cooks to ease the strain of the replicators and your ships power/fuel supply. And if they go off-line itīs good to have backup.

Holodeck: Diffrent types of holodecks will have an impact of your crew morale and training. Better morale, and better training = better performance. You can use the Duty officers to train on the holodeck, or go your self and perform simulation or relaxsetaion programs, ultimatly to increase you and your crew. Holodeck novells can for example be bought at Quarkīs for GPL or EC.

(donīt know how to spell this one, but iīm talking about the place in the Enterprise-D where they have all the

Add this and your crew morale goes up.

Ship interior customazation: An option to change the layout of your ship, and by doing so choose what you want to
have for department or technology. Option to add strutts or supportbeams in order to increase the durability of your ship when taking damage. Areas that are not used by corridors, compartments and equipment can be used for building these things. Here we come back to the compartments; maybe in a large ship you need more holodecks or more lounges in order to cover the volume of your crew.
You can already choose the type of corridors you want on your ship today, expand upon that....
Add more and more advanced holoemitters around your ship. It may draw some power but the holograms might improve your crew capacity when you suffer large casualties.

Be also sure to use the right materials when choosing your bulkheads, to prevent decompression or make it to easy for enemys to run trough your ship. Forcefield only work as long as you have power and not to much damage. Chose if you want the forcefields or bulkheads to close of large hullbreaches and protect your crew. Forcefields are more adaptable but draw large amounts of power, Bulkheads donīt draw power but effectivly seals off large sections of your ship. Not everyone might be protected.

Powerconduits and comuter systems:
An oppertunity to choose from a selection of these will also have an effect on your ship. If you install more
powerfull powerconduits you can transfer power at a higher pressure and speed across your ship. And installning diffrent types of computersystems can give your bridge officer shorters cooldown beacouse the computer can execute various tasks more quickly. In each of these installments, you can slot items for powertransfer and data transference rate and then have your dutyofficers install it and later upgrade it. Choose the prefered rate of transfer, higher rate may cost more, but your ship (depending on ship and other equipment) will respond better or overload your systems causing damage that your Dutyofficers will have to repair, and hurt your crew.
bioneural systems of diffrent marks perhaps...

Computer core: Diffrent types of cores suits diffrent typs of ships. Larger ships need more core or perhaps larger ones, while a small ship may not need as advanced equipment. Test you way by trail and error and see how your ship performs.

Replicators: Choose from various types and you can replicate diffrent things with diffrent qualatys. Buy recepies if you saw something in another type that your current replicator doesnīt have on file. Replicate and enjoy, but remeber that the replicators on the Intrepid-class is "a little" weird, so make sure to have redunndacy so your crew do not starve.

Archived Post 03-13-2012 02:03 PM

Part 2!
Red and Yellow alerts: Be sure your crew is ready early. Sound the alert when you feel danger is close. but to many false alarms will lead to a lower crew morale.

Weapons: Install armorys so your crew can fight of boarders better, and what type of weapons that your crew will use.

Torpedoes: Choose how many you want your ship to carry. Smaller ships may not have room for as many and you will need to demolish a few holodecks to make room for the bays. when you dock at a space station you requsition new ones and filles the empty spaces in your bays. Here you can also place consoles that effect how your torpedoes work. Have your Dutyofficers install it and later upgrade the launchers for you.

Shuttlebays: Choose type and number of bays and what kind of crafts that the hold. Larger bays can carry larger or more shuttles, while smaller bays need less seized or just one shuttle depending on the size of your ship. Add workerbees to improve hull repair of you or an ally. Choosing from diffrent types of shuttles and pick the one most suitable for the task or mission ahead. Or just take a joyride and look at your ship or other planets. Or take a inspection pod and do a survey of the status of your hull. Spotting potential damage early improves your shipīs durance. Or if you use boarding party skills, equip your bays with shuttles suited for the task.
When you get back to dock, you might need to restock on shuttles. (We all know those have a tendancy to wanna blow up and crash.)

Spacewalk: I just have to bring this up after the great FE. Why donīt go for a walk instead of a shuttle. All kinds off mission ideas can easally be found for this area.

Transporters: Adding more and more advanced transporterrooms and better scanners/targeting systems will increase all stats regarding transformer based operations. Increased range and faster transporter times. chose how many transporterrooms you want and how many pads on each platform.
Also here an oppertunity for slotting consoles and new equimpment.

Cargo bays: Cargo bays are needed to store the stuff you bring up to your ship. Chose typ and size to fit in your ship and if they can be converted to carry a large number of refuges or injures.

Enviromental systems: Diffrent types of systems and in diffrens marks will change the performance of your crew, and allow for exotic aliens to be your guests. Slot consoles here for emergency forcefields so your crew donīt get sucked out into space.
Lifesupport falls under this category. Make sure you have a stable system, or your crew starts to slumber and die shortly after takeoff.
Also, make sure to have lights in your ship.

Damage: Give greater and more info when you take damage. Have your dutyofficers repair it. display repairtime, and damage state. Add more people to the task and the gear would get fixed faster.

Ship readyness: Have meeting and display the efficency of your ship and crew. Learn here what needs to be done and where to correct problems and lears what departments need overhauls.
Get weekly reports from your crew about your ship and what you need to know in order to scheduale diffrent tasks.

Escape pods: choose from several diffrent types. When you find one that fits your ship in a good way, is will go faster to evacuate your crew. Leeding to more alive and able crew when you respawn.

Sensors: chose from diffrent types and pick the one most suitable for your proffession and ship. Science vessels may need more advanced -and more sensor pallets then a defiant class, that need senors more tuned to combat.
Equip consoles here and have your dutyofficers install or upgrade them.
Science ships can for example pick up anamolys that other playsers cant or gain more from the minigame...

