Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1921
08-29-2010, 07:16 AM
Quote:
Originally Posted by Brozan View Post
Short term
-More exploration missions more variety
-More diplomatic missions & first contact missions
-More uniform options and more off duty outfit options

Mid Term
-UGC Sysem (that is easy to use for non coders like me)
-Another time travel mission or 2
-First Officer System -- Posibly an option to lead away misisons with your first officer

Long Term
-Travel between systems done form ship interior
-Playabe Romulan/Reman/Hirogen Faction
-Major worlds explorable -- earth vulcan andoria bajor
I second all of that, and add Swimsuits (primarily for Risa) to Short Term.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1922
08-29-2010, 11:00 AM
Since the feds are getting all these cool retrofits; I propose for the long term Klinks that they retrofit a BOP with General Chang's cloak. Not as badass as Shinzon's, but maybe let them get a shot or two off before fully decloaking, coupled with a long-ish cool down to stop it being spammed.

Anyway, for other long term stuff...I'd like to see the USS Kelvin class ship as an optional starting ship skin and maybe the new Enterprise skin for Lt Cdr/Cdr.

It might just be me, but I'd also like to see the shield effect changed from the old TNG bubble style to the Nemesis style hull-hugging shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1923 Gotta give a little
08-29-2010, 12:03 PM
Let's leave a few skins for future ships. I think we over extended ourselves and didn't leave anything open for the future. What the heck are the tier 6 and 7 ships going to be? We probably should concentrate on further development of ground/ship interior based items and gadgets. I think we could go a long way in adding personal tech content like upgradable tri-corders, holodecks, and ground and atmosphere vehicles like the dune buggy and Captain's shuttle in "Nemesis". Think in different directions rather than just starships and clothing. Let's try to make this more of a living, breathing, and evolving world. Sure looking back is nice, heck I bought the Classic series uniform, but let's look to the future. Looking back for too long is usually how you trip over things.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1924
08-29-2010, 04:41 PM
I have to say I like the direction in which the game is heading.

Here is some ideas... Mid - long term:
I really like the new ships with their special abilities, but it becomes hard to enjoy them all if you have to switch between ships to experience the new abilities... It would be great if these abilities (cloak, armor, separation... ) could be bought and put into one ship like upgrades. Also, it would be great if you could upgrade tier X ship to a tier Y ship.

So rather than having to buy the dreadnought galaxy, why not make the 3rd nacelle and canon part of upgrades you can buy (still from the c-store) for you current ship? that way you can keep the ship you like the most and customize and upgrade it as the game continues... the upgrades can also later include interior options...

Also, it would be nice to have access to the exchange, your mail, and the crafting system from within your ship. Maybe have a way of registering markets/merchants to your on-board computer so you can use them while deep in space ..

These on-board systems would come very handy when they improve the whole space travel... well to me it would already make a big difference.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1925 My 2p worth
08-29-2010, 09:08 PM
Short-term requests

1. Change the glow that appears around your targets to a more refined outline please.
2. Change the white-out over interactive objects to a more refined outline pretty pretty please.
3. Make the default option to NOT stop your ship moving EVERY time a dialogue window opens. Why? The stop is jarring, and things that jar in visual media are like poison to audiences. A person will be bothered less by having to stop the ship manually than by being repeatedly subjected to this frequent interruption to the game (beta testers may disagree but they are unavoidably biased). Also on the subject of options (kind of), change the default message “Joined Channel Guild” to “Joined Channel Fleet” please. How can you expect new players to take you seriously if you don't even call your in-game social groups by the name you gave them?


Mid-term requests

1. Add some elasticity to the camera please. The erratic movement of the camera as it comes into contact with the game environment is again jarring. I can't emphasise enough just how poisonous jarring is in the minds of audience members (players/critics/et al).
2. Make “trivial” combat missions identifiable. Grey the mission icon out or something, just so we know which missions aren't worth bothering with loot-wise if we've already far surpassed any reward.
3. Add interiors to the runabouts please. Why did you put the exterior of the runabout in-game without a corresponding interior to play in?


Long-term requests

1. Change the Federation storyline so it starts on Earth, at Starfleet Academy, culminating in the player having to go and rescue the Azura or Starbase 24 or something similar, so they learn space and ground controls. Make the journey through the academy take a good ten levels/few hours of gameplay.
2. Add holodecks to certain class of ship and above, where players can team up and practice pve combat tactics together/experiment with kits. (More a medium-term thing, really)
3. Work towards more and more ground based areas, because of all those new life forms and new civilisations ever encountered in Trek, I can count on one hand the number that originated in space. Fill the ground areas you have with varied populations. Make Risa the resort it deserves to be. You've done so much to add space content it's feeling a little crowded out there and the lack of depth in ground areas is showing because of it.

