Lieutenant
Join Date: Aug 2012
Posts: 96
# 3461
12-11-2012, 01:37 PM
Short Term

Gameplay bonuses for commendation levels (damage/mission/loot buffs)
Exchange postings/purchase more like buying/selling with vendor.

Mid Term

Increased sources of dilithium or decreased dilithium requirements.
More PvP maps.

Long Term

Customization options for starships and starbases- like a mini foundry.
Multiplanet systems (add Mars to Sol year round).
Diplomatic Core reputation system.
Lieutenant
Join Date: Jun 2012
Posts: 53
# 3462
12-12-2012, 01:05 AM
Short-term requests

These are small things that seem like they could maybe be done within a patch or two.
  • Lowering the timespan of ALL epohh doff assignments from 24hrs to 20 hrs, including winter
  • Sell/Trade Winter Elder Epohhs for something like Romulan Marks
  • Increasing the limit size of most consumables like Hypos and such from 20 to 50-99
Ensign
Join Date: Nov 2012
Posts: 9
# 3463
12-13-2012, 09:44 AM
I am so sick of AFK mission runners.

The other day during romulan mining mark mission i had the pleasure of being in a group of players (nonplayers) where i was the only one partcipating. needless to say the mining district was over ran.

these lame people get the same marks as players that actually participate.

FIX solution:

AFK timer in missions auto remove people after 60 sec.

Add a mechanic where you must do X amount of damage to get credit.

Add a must claim reward with 30 seconds to get credit.

Must take a respawn with 30 seconds or removed.

Add a /report afk command and if X players report than it punts the person.

finally add a feature that if you are AFK deemed then it turns you into a Steaming brown Horta for a week. with a force title of UNPRODCUTIVE FREELOADER to wear proudly for a week so people know who to watch.
Lt. Commander
Join Date: Jul 2012
Posts: 143
# 3464
12-13-2012, 04:12 PM
I completely agree with all the posts above that are addressing the FREELOADING players in STFs and Romulan Mark missions.

I agree it could be abused if you allow 1 player to kick another... but if all 4 team members agree to kick then it should be possible.

Yes another solution is to not award marks if a player has done under the minimum amount of damage (this does not have to be a high limit, just enough that it forces players to participate).

Honestly and not exaggerating, I play 3/5 STFs where at least one member is sitting at the spawn point the whole time... frankly its effecting my attitude and excitement to even participate myself when I know I wont make the optional objective and know that it will take an additional 10min to complete the mission.

PLEASE DO SOMETHING!

INQUISITOR CRUSHER
Director of Marketing
ELITE FORCES COMMAND
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,207
# 3465
12-13-2012, 04:48 PM
Quote:
Originally Posted by skaldra View Post
I completely agree with all the posts above that are addressing the FREELOADING players in STFs and Romulan Mark missions.

I agree it could be abused if you allow 1 player to kick another... but if all 4 team members agree to kick then it should be possible.

Yes another solution is to not award marks if a player has done under the minimum amount of damage (this does not have to be a high limit, just enough that it forces players to participate).

Honestly and not exaggerating, I play 3/5 STFs where at least one member is sitting at the spawn point the whole time... frankly its effecting my attitude and excitement to even participate myself when I know I wont make the optional objective and know that it will take an additional 10min to complete the mission.

PLEASE DO SOMETHING!
AFK'ers need only group together in pairs to prevent the 4-man majority from kicking them.

My suggestion: Distribute end-mission rewards based on Total Damage + Total Healing done by each player. This way, active DPS'ers and active healers get the cut originally slated for the AFK'er.

Example: Player1 deals 20k dps + 5k healing. Player2 deals 5k dps + 20k healing. Player3 deals 15k DPS + 15k healing. Player4 deals 5k DPS + 5k heals then AFK's. Player5 AFK's the whole match.

