Lt. Commander
Join Date: Dec 2007
Posts: 120
# 81
07-17-2010, 12:15 PM
Quote:
Originally Posted by Deck_of_many_things
uh... er... I go to the ship intyerior in my galaxy class then I go to the interior in my Escort, and theyre the same map. Same size. Hows that work? Subspace hallway storage?
Stahl said their would be 3 layouts. I'm guessing those would be for each fed class. Only can't find any way to change the layout yet so maybe it's not on Tribs yet.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 82
07-17-2010, 12:51 PM
go to the starship configuration on earth base i think.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 83
07-17-2010, 12:53 PM
It looks incredible. I can't wait for the rest of the updates this month.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 84
07-17-2010, 12:55 PM
Just finally got done patching Tribble and played around with the interiors. First impression is very positive. Good work, Cryptic!

I totally misinterpreted the deal about the 3 scales: small/medium/large. I thought they were going to be scaling on the perspective (giant corridor ceiling heights, etc) not that there would actually be more corridors to run through, etc. Don't think the circular "large" engineering space is as appropriate since most fed engineering sections are in the secondary hull, which isn't a saucer. The large crew deck area should be that circular one.

I generally like the groupings, etc. Sickbay / lounge on the crew deck with transporter room on the engineering. I think there should be more turbolifts on every deck, especially near/on the dead ends. My bridge (Star Explorer) has 3 turbolifts, but my Crew deck only one? Crew deck should have the most turbolifts, the bridge the least, with engineering splitting the difference. I would also say to automatically set the ship scale based on the bridge. If I have a Defiant or standard bridge, use small. If I'm using a Star Explorer, etc use the Large ship interior by default. etc

My single biggest request at this point would be for contextual immersion. If I'm in spacedock and select "Go to Bridge" (should be renamed "go to interior" which should actually probably be gotten rid of entirely and use the transporter icon), I should beam into the transporter room on the ship. From there, go to the nearest turbolift (see above about more turbolifts) and head to the bridge. Click on my captain's chair to sit, at which point it goes to widescreen and I'm at the ship exterior view to pilot, etc. If I'm already in space, I should use the cinematic fade in/letterbox and appear in my captain's chair (and fade out/letterbox if I'm already in the captain's chair). I hate the beaming in / out of my bridge from anywhere other than the transporter room.

Ultimate long term goal would be completely functional ship interior (using crew AI to fight ships, etc). yeah, they'll probably stink so most of us would want to "drive the bus" directly by going to conventional controls, but for things like setting courses, etc (done thorugh dialog to the navigator, which would bring up the Galaxy/Sector map).

One that thing that will hopefully be done sooner rather than later is more intelligent crew AI. They kept walking back and forth and opening the door to my captain's quarters but what purpose do they all have there? Generally, I'd like to see about a 25% reduction in the number of people walking around, but when they do walk around they should have a purpose (even if it's to go to the wall console, type something real quick and then head back). Ideally, they would be going to turbolifts, etc which would have a 2 or 3 second wait period before the next turbolift is available. Next, there should be some interaction with them, since you're the captain. Go to talk to them and get some options "hello crewman, carry on" "Hello Captain. Aye sir" or "Crewman, take this to Sickbay!" "Aye sir" as well as some various routine chatter between crewman "Do you have that report, etc" that would be more social in the Lounge, etc.

Speaking of the lounge, didn't see anyone sitting in chairs or at the tables. That should change. Can't wait for the poker/dabo mini-games, etc. But being able to order some basic consumables from the Lounge bar/replicator would be nice.

Similarly, would like to see some people laying in the beds in sickbay. Routine physical type dialogue but after a combat it would be nice to see discussion about injuries, etc (to say nothing of the long rumored mini-game for BO's, etc).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 85
07-17-2010, 01:00 PM
Those are really good suggestions. I agree with you, like how in Oblivion NPCs can carry on a small conversation then go their seperate ways. Mindless NPCs are no fun, and what make the interior of the ship so ... homey I guess is the word?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 86
07-17-2010, 06:31 PM
For those who haven't yet worked it out (took me a while to realise this - needs to be a bit more obvious I think) but when you go to Ship Tailor, click on the Bridges. There is a second tab relating to interiors and you can select Small, Medium or Large.
I took a bunch of screenshots too http://idiconline.info/vb_threads/527717
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 87
07-17-2010, 07:31 PM
Auuuugh I was able to forgive the crazy interior scale of the game until these were added. The mismatch between the doors and the halls just hammers it into my skull and gives me vertigo.

No, bad, awful, ugh. Going into my ship's interior actually causes me physical pain from the dissonance.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 88
07-17-2010, 07:35 PM
had another idea for interiors.



the crew moving about is cool for a start..... still like to see a little more life in em.


but....



Why do the BO's have to stay on the bridge? be really really cool if they moved about the ship randomly. They need a little time off too



" O hey look ! number ones in the lounge again...."




.
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