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-   -   Suggestion to improve Federation gameplay (http://sto-forum.perfectworld.com/showthread.php?t=882171)

alphaoneoneseven 10-14-2013 01:23 PM

Suggestion to improve Federation gameplay
 
1. System/Subsystem targeting:

Instead of equipping 'abilities/traits/etc.' to target subsystems on hostile ships, why not have hostile ships' primary and subsystems appear like a drop-down menu that players can select from, then the player's Tactical officer can focus weapons fire on that specific system? As the player's tactical officer's 'skill' improves, so will targeting effectiveness and the player's chance of a critical hit on a given subsystem. *Once a ship's critical systems/subsystems have taken enough damage, the player can then optionally board the ship and take it over instead of destroying it.

2. More tactical ground missions:

Cover options/controls need to be added, as do aiming from cover.

3. Green/Yellow/Red Alert:

Players should be able to change their ship's alert mode at-will, instead of always going from green to red, and only when the ship suddenly comes under attack. 'Green' is obvious, 'Yellow' raises the shields, alerts any boarding party shuttles to standby for launch, 'Red' does everything 'Yellow' alert does, plus powers the ship's weapons.

neos472 10-14-2013 01:59 PM

Quote:

Originally Posted by alphaoneoneseven (Post 12898881)
1. System/Subsystem targeting:

Instead of equipping 'abilities/traits/etc.' to target subsystems on hostile ships, why not have hostile ships' primary and subsystems appear like a drop-down menu that players can select from, then the player's Tactical officer can focus weapons fire on that specific system? As the player's tactical officer's 'skill' improves, so will targeting effectiveness and the player's chance of a critical hit on a given subsystem. *Once a ship's critical systems/subsystems have taken enough damage, the player can then optionally board the ship and take it over instead of destroying it.

2. More tactical ground missions:

Cover options/controls need to be added, as do aiming from cover.

3. Green/Yellow/Red Alert:

Players should be able to change their ship's alert mode at-will, instead of always going from green to red, and only when the ship suddenly comes under attack. 'Green' is obvious, 'Yellow' raises the shields, alerts any boarding party shuttles to standby for launch, 'Red' does everything 'Yellow' alert does, plus powers the ship's weapons.

From what i am seeing none of these are good ideas at all the red alert system in the game is good as is no need to do anything to that, Subsystem targeting as a selection would require massive coding to implement which would be a waste of resources, the cover system falls into waste of resources atm because things like this takes lots of time coding and testing and they may not even have the tech to do it yet. and last what kind of ground missions are ya talkin bout elaborate please.

skollulfr 10-14-2013 02:16 PM

Quote:

Originally Posted by neos472 (Post 12899491)
From what i am seeing none of these are good ideas at all the red alert system in the game is good as is no need to do anything to that, Subsystem targeting as a selection would require massive coding to implement which would be a waste of resources, the cover system falls into waste of resources atm because things like this takes lots of time coding and testing and they may not even have the tech to do it yet. and last what kind of ground missions are ya talkin bout elaborate please.

the subsystems targeting proposed here would be a gui issue and could be tied to target riticule.
the access to the abilities a matter of coppy-pasta or editing the ship properties to activate them for all ships.

what would be difficult is the cover system, the games dice-roll hit/miss/crit system is as much an antique as the overstretched trinity they are trying to shoehorn the game into.

as much as a ufo-aftermath/new x-com system would (imo) be much more interesting than the current 90s era myth & magic rpg mechanics, the level design not only isnt up to this sort of play. its completly absent from the design ethos even if they did let people use the foundry to redo the levels for them in exchange for dil/zen, it'd still be a long time.

it would also force a complete overhaul(even if much needed) of the games ground AI. which has modes that range from being a dumb mook, to being a borken mook with unflagged uncounterable tpk abilities based around dps-walls & bruteforce.

the alert system... yea, its too fiddly.

hpgibbs 10-16-2013 04:30 PM

Diplomatic Relations
 
I would like to see Federation and Romulan (allied with Feds) to be able to visit Qo'Nos if they have a high enough diplomacy rank (such as Envoy or Ambassador) It seems kind of ridiculous to have the ability to visit Klingon space with nothing to do in said space. Perhaps add some diplomacy missions for Feds to work with the Klingon empire?
^^Vice Versa for Klingon characters.


Another thing I would like to see: As a pilot, I would like to see a "cockpit" view when doing shuttle missions. For me, it is a little awkward to do an external view of the ship. Though I do realize that the coding involved would be ridiculous, and I am not a coder myself, it is something to keep on the books and think about for future projects.

vetteguy904 10-16-2013 08:11 PM

you want to enhance gameplay, how about more non-combat missions?

how hard would it be to recreate the starship trap from TNG where they had the aceton assimilator field? or the encounter with the guardian (first ferengi episode) or an espionage mission like enterprise incident? not every situation requires the business end of a phaser.

kintisho 10-16-2013 11:41 PM

How about LESS ground missions or an option (whenever that beam in menu comes up)to beam in an ass ton of redshirts or a compliment of torpedos?? Unless they REPLACE the ground system with Crytek or something...

tancrediiv 10-17-2013 10:22 AM

What Federation gameplay NEEDS is more KDF/Adversary development to make things more interesting as well as more mission content. Mission content if needed by the whole game community. Redesigning the game is individual preference and want, not need.

yreodred 10-19-2013 12:34 AM

I'd say a option to disable enemy ships instead of destroying them.
Maybe disabling could take more time, but give a higher chance of better drops.

The same could be done on Ground combat too.

Another thing would be a expansion of the exploration system.


As a fan of the ship tailor, i would love to see more ship parts.
Maybe Cryptic could release something like a "general ship parts pack" for each ship type in the Game (Science, Escort and Cruiser). Such a pack could include a set of new pylons, nacelles and Saucers.

mvp333 10-19-2013 07:47 PM

Quote:

Originally Posted by yreodred (Post 12986021)
I'd say a option to disable enemy ships instead of destroying them.
Maybe disabling could take more time, but give a higher chance of better drops.

The same could be done on Ground combat too.

Another thing would be a expansion of the exploration system.


As a fan of the ship tailor, i would love to see more ship parts.
Maybe Cryptic could release something like a "general ship parts pack" for each ship type in the Game (Science, Escort and Cruiser). Such a pack could include a set of new pylons, nacelles and Saucers.

Quote:

Originally Posted by kintisho (Post 12943701)
How about LESS ground missions or an option (whenever that beam in menu comes up)to beam in an ass ton of redshirts or a compliment of torpedos?? Unless they REPLACE the ground system with Crytek or something...



Both of these, though quite frankly I'd prefer to see a replacement of MOST destruction with disabling (Not counting Borg and maybe Elachi and some other minor things)... Blowing hundreds and hundreds of sentient beings up when there is canonically another option just seems kind of wrong.

danielpenfold 10-20-2013 08:00 AM

I agree it need's to be impoved, But that could take some time to do don't you agree?


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