Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2971
03-28-2012, 02:14 PM
Quote:
Originally Posted by bfottrell
Short:

Everything in the game keeps rolling along when I'm logged off. Why not my transwarp cooldown period? Is that supposed to happen?

Mid:

Right now, the department head listing has a First Officer, Engineering, Operations, Science, Medical, Tactical and Security. Every ship, theoretically, has all of these departments, so why does one of the BOffs have to pull double-duty because there aren't enough BOff slots? If the player has an empty slot, the system should promote their senior DOff in that field to that position. Of course Cryptic could add a BOff slot... lol, riiiiight.

Long:

Add more rooms and fuctionality to the existing rooms in the ship layout. Some of us like the idea of having a 'real world' background for our avatars to live in, that conform to the Star Trek we've become accustomed to:

*Armory: You should have an armorer who would function as an away team equipment vendor. The armory itself should be located adjecent to the transporter room and Hanger. This isn't always practical for a ship of 50, but if the player is flying a cruiser, for example, it makes great sense. Keep the vendors on the planets/starbases as well (for those who want to restock before a fleet action or STF, but are not on their ship at the time.) Also, the player could have them start weapons' modification assignments from here.

*Brig/Security Office: There should be a brig with individual cells. If the player have a prisoner on their ship, they should show up. If not, it'll be empty. Either way, we've seen brigs on most ships in Star Trek over the years, so why leave it out? You could also make this a central location where the player could find a security officer to begin shipboard 'military' assignments.

*Sickbay: The current layout is great, but there should be a Chief Medical Officer stationed there. Also, if the player has a DOff listed as being in Sickbay, they should be shown laying in one of the biobeds. If not, they'll be empty. You could also make this a central location where the player could find a doctor/nurse/medic to begin shipboard 'medical' assignments.

Hangar Deck: Big room. Stock with 2 standard shuttles and specialty shuttles/runabouts the player may have purchased. Long, long-term: mabye an accessway to the Aquarias (for Odyssey TAC), but that's a serious back-burner.

Astrometrics Lab: Dark room, with lots of consoles and in the center, a big holo-display of the galaxy. Not necessarily a functional room, but it looks good and gives the player's crew the appearance of doing something besides wandering the halls. You could make this a central location where the player could find a scientist to begin shipboard 'exploration' or 'science' assignments.

Shield/Deflector Control: Not showcased in most of the series, but the same argument as above. Having a crew just walk back and forth in the hallways is pretty uninspired.

Engineering: It may be a little much, but I can't imagine that the Main Engineering space on a cruiser, would be the same size and configuration (especially size) as a Defiant sized escort. A different map would be a nice change for this room. Some Jeffries tube accesses and maybe an office for the Chief Engineer. Here's an idea the bean-counters at Cryptic would like... customize, like the bridge layout? You could also make this a central location where the player could find an engineer/technician to begin shipboard 'engineering' assignments.

Holodeck: Not sure how it would be used at the moment, but most of the modern ships have them, so why not include it to add some flare? Wait!!! A target practice mini-game!?! The player could use it to polish their marksmanship skills for ground missions. How about a precision flight mini-game? Remember "Night of the Comet"? I wish I'd had some flight experience before the four times I went through that.

Crew Lounge: Looks Great! Why is no one ever eating, socializing, or sitting for that matter. Maybe add a few more trophy and/or customization options. There's an option to invite people to see the player's ship... and they all look alike! Also, you could make this a central location where the player could find a bartender/chef/entertainer for their assignments. How about this? The player walks into the crew lounge, and an Ensign asks them if they would let her participate in the Anbo-Jyuistu tournament? Interactive prompting for a 'Development' assignment? Okay... at least have an 'interact' icon over their head.

Personal Quarters: Way too large! They seem larger than the conference room where the player meets dignitaries during first contact missions, and there are 10 NPCs in there. Also, the player should have an option to change between purchased outfits in this location.

Conference Room: This should be a room on the ship, since the player uses it during missions.

Cargo Bay: Big room. Stock with crates, skiffs, and loaders. You could station the quartermasters and traders here, and start trade missions from this location.

Just a few thoughts. Probably been addressed before, but still some good ideas.
How many Boffs do you have? when you hit captain you should have 8-9 IRRC more than enough to have a dept head. and STO takes it too far. a US Navy Cruiser has 5, Combat Systems, Operations, Engineering, Supply and when embarked, Air.
Um, you can change uniforms on the fly. why would i want to have to go to quarters to change? I really don't think a strip-show cut scene is appropriate.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2972
03-29-2012, 10:24 AM
Quote:
Originally Posted by mercuriciodide
I suppose there could be an option in the settings that says "my character is interested in" and have male, female, both, and none as options. The default would be "none" so players would have to manually enable romance. That seems to be a pretty non-controversial way to handle things.
I agree with at least this much (I'm undecided on the rest of what was posted here on this topic). Someone else said it should be only initiated by the player, but I think it instead should be something selected by the player and let things flow from there.