Exterior custimazation: Chose where to put your weaponsbays and arrays to adjust to your own way of fighting. Maybe you still cannot have more the four weaponslots fore and aft, but your arc is more addaptable.
Chose how many tratorbeams to put on your ship. More emitters will lead to a better functioning tractorsystem.
Chose how many sensor pallets and where to put them to suit your gamestyle and needs.
Select where, (maybe in sensorpallets) and how many sensors and recivers you need for the transporters.
Structual Integrety field. chose type and streaght to fit your ship. Tanks need more integrety than an DPS.
This will directly change stats, depening of how many supportbeams and struts you have placed inside your ship.
The more communication arrays that you chose to have, the greater the range you can contact ships and planets. If youīre poorly equipt you may loose the signal...
Also, if you build your ship to have a very large saucer section in comparison to the main hull of your ship, youīll need to put more RCS trhusters here to not compromise the turnrate of your ship.

Stations: Chose what kind of computer interfaces you want in your ships. All holographical like the odyssey or button and leavers like the delta flyer. Diffrent types perform diffrent depending on the suircomstances.

Random events: Life on a starship is full of surprises: Have chance accsidents that cause damage that your crew need to repair. Based on the equimplent you have placed in your ship the damage is more or less severe.

Mounts: While itīs fun to run on planets or bajor, it does not seem so large scale as many players want. Each player can craft or purchace mounts such as planet based shuttles, cars and bikes, to move around the map faster and with more fun.

Maps: Increase the size of all the ground maps so you can do what Star Trek is all about. Explore while on your mount, mine minerals, datasamples, atmospheric readings or plantlife and gain knowledge and supplies.

Living: build out the map on earth to include a chunk of san fransisco or other towns. You use your mount to move from starfleet headquarter to the city. When there you can to buy food, work out in the gym to increase you fitness and become stronger. Buy your own appartment or house and decorade it as you want, from plants (maybe from a alien
planet you visited and harvested) to furniture and kitchens/bathrooms. If you log out here you may gain some sort of rested time so that your charaters perform better when beeing called back to duty. Invite your friend and have a party or take some time to hug a partner while home. A bookshelf/computer can be used to learn new things that you can apply to the other parts of the game. Study Daboo and become better, or space anamolies to look up where to go next. Or just read a cookbook and become better at cooking and create foos that have special properties.
- Or rent your quarters or ESD or DS9 for a monthly fee (c-points, EC or GPL)

Diplomacy: Add more diplomacy missions and cunduct meeting on your ship or other planets. If it goes well, you earn diplomacy skills and you will become better. A key-part of ST.

Interior missions: We would love to spend more time inside our ships. Here is a great oppertunity for proffesstion based missions. Schience officers may do missions that improve sensors, DPS mission to improve their shipīs damage, and engineers to improve the amount of damage they can take. This may work togheter with the layout of your ship and itīs current equipment.

Sets: equip various parts around your ship in diffrent system to gain set bouns.

Crew morale: All the installed equipment will help your crew stay focused and happy. but if to many accidents happen, or you are long overdue for a visit to a starbase, the morale will start to fall, taking you ship effectivness with it. If you equip a powersystem that is not adequate for your ship, random powerfailures will occur and spook up your crew. if they are scared, the morale drops and the might rob the armery in panic and blow a hole in the side of you ship...

Chose what type of equipment you want your crew to have. All TOS communicators and tricorders to the latest in Starfleet R&D.

Relatonships: While you can have a partner at home it would be fun to have friendships and diffrent types of
relationships on your ship with the crew. Some might love you, or some may hate others and starts fights. Decipline them or encurage them if they do good things.

Minigame: Are really funny! More! Add study games to learn more and increase your skills or just for fun.

Confrence: Prepeare for the mission by attending a senior officer confrence. As a reward you can get a readyness skill of some kind.

Mining: You may need to mine materials other then datasamples in order to make your ship just like you want it.
Travel to diffrent planets, mine minerals or trade for supplies.

Crafting: Add more things to craft. From mounts to tailor your own uniform from plantlife.
Craft food for you and your pets, and cook it.
fishing or digging for worms might be good for klingons.

Starbases: Add more starbases in-game. Here you can live, perform the adjustments to your ship, rapair, heal yourself and your bridgeofficers, stock up on fuel and supplies. When Fleet starbases enter the game, you can live on the base, and work there do develop new techknowlogy and build ships or engineer components and consoles.

Pets: when you are exploring you are bound to encounter anaimals. Tame one and have it as you pet. But youīll need to take care of it. Feed it, give it bath even if it hates it...

Study: Take classes at starfleet academy to learn new querks and gain knowledge.
Attend classified meetings to learn how the war i going and any new intel on the Undie.
Or hold lectures to lear cadets, By multiple choice chatīs you can eighter give them much needed knowledge, or you donīt make any sense at all if you say the wrong things. In that case, they might get up and leave.
Attend other players classes where they tell you stuff and share ideas in in-game forums on a speaking (chatting) term.

Experimental equipment: Test the latest from Starfleet R&D if you dare. The results might be nice equipment, but it may also destroy your ship if there is a designissue that the R&D people did not anticipate.

Decepline: When you perform various tasks around the galaxy, your doings have impercussions. If you mess up a
negotiation mission, you might find your self in fron of a superior officer getting diceplined or removed from duty or call to spend an hour or two in the brig. On the other hand, if you do a mission by the book you will be rewarded. This goes not only for the diplomacy mission, but numerous of diffrent tasks. If you play to much daboo then might question you if you have a problem and sentence you to counsceling. (however that is spelled)

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