Lieutenant
Join Date: Sep 2012
Posts: 50
# 61
01-11-2013, 07:07 PM
I agree with the OP. I've felt since I started playing that space combat should be more strategic and less twitchy. It's just too busy, and Star Trek battles were never like that. That was a Star Wars thing. I'd like to see fewer abilities that actually have more significance. Maybe longer timers on all weapons.
Captain
Join Date: Jul 2012
Posts: 1,391
# 62
01-11-2013, 07:18 PM
It will never get that unlike StarFleet Command which it does and the ships operate right.
Age StarTrek-Gamers Administrator
USS WARRIOR NCC 1720 Commanding Officer
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Career Officer
Join Date: Nov 2012
Posts: 140
# 63
01-15-2013, 02:53 PM
The game does have a background Star Trek feel to it. Next time you're in combat watch your crew indicator. When the shields take a hit, crew start to get injured. I like to imagine consoles are exploding left and right when this happens.

Remind me to send a note to Starfleet's Workplace Health & Safety division, we need to see about installing surge guards and fuses in some of the more volatile consoles. Maybe better handrails in Engineering too, half my crew end up in traction every time dust impacts the navigational deflector and causes the ship to heave sideways.
Captain
Join Date: Jun 2012
Posts: 1,241
# 64
01-15-2013, 04:45 PM
The game starts with a good trek-feel to it and quickly becomes a twitch shooter.

Why?


The captain skills continuously boost the speedyness of the game.

IF the devs removed any and all +engine speed, +weapon refire rate, +ship turn rate, +shield regen bonus, +armor repair bonus, +power levels...

...in the game and instead focused combat towards tactics and actual thinking and use of science/engineering/tactical abilities the game would fall into perfect trek-like feel and balance.


In short, how it was pre-F2P days. Back then fighting a larger ship was a real challenge and required brains to do it. Now its just spam damage and spam heals...nothing else is relevant.
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg
Captain
Join Date: Jul 2012
Posts: 1,391
# 65
01-15-2013, 05:12 PM
Quote:
Originally Posted by ragestroke008 View Post
The game does have a background Star Trek feel to it. Next time you're in combat watch your crew indicator. When the shields take a hit, crew start to get injured. I like to imagine consoles are exploding left and right when this happens.

Remind me to send a note to Starfleet's Workplace Health & Safety division, we need to see about installing surge guards and fuses in some of the more volatile consoles. Maybe better handrails in Engineering too, half my crew end up in traction every time dust impacts the navigational deflector and causes the ship to heave sideways.
Where is the crew indicator located?

This game feels more like space combat then STO

http://www.youtube.com/results?searc....1.FJ5EUHzlQlQ

http://www.youtube.com/results?searc....1.idqYhp_MJNo
Age StarTrek-Gamers Administrator
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
Career Officer
Join Date: Jun 2012
Posts: 229
# 66
01-15-2013, 07:03 PM
I prefer the feel of Bridge Commander.

http://www.youtube.com/watch?v=kyO5CRFLLZM - view from the bridge + some third person view.

http://www.youtube.com/watch?v=N54sCFz769U - similar but more from the third person view.

It's a lot closer to a full 3D than to STO's current 2.5D (pizza box 3D, like SFC).

Thing is, if SFC is a tactical combat game, BC is a tactical combat sim. STO is a RPG and aimed at casual players. Case in point, if you participate in ground PvP in STO, the top scorers tend to be in RPG mode... (and for good reasons too).

Even a game like EVE is a lot closer to STO than to BC. Other games like BSGO do the same thing. If we want a more realistic feel, a more accurate and sci-fi type game, we'll have to pay a lot more for it, as we would be part of a far smaller demographic.

Remember when flight-sims used to drive sales of joysticks? Remember when 'joystick' referred to a computer peripheral? What we want isn't going to happen in a MMO, for the same reason you can fly aircraft in games like BF3 and COD4... with a mouse.

In the meantime, if you want a 'realistic' video game. Join the Army.
Captain
Join Date: Aug 2012
Posts: 2,051
# 67
01-16-2013, 12:27 AM
I haven't read the previous 7 pages so please apologize if anything has been already discussed before.
I would like to state my opinion in this matter because i see this matter becoming more and more grave.

For me Space Combat in STO doesn't feel like Star Trek because of the overwhelming amount of cannon (NOT canon) weapons. At least 50% of all ships in STFs or fleet actions use cannons or are escorts in the first place. It just doesn't feel right.
Space fights in Star Trek always felt completely different than lets say battles in Star Wars or BSG.
All those small zipping cannon fireing escorts make Space Combat in Star Trek Online look and feel more like a Space Battle in BSG than Star Trek. I think there should be a option to make Cannon weapons at least look and sound like beam weapons.
(I know i would create a flame war, or whatever you may call it nowadays, in this thread if i would come to speak about escorts making STO space battles look very un- Star Trekkish, so i won't start with it.)

Personally i hate cannon weapons not only because they make this Star Trek game look like a generic cheap Sci fi game, but because of that ANNOYING stuttering sound they produce ALL THE TIME when they fire.
I regularily just shut off the PC speakers, but i think its silly that there is a reason to do this in the first place.

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-> -> -> STO players unite and say NO to ARC <- <- <-

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Ensign
Join Date: Jan 2013
Posts: 1
# 68
01-17-2013, 03:29 AM
Quote:
Originally Posted by innuwarrior View Post
The only problem I have with space combat is thats its not full 360 degree motion.
Thank you for pointing that out! It's driving me nuts to be limited to a relatively narrow band of motion.

Given that, plus what other folks are saying about the non-Trek feel of the weaponry reminds me of ...

WING COMMANDER.

I'm in an escort, and I feel like I'm flying a CF-105 Scimitar. (I know it's not in atmosphere, and a capital ship could potentially move like a fighter, but still...)
Career Officer
Join Date: Jun 2012
Posts: 2,916
# 69
01-17-2013, 04:05 AM
Quote:
Originally Posted by yreodred View Post
[font="Verdana"][color="SandyBrown"][...]
For me Space Combat in STO doesn't feel like Star Trek because of the overwhelming amount of cannon (NOT canon) weapons. At least 50% of all ships in STFs or fleet actions use cannons or are escorts in the first place. It just doesn't feel right.
Space fights in Star Trek always felt completely different than lets say battles in Star Wars or BSG.
All those small zipping cannon fireing escorts make Space Combat in Star Trek Online look and feel more like a Space Battle in BSG than Star Trek. I think there should be a option to make Cannon weapons at least look and sound like beam weapons.
Oh I would be so for this. No mechanics change, just "switch FX to beam" and "switch FX to cannon". This alone would help a lot.
Career Officer
Join Date: Jun 2012
Posts: 2,916
# 70
01-17-2013, 04:09 AM
Quote:
Originally Posted by danemargo View Post
Thank you for pointing that out! It's driving me nuts to be limited to a relatively narrow band of motion.

Given that, plus what other folks are saying about the non-Trek feel of the weaponry reminds me of ...

WING COMMANDER.

I'm in an escort, and I feel like I'm flying a CF-105 Scimitar. (I know it's not in atmosphere, and a capital ship could potentially move like a fighter, but still...)
I always call DHC ships "ww2 fighters pretending to be Star Trek space vessels". It is weird, in my opinion.

However, this comes from a fundamental design decision to have the biggest guns in the game have a limited firing arc, and that is forward. The chance to actually change that is probably low to non-existent.
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