-Additonal ways to improve EPS rates. As it is now my Weapon power level drops from 110 to 50 with a single broadside volley of six beam arrays, after three volleys it's down to zero, with 4 green mark X EPS consoles.
That's the way they want it to work (fairly recent change), you're not suppose to have enough energy to do that.
Below is some more detail and some suggested action to be taken.
1. Action bars need some rethinking.
First I don't have enough buttons for all my batteries and abilities (Science Vessel/Cruiser). If I use shortcuts/hotkeys, I can't see when they've cooled down or whether I'm inside a weapon arc. I can see all my buttons if I use option 2 but then all my abilities are scattered everywhere - it's not convenient to have hull repair at one side of the screen and shield boost at the other. I want to click 5 buttons a second without having to navigate the whole screen 3 times. Having three action bars in a single block is better, but still inconvenient. What's the point in having the HUD so customisable if you can't even decide where to put your action bars?
Why not keep the weapons bar separate in option 3?
Why not allow the modifier keys (alt and ctrl) to toggle the visible action bars to the relevant alternative?
Secondly, if I switch out a crewman the new abilities don't appear on my action bars (option 3) where I had the old ones. More annoying, if I change vessels then all the action buttons are scattered all to hell. Having prioritised which buttons I want where (and which I can do without for now) it's immensely irritating to switch vessels and find that nothing is where you left it.
Can't I save my action bar configuration for each ship or something?
2. The Tier 5 Cruiser vessels have an obvious "panel join" between the hull and the saucer sections.
It wouldn't be too hard to fix, but as it is it looks like the saucer is out of scale or not appearing in the right place. I'd expect it to look a bit funny with mismatched modules, but not the supposed matching set.
3. Rethink the ranking structure, with a view not just to experience, but also skill, prowess and prestige.
Rear Admiral already?! Are you kidding?!?!
I'm actually pretty staggered that no one realised this might be a problem. Star Trek is about CAPTAINS. Admirals are the people on the comm unit who tell the Captain where to go and what to do. I appreciate that I'm in charge of a ship and flying around shooting stuff, but therein lies the problem. Admirals don't do that! Captain Kirk, Captain Picard, Captain Janeway... in the movies Kirk is so desperate NOT to be an Admiral that he wangles his way back onto the Enterprise!
That's only half the problem. What comes next? Rear Admiral is a junior admiralty rank, sure, but as you go up the ladder you get less frontline action and more deskwork. So if level RA5 is as high as we can go now, what happens when you add more content to the top? Vice Admiral? Admiral? Admiral of the Fleet?! Don't get me wrong, if you can make the game cope with me commanding a fleet instead of a single vessel that'd be great, but somehow I don't think that's what's coming up.
Also, having a Rear-Admiral per ship fighting the Borg? That's just plain unrealistic, and that's not fun.
1. MORE PvE CONTENT
Alright, I appreciate that this is something that takes time, but I'm not bored in a couple of years, I'm bored NOW. I used to play WoW, and in that game there must be enough content to play the game three times per faction before you've completed every single quest. I appreciate that WoW has been around a very long time and that STO is just starting out, but I don't want to create a new character and just do a total repeat of what I did the first time. I want options about which Admiral to cultivate and which one I want to p**s off. I want to decide for myself whether I'm more bothered by the Borg encroachment or whether I want to cut my teeth on the Klingon front. I want my class choice to be reflected in the kind of missions I'm assigned, such as a science vessel on humanitarian or exploration missions, cruisers on diplomatic/first-contact missions, and escorts to protect valuable cargoes or chase down criminals.
This game has so much potential, I'm afraid it's going to get bogged down into a PvP bunfight for tiered equipment and oneupmanship between uber-gamers, the way that WoW did. It's not that PvP can't be fun, but it's mostly fun in context.
2. More customisable ship design options
I was really pleased when early in the game I got my little Nova class to take into combat. Then as I got bigger newer ships, I realised that I'd probably never use my Nova again. Why? Because essentially it doesn't have enough console or officer slots.
Why can't I upgrade my Nova with a new bridge module with more consoles and more officer stations?
I can understand restrictions on firepower, but even then if I'm prepared to pay (in Federation Credits, not real money) why can't I have my Nova refitted as an Escort variant (USS Rhode Island)?
3. Instanced (team) gaming at all levels.
1. A bigger game-world with more playable races and much more diversity - this is supposed to be SPACE!
2. Extended PvE mission-chains that must be completed to progress or else completely abandoned.
E.g. a Voyager-style accident casting you into far-flung regions of space or alternate timelines/universes that must be solved as well as completed. Such missions would include checkpoints at intervals but would exclude the player from PvP or local (Alpha/Beta quadrant) missions until all stages were completed. They would require a sustained length of time to complete but would be uniquely rewarding. An option to abandon or avoid these missions would be necessary.
3. Fully explorable ship interiors and ship-specific internal missions, such as repelling a boarding party, solving shipboard crime, mediating peace/trade discussions in the conference room.
My request is only one:
Stop adding new things before fixing all the problems.
Fix what you have Cryptic then worry about what you should add. When you have the missions running right, and the targeting system fixed so people can't exploit that, and the plasma fires not burning you after you die, and.... well the list is endless and has been brought to your attention MANY times before. This game is broken.
I agree, but for a different reason. When I started out I had a "connection" to my bridge officers because I could see them on the the panel. But, as I got more skills they disappeared, and even with the three ugly rows of skills I don't have room for everything.
One thing I would love to see, in the long term, is the availability, once you are at the maximum rank, to begin acquiring the ships of other factions. I think it would be rather enjoyable to captain a Borg Cube while defeating borg vessels~
Of course, this is likely not going to happen based on the sheer amount of programming that would need to be done, new skill trees, etc., so much so that by that point it would practically be another game, but hey, a guy can dream, eh?
I want to start off by saying that I really like this game already and can't wait till it gets even better.
1. Add unique quest for each class. I.E let science captains do something cool and sciencey. Let Tactical captains blow some **** up ect..
2. Add a actual crafting system.
3. Begin to add parts of the ship that wee can see besides the bridges and perhaps some reason to be on the bridge.
1. Give some unique abilities to different ships not just different lay outs.
2. In dialogs for missions I want to be addressed and talked to like a rear Admiral, give me reasons why an Admiral is needed for a mission not just a captain.
3. Make Canon Graphics more visible.
1. Add unique things for each faction i.e. diplomacy for feds, conquest for Klingons ect.
2. Add unique missions for each race. They can be cookie cutter but think that it would be cool.
4. More officer abilities.