I could go on with a few more things given time to think them over, but I'll cut it off here. That's 3 in each category and them's the rules =|
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1926
08-30-2010, 06:56 AM
Quote:
Originally Posted by Thylbanus
Let's leave a few skins for future ships. I think we over extended ourselves and didn't leave anything open for the future. What the heck are the tier 6 and 7 ships going to be? We probably should concentrate on further development of ground/ship interior based items and gadgets. I think we could go a long way in adding personal tech content like upgradable tri-corders, holodecks, and ground and atmosphere vehicles like the dune buggy and Captain's shuttle in "Nemesis". Think in different directions rather than just starships and clothing. Let's try to make this more of a living, breathing, and evolving world. Sure looking back is nice, heck I bought the Classic series uniform, but let's look to the future. Looking back for too long is usually how you trip over things.
I agree. Less focus on new toys--i mean er... ships.. yes... and more focus on content with depth please
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1927
08-30-2010, 07:03 AM
Quote:
Originally Posted by Brozan View Post
Short term
-More exploration missions more variety
-More diplomatic missions & first contact missions
-More uniform options and more off duty outfit options

Mid Term
-UGC Sysem (that is easy to use for non coders like me)
-Another time travel mission or 2
-First Officer System -- Posibly an option to lead away misisons with your first officer

Long Term
-Travel between systems done form ship interior
-Playabe Romulan/Reman/Hirogen Faction
-Major worlds explorable -- earth vulcan andoria bajor
I third all of this (cos it's already been seconded =)

Very good ideas, mate. You've hit several nails right on the head
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1928 Mission ideas for Klingons
08-30-2010, 06:50 PM
I was just considering the Prime Directive of the Federation and thought that the Klingons probably don't have the same sort of policy. That could lead to some interesting mission types for the Klingons. Since each culture type can yield possibilities you could have primitive bow and arrow and bone clubs to advanced industrial type civilizations who could be used, conquered, or somehow exploited. There could be conquest missions, slaving missions, manipulation missions, and even corrections of military blunders that have given a primitive society modern technology that they are using to carve out an Empire in the Klingon's back yard. Even diplomatic missions are possible. There is a faction on the planet that is favorable to the Klingons, but their rivals must be removed first. That could be taken from many angles from personally eliminating the competition to providing tech to the side the Klingons want to win, or even observing if the faction in question is even worth support. There could be a competition mission, similar to PvP, based along these lines. The Federation wants to remove the Klingons without disrupting the flow of the society in question. The more primitive culture may even be a tertiary consideration as there happens to be a crashed ship that one side or the other wants to study the other side's technology. The primitive culture may be influenced, or in the event of a Borg crash, the Klingons want to commit genocide to make sure the Borg infection does not leave the planet and the Federation wants to save them without their knowledge. The possibilities are endless. This will also have to come in with the ability to fail a mission. Without consequence for failure, just plugging along until you get it right removes some of the tension and fun out of a mission. I also support the idea of a conflict zone or sector where there is PvP and PvE. Sort of like a neutral zone situation where these missions would take place and say the Borg infection is not contained and the Klingons don't wipe the planet clean then a Borg section of space would pop up until it was eliminated. Of course this would all be predicated on a percentage. If more than 50% (or whatever percentage seemed right) of the people who played the mission failed it then the sector would have one or two worlds that become inhabited by Borg and need to be exterminated. But do the two factions ally and eliminate the common threat or are they still at odds while trying to clean up the Borg mess? The possibilities are truly endless.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1929
08-30-2010, 07:27 PM
Paragraph breaks, please?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1930
08-30-2010, 07:58 PM
1. Figureprintgs for ships and toons. IMHO this is done right with any size to the prints .. this would be good PR .. I can actually have a model of a favorite ship and toon that are detailed to match the one I use in the game.

2. A wider selection of ships and hull classes to choose from : ie a light cruiser series for both Klingon and Feddies :
here is a linky to SUGGESTED design (frankly I believe Cryptic can do a better job)
http://www.olbuzzard.net/images/SeaWolf90.jpg

here are a few suggested stats with the suggested light cruiser series:

Sea Wolf Class (aka Advanced Light Cruiser )

Crew Compliment: 235 (original Miranda crew aprx 200 to 210)
Weapons: 4 forward, 3 aft (note: needed weapons for 2 ea 360deg heavy phaser cannons for use with roll bar configuration only)
Device Slots: 3
Bridge Officer Stations: 1 Lieutenant Commander Tactical, 1 Lieutenant Tactical, 1 Commander Engineering, 1 Lieutenant Engineering, 1 Lieutenant Science
Base Turn Rate: 10
Impulse Modifier: 0.17


I am also hoping that some UI changes that help us see the dynamics of our BO crew might be easier to spot, read or have ready for analysis purposes. For example: Science Officer: Name, Rank Skill specialists: Common: Specialist 3rd class (OR E-1), Uncommon : Specialist 2nd Class (or E-2) Rare: Specialist 1st Class: or E-3 Very Rare: Master Specialist; or E-4 (iMHO we need easier to access and better ways to associate BO skills with certain equipment such as Deflectors in conjunction with our own skills to help better coordinate them (not just trial and error or a hodge podge of missmatched items that usually cause misunderstanding, confusion or difficulties in putting togeather an AFFECTIVE ship or build.

To put it another way: as it now stands we really do not have an effecient way to compare bridge officers we have .. with others that might be available to "transfer". copmparing stats is cumberson at best. Also there in no real way to compare the benefits of a "common" BO with a "Very Rare". It seems as though that information is not readly available. The "Specialist" ranking E-1 through E-4 or "specialist 3rd class to "master specialist" might help identify them easier.

That said: a better skill tree that would give a player a better idea how certain skills better link to PARTICULAR items on the ship would be a great benefit. This is especially true with the deflector,sensor, emitter array series.

3. 40 to 50 man raids and PvP groups in "battle ground" areas ...
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