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Join Date: Nov 2012
01-26-2013, 09:33 PM
I do agree that making a few lot more textures is something that would help immersion.
For me, though, that's not the biggest issue. The biggest issues are:
1) Flying up to what is clearly a
and being told about what's on the surface. You know what's on the surface of a gas giant? Metal so pressurized and hundreds of degrees hotter than Earth it's a liquid. Ain't no "surface" in any sense of the word.
2) Every planet has Earth gravity and a breathable atmosphere. Every single one. I think there's one (1) planet that requires an EV suit, and that's it. Mass Effect does a better job of showing how hostile other environments can be, and it's a tiny, tiny thing in scope compared to STO. I know we spend all this time on our toons' looks, but only a handful of planets' surfaces should be safe to beam down to. I am aware that most planets we'd care to have charted are habitable, but not all of them.
3) "Scans show no signs of life". Okay, so when we beam down, why are there freaking eighty-foot trees and grass everywhere? Helm, you been at that contraband alcohol again, ain't you? Go home Nav, you're drunk.
And I do understand having the game procedurally create these on the fly would be prohibitively expensive. But I don't think that's what was being asked: I think what was being asked was that
use procedural generation to crank out a few hundred more planet wraps, and tailor them to fit the story a bit better.
I subbed up. This is the first game, ever, I have paid a sub to, mostly because the community is great and the game (well, space missions anyway) are quite fun. But I think setting one or two graphic artists down with a procedural system and a tiered list of planet sizes and inhabitation levels to come up with a few hundred planet textures isn't too much to ask. Nor is changing several of the unexplored planets to have non-breathable atmospheres or higher/lower gravity.