"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- Picard, quoting Judge Aaron Satie
Mid/long-term: Crack down on organized griefers such as Starfleet Dental. I'm not talking about blowing a few balloons around Drozana or being a bit mean to roleplayers--I'm talking about spewing homo- and transphobic abuse in chat, allegedly hacking into and clearing a player's account, and banding together to harass and antagonise an autistic player. This is driving people from the game.
I have a thought although I don't know if it would be be classified as short, medium, or long-term request but it would be an optional red-shirt difficulty setting for missions and it would depend on how attentive the player is on making sure his BOFF is properly equipped to handle the danger on the mission or how quickly the player can revive the Boff if the BOFF is incapacitated. If the player fails to act expeditiously, the BOFF could die.
At the conclusion of the mission, whether the mission itself is a success or a failure, the game could go to a cutscene on the ship's torpedo deck with the player's toon saying a few words in the presence of his surviving BOFFs and other ships crew. This would be followed by a shot of the player's ship shooting a single photon torpedo into space.
Of course this would leave an open slot for the player to recruit a new BOFF and all the old BOFF's gear would be automatically placed in inventory.
One thing only: Give us the damned Jem Attack Ship Hangar for the Dread. There's no way to dispel the whole, "Greedy, Under-handed, Trolling Dev" image, but you can at least make up for a tiny amount of the intense idiocy most recently displayed.
-auto loot should auto need rather than leaving i line if boxes. having to exit shooter mode to clear screen clutter breaks flow and immersion.
fix the dssv models that leave the warp nacelles & pylons floating separate from the hull
logical ship characteristics.
- agility/acceleration should be based on rational physical factors of the ships size/weight against engine output, not by the power of myth & magic.
- give them a meaning beyond the superficial
if its smaller make it lighter
if it looks sturdier/heavier make it so
make grenades etc bounce off cover shields and walls rather than pass through them
change the 'orbital strike' ability to 'overload weapon battery' and have it work like a powerful grenade with different effects based on the weapon you are holding.
fleet command galaxy, (a cruiser/carrier) the thing had the biggest shuttle bay in the federation, when faced with enemies using fighters, its the most obvious candidate to be given a carrier role.
the incomplete weapon sets like phased tetryon, retrofit phaser and polarised tetryon should be manufacturable at memory alpha at mk 12vr grade if for large amounts of dil and data samples and a high research skill.
NPC AI for a gun game
nothing ruins immersion than having a blatantly out of place myth & magic mmo AI, in a gun game. all this leads to is dead doffs & chuckles the spider clown enemies running through the middle of your party for apparent lols
and would be much better than giving the enemy boss a TPK launcher.
make the cover mechanic work consistently and the npc's actually use it.
something to experiment with could be combat away missions using a squad tactical game type as was popular with games like ufo.