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Rihannsu
Join Date: Aug 2012
Posts: 133
# 3281
09-03-2012, 11:10 PM
Well this is my wishlist:

Short-term
1) Display armor on KDF toons

Mid-term
1) Crew uniforms. Option to set the uniform style once for Sci, Tac and Eng BOffs and have the crew also in similar uniform. So whenever I get a new BOff, the default uniform is what was set by me
2)More shirtlessness for the males on the KDF side Don't limit them to just orion/gorn males. I like my men fabulous and shirtless

Long Term:
1) Ability to modify existing weapons, equipment via forging to give them better stats/unique buffs
In the torpedo we trust!
Ensign
Join Date: Jun 2012
Posts: 22
# 3282
09-08-2012, 11:12 PM
I have a few more features I think it would be nice to see, in no particular order:

1} Customizable floor-plans for ships and fleet StarBases, and other player structures. When choosing the interior of your starship, for example, having two or three variant layout 'skeletons' to choose from, and allow players to place the various elements (captains quarters, lounge, shuttle-bay, transporter room, etc) into this skeleton to determine the actual layout of their ship. This would be greatly enhanced by allowing each of the elements to have a variety of shapes and floor-plans; although the ideal would be to allow the use of a subset of a complete & generalized interior editor built for the foundry authors.

2} More flexible hangar-bays for carriers. As an alternative to just giving carriers more bays, allow each bay to hold two or three different types of switchable craft -- similar to the main characters ground-weapons slots. Only one of the choices could be active at a time per hangar, possibly with a cool-down timer for switching between types. More capable carriers would not necessarily have more bays, but could have more flexible bays. Perhaps equipping two or three specific small-craft choices to a particular hangar could grant some sort of synergy or set bonus.

3} Allow players some flexibility in fitting-out hanger-bay launched craft; for example equipping a single shuttle and all launched shuttles using that as a template. Perhaps some restrictions would be in order -- like some craft may only take disruptor type weapons, or only phaser cannons, etc; or all small craft in a squadron have their own equipment load-outs, and each must be filled with identical items; or any items equipped in this manner are destroyed upon removal; or not all the usual slots are changeable.

4} Away missions with your DOffs! Have a team or two of AI-controlled redshirts from your Duty Officer roster (maybe random, maybe selectable at mission start, or maybe assigned to various pre-defined duty teams) to hold various objectives, or to be random cannon-fodder, or just to use as an excuse for the progress bar filling slowly. As always, anybody hurt on the ground will have to spend a certain amount of time recovering in the sick-bay; and their equipment represents a potential resource sink. DOffs which beam in for any reason should, of course, be wearing matching (customizable by the player) uniforms.

5} Relate number and types of DOffs usable (and maybe type & complexity of consoles on the bridge of the players ship) to the type of ship being flown.

6} Crafting system revamp. Each craft-able item has both a 'rarity' slot and one or more 'bonus slots' in its recipe.

'uncommon rarity', 'rare rarity', 'very rare rarity', 'ultra rare rarity', and (maybe) 'legendary rarity' materials are new, craft-able, & stack-able items -- treated much like data samples. They allow insertion of one or more 'bonus slot' materials.

'Bonus slot' materials -- also craft-able & stack-able materials -- allow increases to accuracy, or damage, or other widely used modifiers.

7} Racial / faction doctrines for crafting -- Feds make Phasers, Klingons make Disruptors; but maybe we can get fancier than that. Maybe Klinks have a cheaper recipe for +Damage 'bonus slot' materials, or Romulans get access to a 'reload torpedo faster' bonus material not craft-able by other factions. Such materials could still be traded on the exchange.

8} Allow the buying and selling of both Dilithium Ore and Refined Dilithium for energy credits (and each other) in exactly the same way that the current dilithium / Zen exchange works.

More later, probably.
Ensign
Join Date: Jul 2012
Posts: 8
# 3283
09-10-2012, 09:04 AM
An end to "LOADING" screens for the "tour the universe" event, I had one last 43 minutes.
************************

Hey, on the subject of maps and zonning- I understand that the map will be changed someday to reflect space as a single HUGE 3-d expanse, not a series of 2-d squares like it is now. Great, but before that day comes could we have a shuttle race in some solar system. Like a race from mercury's shadow out to pluto and back...

more games for risa; like all the stuff you can do on a fun cruise ship!
I am looking forward to playing high stakes dabo, texas hold'em, poker, damjat, limbo, shuffle board, and more. you could even make a spoof of the survivor reality TV show as an event on RISA!

for starfleet academy, GET RID OF THE ATARI MONUMENT. period.
also,
you can add a lecture hall where players can here disertations on Star trek technology, history and more.
You can add a "movie theatre" for watching cinematics and 'captain proton' cliffhanger serials.
You can add a "shuttle craft" simulator based on the Bepi system "sligshot course" only have the flight path take you through an asteroid field back towards a ship land in the shuttle bay.
for kicks. You could add the holodeck "target practice game" velocity, specifically for "SHOOTER" mode...

You could quadruple the size of the academy campus, to be more like the concept art.

There is so much you could do to expand this game.

hmm, almost all of this is for the fed side... maybe you could add a "cute seal clubbing event" for klingons...
Survivor of Romulus
Join Date: Jun 2012
Posts: 985
# 3284
09-10-2012, 02:22 PM
really..one thing i WANT to see fixed is the STF timers.