Total DPS + Heals = 45k + 45k = 90k
Player1 receives 25k / 90k = 27.8% of the total marks / drops payout
Player2 received 25k / 90k = 27.8% of total payout
Player3 receives 30k / 90k = 33.3% of total payout
Player4 receives 10k / 90k = 11.1% of total payout
Player5 receives 0k / 90k = 0.0% total payout.

(Yes, I know there are round-off approximations above)

Basically, the more the player scores in heals damage, the better his final cut of the end-game reward.

Loot Rolls can also be modified with the same above percentage multipliers to give bonuses to active players, and penalties to AFK'ers. This means that no matter what the AFK'er rolls, his final roll number will still be near zero if he doesn't deal any heals or damage during the match.

This system would work even in the case of 4 AFK'ers + 1 active player since it is based entirely on how the player performs.
Lieutenant
Join Date: Aug 2012
Posts: 30
# 3466
12-14-2012, 05:19 AM
Quote:
Originally Posted by shar487a View Post
...
My suggestion: Distribute end-mission rewards based on Total Damage + Total Healing done by each player. This way, active DPS'ers and active healers get the cut originally slated for the AFK'er.
...
-1, too hard to make it fair
there are situations, where healing is not so important as dps.
dps escort can do more healing than healing cruis,sci (see it at pvp).
if mob has 50k life, you need do only 50k dmg (+ modifications), but if you are not really good, you may need more healing than you'll do dmg.

and my game request:
You gave us a lot of new stuff during last half year which is great. But do pls more optimalization, game is quite lagy. I could play it at middle setup smoothly, now i get lags at minimal setup and especially pvp is baaaaaaaad.
(btw i made general overhaul of my pc and not working)
Lieutenant
Join Date: Jul 2012
Posts: 68
# 3467 Some ideas
12-14-2012, 08:32 AM
There are 4 things which I think can enhance STO:

1. Place the reserved BoFF in our ship. I have various reserved BoFF (about 10) and I'd like to see them in Crew Deck Lounge. It would be great as well if I can interact with them, getting to know them as well as active duty BoFF on the bridge. I have a couple of unique BoFF in reserved, but they are useless because their names are only listed in the roster.

2. I think it would be awesome if I can play STO from the bridge. Being able to command the ship from the bridge, just like flight simulator, would make STO unique. Maybe not everyone like to fly a ship from the bridge, so special arena can be created for this purpose. Or, simply make an option for this purpose so that players can choose either Bridge mode or arcade mode as we have now. Having bridge mode certainly make Bridge design worth it. Otherwise, how often do we go to the bridge? Many bridge designs are so pretty (and I love my Aquarius Bridge design), so why not make them useful.

3. Make animation of the stars and planets outside our ship windows would also make the game more realistic. This can be combined with auto-pilot. I meant, once we set a course for the ship, we can see from inside the ship the actual surrounding panorama as the ship fly towards the destination.

4. Add 3D chess and card games available at crew deck. Those game should be playable by players alone or with guests. If playing alone, BoFF should be able to be requested to join the game. This will make the lives on board the ship more realistic.

That's all my ideas for STO.
Ensign
Join Date: Dec 2012
Posts: 2
# 3468
12-15-2012, 07:21 AM
Short Term
1 Rebalance or replace the Bortasque to be more in-line with the fighting characteristics of Klingons.
2 Add a ship for the freighter which debuted (and ultimately was destroyed) in Star Trek III. Really? You haven't done this yet? Really?!
3 Using special borg nanoprobes, transform Auto Walk into Auto RUN so I don't have to keep hitting the stupid shift key!
4 Display more useful and in depth statistics available on the ship status ui.
5 Replace some of the theme music on the Klingon side to the Klingon theme rather then the classic Star Trek theme.
6 More things Klingon! I enjoy them immensely!

