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# 1 Belfast bridge
02-16-2012, 12:08 PM
The design work is exceptional, it looked very much like the bridge on the show, however, the layout is not right. The bridge should connect to engineering, not the crew deck. Also, most of the interactive doors are stuck open.
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# 2
02-16-2012, 01:21 PM
The Bridge is not on the same deck as Engineering, at least not the lower level of it we access in game. Not sure about the crew deck but I know there are corridors right off the bridge.
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# 3
02-16-2012, 01:27 PM
the corridors off the bridge are supposed to lead to the upper level of engineering
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# 4
02-16-2012, 01:36 PM
Yeah, the upper level could connect to them but I mean the level we can access now is on a lower deck. Theoretically one of the doors we can't open could lead to the upper level.
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# 5
02-16-2012, 03:59 PM
yeah, it occurred to me that there is a door directly aft of the bridge that is in the right place to lead to the balcony, if only they could add a shortcut to engineering there, they could make it move you to the bottom of the ladders or something, kinda like the jefferies tubes on the Connie interior.
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# 6
02-16-2012, 04:52 PM
According to the Defiant MSDs (Okudagrams), there aren't any crew quarters on deck one; however I know that it is simply a cross-section, and doesn't show what is over the breadth of the ship.

What would have been interesting is if one of the doors off the bridge had a small corridor, with a "ready room", a turbolift, and maybe a few unopenable doors, or one to the top level of Engineering.
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# 7
02-16-2012, 10:35 PM
Quote:
Originally Posted by ACES_HIGH View Post
Also, most of the interactive doors are stuck open.
I think that's because there's generic crew nearby. Generic crew open doors that they wander past, including the door to your quarters, All. The. Damn. Time. I wish there was a way to lock doors so crew would't open them, or have crew not wander past certain doors.
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# 8
02-17-2012, 10:33 AM
Quote:
Originally Posted by Destinii
I think that's because there's generic crew nearby. Generic crew open doors that they wander past, including the door to your quarters, All. The. Damn. Time. I wish there was a way to lock doors so crew would't open them, or have crew not wander past certain doors.
A simple re-sizing of the trigger area would work as well. If they made it so that the door doesn't open until until you're much closer. Would eliminate most of the opening & closing.

peter
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# 9
02-17-2012, 08:43 PM
Quote:
Originally Posted by PerRock View Post
A simple re-sizing of the trigger area would work as well. If they made it so that the door doesn't open until until you're much closer. Would eliminate most of the opening & closing.

peter
I really don't care how they fix it, but I wish they would. Wandering crew should *never* open the door to the Captain's quarters on any ship or the Conference room/Ready room on the Constituton and Belfast interiors. If nothing else, the wandering crew should have their pathing changed so they don't get close enough to the doors to open them.
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# 10
02-17-2012, 10:20 PM
Quote:
Originally Posted by Destinii
I really don't care how they fix it, but I wish they would. Wandering crew should *never* open the door to the Captain's quarters on any ship or the Conference room/Ready room on the Constituton and Belfast interiors. If nothing else, the wandering crew should have their pathing changed so they don't get close enough to the doors to open them.
The Pathing can be adjusted, but currently the trigger radius covers the whole hallway width (and then some). Shrinking the trigger zone would also be better in the smaller rooms, like your quarters, where no matter where you are in it (as far as I've tried, admittedly not that much) the door stays open.

On a small ship like that I'm sleeping with my door closed, and I'm definitely changing with it closed.

For instance; in the following picture, I'm as close as I can be to the turbolift door without it opening.
http://i68.photobucket.com/albums/i6...6-16-07-48.jpg

peter
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