Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Feedback:: Tier 1 Ships
10-23-2010, 09:14 PM
So, you can take this as you will, but I thought I'd just pass this along.

I have a few friends who tried the game out recently, and every one of them said that Space Combat felt too slow and clunky. Now, I don't particularly believe that space combat itself is the problem here since (especially since the higher in level you get, and the better ships you get into) the pacing of the space game gets better, faster and more action oriented. These friends of mine gave up on the game before getting into tier 2 ships due to how slow and un-special the tier one ships can feel.

So I got to thinking that there might be a need to do something special with Tier One ships. Maybe at Grade 5, some kind of refit-toy that will outfit your tier one ship to be somewhat more like the class of ship you eventually want to find yourself flying in. I don't know, and I'm afraid i have no solutions for this, especially since I do not want to throw off the balance of tier one combat; but I do feel that perhaps someone should look into something to make the tier one vessel a little more special to entice a new player to keep going and at the very least get into a tier 2 ship, since that's where the magic tends to start for space combat.

I know that personally, when I start a new character, I tend to rush through the first 10 levels as fast as I can, not because of the content itself, but because I want to get out of the light cruiser and into something that will make the overall pacing of space combat feel faster (not to mention the draw of an extra BO slot, an extra weapon slot, and a special effect related to the style of ship I want to fly)

To be clear, I'm not making suggestions, and I do NOT feel that extra BO or Weapon slots will solve anything; but if there is something the tier one ship can be made to do to help keep people playing past the first 5 levels and make the first tiers worth of leveling feel closer to the speed and action of the higher tier ships, then I absolutely think it should be looked into, because it might help you retain some of your customer base beyond those levels.

I was glad to find out some time ago that you are planning on revamping the 1-10 experience, and I personally applaud this move, because you may be able to eliminate the problem in that way.

At any rate, there you have it. Thanks for listening.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
10-24-2010, 04:23 PM
I have to agree that the Miranda level ships really are just terrible. It was a mistake forcing players to keep the same ship until Lieutenant Commander. From Lt. 6 onwards there should be an option to specialize your ship. This could be done by giving an extra ensign slot in one of the three classes, and updating the secondary characteristics of the ships slightly (more hull for Cruiser, more maneuverability for Tactical, etc).

The space combat eventually becomes very fun, regardless of what type of ship you have (especially if you play on Elite), but you wouldn't know it from the first mind-numbing levels of the game. I hate to think how many players quit at these low levels before even getting the chance to experience the true game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
10-24-2010, 04:55 PM
Could it be that those friends were just looking for some excuse to not commit to the game and the money out side of things, so they blamed the problem on the ships? Any available reason to open the door and leave.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
10-24-2010, 05:14 PM
I agree that the Federation starter ship isn't really that good as an introductory ship, especially in comarison to the T1 Bird of Prey. The Miranda is woefully under-powered, but I don't think that would be so bad if it weren't also severely lacking in the maneuverability department.

I know it would be very unlikely to happen, but I think the Miranda should be bumped up to a T2 cruiser option (same number of weapon slots and BOff stations as the Constitution, but fewer hitpoints and slightly weaker shields in exchange for greater maneuverability). Then they could replace the T1 with a ship that's roughly equal to the Bird of Prey, but with better shields and a stronger hull to make up for the lack of a cloak (something like the Okinawa class from Starfleet Command).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
10-24-2010, 05:34 PM
I've always thought ship changes should be after the 5 levels rather then 10s: Lt 6, Lt Cmdr 6, Cmdr 6, and so on. That way you're out of the T1 right after the first few missions. Unfortunately that would take a lot of manpower to change now. But on the bright side, you can be out of the Miranda in only a few hours of /played time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
10-24-2010, 06:06 PM
Quote:
Originally Posted by Solar_Searcher
Could it be that those friends were just looking for some excuse to not commit to the game and the money out side of things, so they blamed the problem on the ships? Any available reason to open the door and leave.
No, they didn't need to make excuses with me and they know that. Truth is if a game doesn't capture their attention in the first few hours of playing it, they lose interest and move on; and who can blame them for that?

People don't generally play games they don't find fun. I find STO fun, but I was more willing show some patience with the game due to the fact that I'm a bigger trek nerd then they are. Had STO been anything but trek, I'd have left when they did.

My patience paid off, for sure; but telling some people that the game gets good after (per example) 10 hours, then gets the response of "Why should I stick around for ten hours of boring to get to the good stuff"? It's a viable question. Why should anyone have to put up with a game they aren't having fun with for any period of time?

They didn't and they left, More power to them for doing so.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
10-24-2010, 09:35 PM
I've started to feel this game is actually backwards. The pacing, IMO, should get slower as you go up in level, but instead it speeds up. I don't even remember half the Captain level missions.

I don't think anything needs to be done to the Miranda to "make it better". It was cannon fodder in DS9, so 30 years later it'd be paper mache, but the pacing of that part of the game needs to swap with the Captain/Admiral part of the game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
10-25-2010, 07:58 PM
Quote:
Originally Posted by Lord_Nightblade View Post
I agree that the Federation starter ship isn't really that good as an introductory ship, especially in comarison to the T1 Bird of Prey. The Miranda is woefully under-powered, but I don't think that would be so bad if it weren't also severely lacking in the maneuverability department.

I know it would be very unlikely to happen, but I think the Miranda should be bumped up to a T2 cruiser option (same number of weapon slots and BOff stations as the Constitution, but fewer hitpoints and slightly weaker shields in exchange for greater maneuverability). Then they could replace the T1 with a ship that's roughly equal to the Bird of Prey, but with better shields and a stronger hull to make up for the lack of a cloak (something like the Okinawa class from Starfleet Command).
so, I don't play klingons; but I did start one up just to get a feel for the Bird of Prey and MAN is that a better starting ship in all categories; so I can absolutely get behind your post.

Feds should definitely start out in an escort type instead of a cruiser type. Exchanging cloak for defensive would balance out just fine. I think this would absolutely help change the minds of anyone just trying out STO for the first time. The BOP feels more action oriented due to the Universal Slots and greater maneuverability and could easily help spice up the starting game on the fed side if something similar was introduced for T1.
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