Mid Term
1 Allow items to be sold on the Exchange by simply right clicking on them and selecting an option to sell. (See Guild Wars 2)
2 Provide beam points in various areas of a map allowing you to transport from one place to another rather then pointlessly walking everywhere. (See Guild Wars 2)
3 More duty officer game play, I really enjoy this aspect of the game.
4 Redesign any UI elements to properly organize lists by category rather then throwing them all into a single scrolling list. Specifically the skill trainer list for officers. Its stupidly difficult to research in game.
5 More things Klingon. I enjoy them immensely!

Long Term
1 Revamp/Redesign ALL ground character movement animation and collision mechanics to more correctly maneuver around walls and corners and in general remove the floppy chaotic feel to squad movements and combats. Which includes fixing the crude slinky affect that occurs when I try and get into melee range of my combat target and they move away from me. Feels dumb and unrefined.

2 More things Klingon. I enjoy them immensely!
Ensign
Join Date: Nov 2012
Posts: 10
# 3469 Ranks and ships.
12-15-2012, 02:38 PM
I think this is a mix of long- and short-term. First of all, I wish we could see, as our first ship, something more like these:

http://www.shipschematics.net/startr...wiften_upg.jpg
http://www.shipschematics.net/startr...er_cochise.jpg
http://www.shipschematics.net/startr...saladin_nu.jpg
http://www.shipschematics.net/startr...shackleton.jpg

Smaller and less powerful than the current crop of frigates you start with. It would make sense that ships like these, and the frigate classes would predominate in Starfleet. No wartime, or peacetime, fleet can maintain 100% of it's strength in large assets. They simply cost too much to produce and maintain. It also stands to reason that there would be a lot of commanders with jobs very much akin to what PT boat commanders did in World War 2. Tiny boats, with tiny crews scouting and raiding the enemy. Picket ships, if you will for intersellar war.

I would propose that these ships be slightly slower than the initial frigate, with the exception of the fast destroyer design, which is clearly meant to be a quick reply vessel, and that they turn quickly and have 1 360 degree arc weapon, and one photon torpedo launcher up front. This would make them a bit weaker than the frigates, although, admittedly not much, but, it would make sense for their design.

This goes hand in hand with my second suggestion, which could be implemented rather quickly. According to canon, the last thing a Captain should consider is becoming an Admiral, since that rank promotes them beyond the center seat. So, why is it, that as an Admiral, a vice admiral at that, I am commanding a starship?

Easy fix, which certainly won't appeal to some, but, here goes...Re-rank the system.

Lieutenant (jg)
Lieutanant (sg)
Lieutenant Commander
Commander
Captain
Commodore (If you must go higher, or, perhaps this is a reward for hitting 50.)

Same 5 levels, but, no Admirals. More true to canon, and more satisfying. If I'm a bloody Vice-Admiral, I should have a small fleet at my disposal, not one measly ship!

Oh, and on a related note, I understand that the US Navy uses the rather Monty Python-esque title of Rear Admiral (Lower Half)....Can we use ranks that come from a navy that uses titles that sound more...professional? Maybe the Royal Navy? If you're going to keep the ranks as is, could the Rear Admiral (Lower Half...I really want to meet the guy who came up with this one) be replaced with Commodore. It sounds so much less...Well, I won't say what I think the other sounds like, but, I'm pretty sure the guy who originated it was a few numbers shy of an IQ.

Eve
Ensign
Join Date: Dec 2012
Posts: 14
# 3470 long term ideas
12-15-2012, 08:11 PM
Long term

I had a crazy idea for an endgame ship for lvl 50 players, essentially it will be a completely modifiable ship. That it's attributes ie shield and impulse modifiers, and hull are created by what you build the ship to be. Such as the type of nacelles will offer better speed or better turning, and so one. Then for the weapon and console slots, each slot is given a value, and you can decide how many of each slot you want. Which would allow for balance seeing how each choice will have both positive and negative outcomes, which would allow someone to truly make a ship that reflects how they want to play, and then at a cost change the layout without having to change ships.
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