Lt. Commander
Join Date: Dec 2007
Posts: 120
...the sector maps didn't look like pizza boxes?

What I'm saying is, instead of a finite sector with clearly defined borders and a grid to constantly remind you this is a video game representation of space, what if the unexplored sectors and quadrant (at least) were represented with an open star field, with no apparent borders or limits?

Ultimately, there would have to be borders, but they could be the equivalent of thousands upon thousands of light years out. Loss of directional sense could be alleviated by more steady markers on the map, maybe just generalized directional guides.

My feeling is, if you make the unexplored sectors of the galaxy feel vast, and if you give players a real sense of exploration by forgoing borders and giving as little information as possible, it's more than possible to breath new life into one area of the game that is sorely lacking, yet so integral to the Star Trek franchise.

It would be a great way to convey that "inky blackness between the stars" that some science fiction writers (Reynolds, Banks, etc) are so good at portraying, and if there's some persistence to it, rather than the randomly generated "anomaly systems" of currently "unexplored space," there'd be a lot more motivation to explore.

Any thoughts on this?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-17-2010, 02:46 PM
yeah, i could certainly live w/out the gridlines and those blue/red ribbon type things, that i have no idea as to what they're supposed to represent
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-17-2010, 03:08 PM
I'd love it, but I think it's an engine thing since CoH and CO use similar systems.

But I'd love an open map where you can fly anywhere in the galaxy and only the major locations are marked and everything inbetween is random/genesis content. Right now it feels like there is nothing of interrest between Sol, Vulcan and Andoria, which I know isn't true because that's like the first two seasons of Enterprise right there.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-17-2010, 03:14 PM
Quote:
Originally Posted by Krenn View Post
yeah, i could certainly live w/out the gridlines and those blue/red ribbon type things, that i have no idea as to what they're supposed to represent
I think they represent links in the transwarp conduit system. the system that only goes to sol and gamma orionis...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-17-2010, 03:15 PM
Quote:
Originally Posted by Curs0r View Post
I think they represent links in the transwarp conduit system. the system that only goes to sol and gamma orionis...
No I think they are trade routes. Happy to be corrected though.

Dr. S.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-17-2010, 03:19 PM
Quote:
Originally Posted by Krenn View Post
yeah, i could certainly live w/out the gridlines and those blue/red ribbon type things, that i have no idea as to what they're supposed to represent
I think those are supposed to be trade routes. But, I wouldn't mind seeing the borders removed on the star clusters.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-17-2010, 03:27 PM
/signed


PLEASE get rid of those aweful blue lines. It's got to be my number one beef with the game. Or at the very least let us decide if we want them or not. give us just one button that will turn them off if we dont want them. Pretty please.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-17-2010, 03:29 PM
It would be better that the systems you have explored STAY explored and marked on the map.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-17-2010, 03:37 PM
Look at these two images:
http://eve.finkeworld.com/wp-content...an-Warp-01.png
http://media.photobucket.com/image/e...nd/warping.jpg
Now, imagine those scenes in STO where your ship is "travelling" at warp with little dots of light whizzing past to represent stars. Just like in the opening and closing scenes in your favourite star trek episodes of TNG, DS9 and Voyager.

For those who would like to see it in action:
http://www.youtube.com/watch?v=r70siUfEW-E

And now imagine a galaxy map the size of this with each dot representing a system:
http://go-dl1.eve-files.com/media/co...newblocmap.png

StartrekOnline deserves this kind of gameplay. Eve borrowed it from the franchise. Currently a lot of people play Eve because its the closest they get to a "true" space based MMO.
Its time STO challenged EVE to its throne.

Quote:
Originally Posted by siriusds89 View Post
I personaaly wouldn't lke the EVE system, which is just disguised instances with global chat options, I'd like a more WoW like map where you can walk from the top of a continent to the bottom with no loading screens or jumping locations unless you choose to. Obiviously STO would use a Glaxay map rather than a landmass, but still..
Agreed. But you have to create the illusion if its physically not possible to create one big huge universe.
Thus when you finish in one local system, you "go to warp" (cue the eve style warping scene), and then you load into the destinations local space instance.

The local space instances would be exactly the same as they are now. Its only the bit in between that changes. And because only YOUR ship (and the obligatory few dots of light whizzing past to represent stars) is being drawn in your own private "warp" instance, loading times would possibly be down to near zero. This is because it wouldn't have to draw all the other ships around you. Which means a noticable decrease in the server demand (because its all rendered on the client computer and only needs to communicate with the server when entering and leaving that instance).

Having a private "warp" instance for your ship also addresses another player concern:
the sheer amount of instance changing and gameworld loading in the game.

More seamless "going to warp" scenes + Less instance "hopping" + more immersion in the startrek universe + less demand on the servers = happier playerbase
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-17-2010, 03:17 PM
Quote:
Originally Posted by The_Pattern_Jugglers View Post
...the sector maps didn't look like pizza boxes?

What I'm saying is, instead of a finite sector with clearly defined borders and a grid to constantly remind you this is a video game representation of space, what if the unexplored sectors and quadrant (at least) were represented with an open star field, with no apparent borders or limits?

Ultimately, there would have to be borders, but they could be the equivalent of thousands upon thousands of light years out. Loss of directional sense could be alleviated by more steady markers on the map, maybe just generalized directional guides.

My feeling is, if you make the unexplored sectors of the galaxy feel vast, and if you give players a real sense of exploration by forgoing borders and giving as little information as possible, it's more than possible to breath new life into one area of the game that is sorely lacking, yet so integral to the Star Trek franchise.

It would be a great way to convey that "inky blackness between the stars" that some science fiction writers (Reynolds, Banks, etc) are so good at portraying, and if there's some persistence to it, rather than the randomly generated "anomaly systems" of currently "unexplored space," there'd be a lot more motivation to explore.

Any thoughts on this?
You mean if we had an "Eve" style galaxy map and "Eve" style "at warp" instance that solely contained our ship and a few stars whizzing past? One that is reminiscent of TNG, DS9 and Voyager episodes?

Probably. If there was a reason to go there. E.g. mining, investigating star clusters to chart anomalies, chasing klingon battle cruisers in to nebulas, etc, etc.

Sector Space is ugly and makes that part of the game look like a giant board game, or a scene from the 1982 film "Tron".
It serves no practical purpose that couldn't be done better in a different format.
Its only noticable benefit is to allow players to "camp" there without having to enter local space. Which is odd considering its supposed to be a representation of a ship constantly travelling at warp speed.
If its original design was intended to give the player the feeling of being in an "MMO" that has a decent sized population, then it fails on that score as well. Especially when the majority of the playerbase is never seen in your particular sector instance

What is the most baffling is that, Eve "borrowed" the warping animation scene idea from the Trek franchise, why wasn't that same concept used in the very game that is supposed to embody that same franchise?
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