I also agree that it's unlikely that something like this will actually appear in the game. It's always possible, though, and if it is I think that's how it should be handled.

Quote:
Originally Posted by Vetteguy904
How many Boffs do you have? when you hit captain you should have 8-9 IRRC more than enough to have a dept head. and STO takes it too far. a US Navy Cruiser has 5, Combat Systems, Operations, Engineering, Supply and when embarked, Air.
As opposed to the six we have: Science, Medical, Engineering, Operations, Tactical, and Security. That doesn't seem too outrageous.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2973 Captcha Web site.
03-29-2012, 01:46 PM
Please make the Captcha easier too read the letters and numbers there are a few of them where i can't see what the heck they are.There are a couple of them that look a like

Like 6 there is a number or letter that looks like it but is not And i have tried G
There is all so one that looks like this & but is not i some times have too reenter the thing 2 to 3 and some times 5 times too get the freaking thing correctly

Please make it easier too read.Or get rid of it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2974
03-29-2012, 02:02 PM
Short term: Fix the field generator consoles to what they were before.

Mid term: Leave them alone.

Long term: Never touch them again.

:p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2975
03-29-2012, 02:26 PM
LONG SHORT AND MID:

Fix the damn crashes
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2976
03-30-2012, 05:30 PM
my new new new short term The shorter the better is to get rid of the new drop containers. that was a case of if it ain't broke don't fix it. PLEASE put the glowing yellow drop balls and cylinders back!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2977
03-31-2012, 08:43 AM
Short, Mid and Long term is wanting new playable factions. This game has been out for awhile and right now its still just Federation and Klingons. What about Cardassians? Romulans? Even possibly the Borg? A new playable faction has to be added because people will get bored with the current ones and will move off to other games once they are bored.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2978
03-31-2012, 04:18 PM
Short: Something done to Shooter ground controls to make it a bit more...playable. Presently it seems that all the option allows you to do is miss and have a harder time with abilities. The former is a non-issue, that's the fun of shooting, but the latter is a deal-breaker because it adds a layer of difficulty which does not contribute to entertainment value. Auto-use, the option to apply weaker but permanent varieties of ground buffs, something to make ground combat less tedious and so compliment the good gameplay of space combat.


Mid: Something fun that involves all those unused ships I have hanging around spacedock. It feels wasteful, especially as an admiral, to not be able to either commision them for more involved Duty Officer missions or to hand them over to an AI to wratched up space combat a few notches.

Also, more ship customization options, like a few more choices for interior layout and interior decoration since we're spending so much time in side of them now to access the good DOM's.

Long: A Voth series.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2979
04-01-2012, 11:02 PM
Long-term: Romulan faction, Romulan faction mission development, Romulan PVP adjustments (RvKvF?)

Mid-term: Romulan Ships (A properly sized D'deridex in a lockbox wouldn't be so bad, however, for the faction I'd like to see some ships resembling these:

http://bridgecommander.filefront.com...lan_Pack;43154
http://bridgecommander.filefront.com...n_Addon;116663

http://home.comcast.net/~ststcsolda/.../romulans.html
>> Apparently the Romulans -do- have more than 3 types of ships!

It'd also be nice to see a few of those Rom-Borg hybrids the storyline seemed to hint at.

Short-term: For costume options, it'd be nice to get some of those dual brow ridge features the Romulans have, plus maybe a few of the squared TNG Romulan uniforms/casualwear you see in episodes like Unification (TNG 5x7/8). Too much to ask? :p

Hnafirh'rau Rihanh!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2980
04-02-2012, 09:58 AM
been playing for a bit over a month now, not going to read over 100 pages.

here are my suggestions... not sure if they are short, mid, or long term or not.

1) I see images of Klingons shooting rifles left handed on the website, yet there is no option to choose if a character is left or right handed. I know this would not have any real impact on gameplay, but I think it would be neat to be able to choose if my toon is left or right handed. Maybe this is something that I notice more then most because IRL I am a left handed shooter.

2) Change some of the starship interiors based on layout size. It seems just plain silly to have most ships (unless you are using the Belfast bridge) have the same engineering section and lounge and what not. It would seem obvious that a smaller ship would have a smaller interior... including a smaller lounge and engineering section. Why would a Science Vessel (ie: nova class) have an engine room that by its very size would take up three to four decks when the entire ship is only 8 decks counting the primary and secondary hull sections combined?

3) Add more levels/ranks. I would like to see more levels, so I would suggest the following:
Level 0-9 Lieutenant
Level 10-19 Lieutenant Commander
Level 20-29 Commander
Level 30-39 Captain
Level 40-44 Rear Admiral (LH) - Brigadier General (For KDF)
Level 45-49 Rear Admiral (UH) - Major General (KDF)
Level 50-59 Vice Admiral - Lieutenant General (KDF)
Level 60-69 Admiral - General (KDF)
Level 70+ Fleet Admiral - Field Marshal (KDF)

that would give us 20 more levels, or 10 at the least if you stop at Admiral/General (Level 60)
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