Put it on the view-screen!
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Survivor of Romulus
Join Date: Jun 2012
12-04-2012, 05:39 PM
Actually you're all wrong including whatever dev it was that said it's not possible...
Okay now that I've got your full attention, here's how it COULD be done and relatively easily.
Now mind you there's only one way this would work and it would require some fixes to the current map auto navigation system.
For those of you who don't use the auto-nav or don't use it enough to know, it's garbage. The map boarders are all over the place, meaning specifically the actual trigger zone that gives you the cleared for warp message aren't lined up properly. Secondly, the vast majority of the auto-nav paths are incorrect, for example try using auto-nav from sol system to Beta Ursa, guess what...You can't do it, Delta Voltanis gets in the way and messes it all up. The third problem is the auto-nav doesn't correctly adjust for a systems height in relation to the "map floor", meaning you still have to manually adjust your ship's angle properly to the planet before you can enter the system.
NOW, assuming they corrected all these problems here's how they COULD actually do this:
No matter where you are in a sector, the system calculates your distance from a system and gives you that readout, for example 3.45 ly. Now if you entered the bridge view, sat in your captain's chair and were able to give auto-nav instructions the system could use the calculations it already makes to load a view screen cutscene, it other words a video inset i the viewscreen window showing you at warp and then when you get into range showing the planet/system/base you're going to. the length of the scene played within the view screen would be determined by your distance from, in other words if you're 5.7ly away and it takes you're ship 28 seconds to get there it would play for 28 seconds where as another ship may only take 10 seconds from the same distance so the "cutscene" would start at 18 seconds not 0.
Following along so far?
Now, this is the point where you all say "Well how the %#& do you know they can do this when they say they can't??!!":
Simple. Firstly, timers are Cryptic's best friend, anyone that plays the game knows that. Secondly, I can think of several games all the way back from windows 95 if not earlier if I really thought about it that were capable of doing this. Thirdly, There are numerous freeware, shareware, payware game creator programs that are more than capable of doing this very easily.
So all this begs one very simple question, If I can come up with a viable solution for this why can't Cryptic?
Again very simple answer, they can and probably have. Here's the problem, you'd need a UI artist, an environmental artist, an animation designer or two, and atleast 2-3 core system programmers working dedicated to this project for probably 2-3 weeks and priority access to their development servers. Now why is that a problem, bottom line, money. Those people would be working on something that wouldn't bring in any income at all, and with the amount of work they would have to be dedicated to just this project, and on top of all that the viewscreens of every bridge would have to be modified to have a transparent viewscreen so the video would be seen properly. This is simply a quality of game issue that would have no return on the cost.
So basically everything I just typed was a waste of time, but it does prove/outline a possible and viable way that they COULD do this, not that they will.