Im a little POed at the stupid STF timers....especially when the stf I got dropped into a Cure space that had ended...now i have to wait an hour for not being able to do anything on that particular stf.


They should be cooldown for if you started the whole mission or at least did something in the mission before it ended
Ensign
Join Date: Jun 2012
Posts: 17
# 3285
09-11-2012, 01:51 AM
short,

empire defense missions for feds. there fun way to grind dilthium and dont eat up to much time.
Starfleet Veteran
Join Date: Jun 2012
Posts: 536
# 3286 Loading times.
09-11-2012, 01:49 PM
Can the loading times be fixed In these Sectors

Delta Volanis
Arucanis Arm
Hromi Cluster
Khazan Cluster
Afehirr Nebula
Eridan Belt
Rolor Nebula
Betreka Nebula
Zenas Expanse
B'Tran Cluster
B'Tran Cluster (Vice Admiral)

Geez the Loading times are pretty bad some times i wonder if they will even load.It is not the sector that has the bad loading time But the Anomalys them selfs that have the really bad loading time.When you try to Explore the Anomaly It some times get stuck at 1 min timer and some times seems like it freezes.Can these please be fixed.Especially Delta Volanis the loading time on the Delta Volanis Anomaly is even longer then ESD some times witch is annoying when you are trying to Collect Data Samples.
Captain
Join Date: Jun 2012
Posts: 816
# 3287
09-11-2012, 02:16 PM
long term i know , and the legality is a little bleh

but the proper mirror luna class

http://www.scifi-meshes.com/gallery/...U_S_STitan.jpg
12th Fleet
Captain, Zeta Squad, Engineering Division
U.S.S. Sheffield N.C.C. 92016-A
Captain
Join Date: Jul 2012
Posts: 1,304
# 3288
09-13-2012, 01:16 PM
Frankly guys there is a grand total of ONE thing I want in this game as I have watched it deteriorate since F2P went live... this one thing you may ask...

BALANCE

I've seen it go from F2P going live and every profession and every ship was able to kill anything in the game without the help of an escort (if it wasn't an escort) as they all had their own skills and way of doing it and every ship did about the same damage per hit to science ships becoming less and less powerful to cruisers becoming less and less powerful to where we are now... if you aren't flying an escort or have a ship geared completely for DPS you are of little help to a team, science have been nerfed to death and can barely keep the hordes of super powered NPCs back using gravity well... there is no way (unless they are flying a carrier) that they are going to kill these NPCs on their own

Cruisers have been reduced to damage sponges because they can't hope to even hold back the hordes... let alone destroy them on their own...

and now we get to... "why?"

The reason for this is that escorts were allowed to go unchecked as their damage capability went sky high and when you lot did step in you did it in completely the wrong way, you upped NPC health and shields to the point only escort DPS could kill them solo, you nerfed science powers so they couldn't do anything sensible to them and you proceeded to increase NPC damage so only the highest health cruisers could survive them and then just to add insult to the injury of cruisers and science ships and players alike you increase escorts damage again...

now you are creating new content (which I might add is good) and saying we are supposed to defend starbases or transports from this sort of thing... it's evident you aren't playing any of your old cruisers or your science ships else this would have been sorted before it became a major problem. People leave fleet actions because they see a cruiser and know they are going to fail... take starbase blockade for example, a team of five escorts can save goodness knows how many freighters, a team of 5 cruisers won't save 10 and a team of 5 science ships... well I'm not even going to bother, that just isn't worth playing...

Basically Cryptic, you need to play your game in something other than an escort or an oddy or a regent class and do a few of your events (without a perfect team as that would be an unfair test) and then you need to act upon that as you will find as I have the balance needs changing... and if that doesn't convince you then you need to go and watch Star trek again...
Starfleet Veteran
Join Date: Jun 2012
Posts: 536
# 3289
09-14-2012, 07:50 AM
One thing i see that need's Adde Fix are these Below.permanently please.

[Medical Supplies]
[Provisions]
[Shield Generators]
[Communication Arrays]
[Industrial Energy Cells]
[Antigens]
[Astrometric Probes]
[Water Purification Systems]
[Weather Control Systems]
[Industrial Replicators]
[Warp Coils]
[Self Sealing Stem Bolts]
[Entertainment Provisions]
[Seismic Stabilizers]
[Terraforming Systems]

Can the above items Buy UI Be increased to 250 please it does make it a hassle to collect 50 at a time.

And all so Can the list below be lowered in price please 1,200 to 1,800 ec add's up quickly.
[Industrial Replicators] 1,200 ec
[Warp Coils] 1,200ec
[Self Sealing Stem Bolts] 1,200ec
[Entertainment Provisions] 1,200ec
[Seismic Stabilizers] 1,500ec
[Terraforming Systems] 1,800ec

Not many things use these items mostly star base and for us that have a small fleets it does get hard to collect 2,000 of each item Especially when you run out of EC.The small list above is still a little to high of a price as is any way.When you start collecting 50 plus it adds up.1,200x50=60,000 per 50 so 1,500ecx50=75,000 per 50 and 1,800x50=90,000 per 50 if you think about it that is a lot.
Ensign
Join Date: Sep 2012
Posts: 1
# 3290
09-17-2012, 08:36 PM
I only want 1 Thing

make Romulans andCardassians Playable facions
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