Yes, it could ( and actually does) discourage people, because it shows "how much" attention to details the programmer had,.. all those small things like lacking/entirely wrong details on starship models, ugly textures (on starships) etc etc shows me, that those programmers/designers had no clue what they are doing or that they were very unmotivated.
They are obviously not able to create a small routine which checks, if the front of the starship is "clear" or not prior to a warp jump.. what can I expect from them at all?!
Ohh, I know the answer to this one. We can expect that they aren't willing to waste our time with worthless routines and details, like waiting for our ship to turn around before warping out, instead of letting us get back to playing asap. Well, that is as soon as we click 'Yes, I really want to go to the next map'.
honestly a deal breaker? really? Even in a galaxy you can turn away from a planet in about 2 seconds then click exit....its a smaller thing than everyone is making it out to be.
Like I said, it's more of a deal for people who aren't playing the game. For those who are playing, it's kind of a pain to explain to your friends who are watching you play that there's a perfectly logical reason why you don't collide with the big, round thing when you warp towards it.
star trek IP is old. therefore their FTL travel theories are also old. ever look out the window when a ship is in warp, stars are just flying by, consider how utterly fast a ship is moving if a star <insert really big number> billions of AU'saway zip along at a diagonal view forward to a diagonal view backward it makes u wonder why they dont crash into planet if they werent able to fly right through them in the first place.
They dont hit planets and stars while i warp because they dont come anywhere near any objects of that size. The distance between large objects in space is so vast a course could be plotted easily without having to worry about that. And the deflector dish handles the smaller stuff.