WHY .... you making anything out of it; even if we mention what we need; youl simply make any change that benefits You; but HEHE ..... that will be your undoing; the first step toward the cancelation of star trek online is your stuborn vision ... 3 months people and youl see what in talking about ....
- Adjust the sizes of the ship interiors to feel more realistic / authentic.
- Clean up the user interface so that it's a bit easier to utilize and more intuitive
- Clean up the map system so that its one functional unit instead of a bunch of fractured pieces you have to click back and forth from to navigate to. (if you'd like UX/UI suggestions I would love to help, I do this for a living).
- Streamline beaming up to the ship, going to the bridge, and then engaging in a mission.
- More voice dialogues / immersive more polished cut scenes
- Hire an orchestra to do professional soundtracking for the game... the horns currently sound very artificial.
- Create a better experience that keeps you in the Captains chair should you want to be. We experienced Star Trek with the Captain on the bridge... Create a multiple view system where you can sit in the captains chair and give orders, and can view the action on screen / OR / view it as you currently view things. Not entirely sure how all that would work but it would be more authentically Star Trek to sit in the Captains chair and tell your helmsman to 'Engage'.
Having just read through a lot of the things people are requesting in this thread, it seems to me that they would be tremendous undertakings. I am a somewhat skilled UX/UI designer in the tech industry and I do front end code and have a lot of connection with people who build cool stuff in the engineering world. I have some sense of the magnitude of what's being asked and how long that would take / costs involved / and the underlying difficulty in making a profitable venture (game).
That being said, I think the things that are being asked for could be absolutely incredible if done correctly. It all takes time and money. True Star Trek fans are about as loyal to a genre as fans get...
I would suggest maybe creating a Kickstarter which outlines tiers of functionality (i.e., command from the bridge, expansive universe for exploration, full ship exploration, full voice overs, beautiful planets with fauna, crew interactions, live orchestral soundtracking, and so on) for what's raised.
This may seem small, but if you committed to doing all of those things, I would personally donate a couple hundred bucks to the endeavor. I would probably not be alone.
Planetary Annihilation set out to raise $900k with this methodology and ended up raising $2.1million.
Being a longtime player of City of Heroes, what strikes me most in this game is that there really are only a few story arcs. Very few. Without the player generated content, this game is pretty much a grind fest of doing the same missions over and over again.
I think the devs should spend their time making more stories to play out. More contacts. None of these need to be more than five or six missions in a chain. They can even be one offs, or two and three mission arcs. Add some content that deals with story. The arcs that are present are these big, universe explaining arcs, and while fun, they take about a week to clear out.
The game simply doesn't feel like it's had seven years of love. It feels like it's had about seven weeks of love.
Give the game some love!
p.s. I am enjoying the game greatly, but, as I said, shy of the player generated content...the game is horribly dry and grind oriented. Harsh, perhaps, but, the truth always is.
1) A Trait upgrade feature for Bridge Officers. Not a "re-trait" to make super BOFFs, but a path to upgrading those traits that have multiple tiers so that BOFFs that came from White and Green candidates can be upgraded to be in line with those who were created from blue and purple candidates (I know I could dismiss and use new ones, but I'm sort of attached to some of my existing BOFFs). Perhaps a system could be devised using the Bridge Officer Candidate "Train Up" feature where traits could be upgraded to higher quality traits of the same type. This would also give us a use for the thousands of extra bridge officer candidates that come out of the DOFF system.
2) Fix auto-pilot to systems that are above the "galactic plane", such as the Traelus system, either by having our ship auto-pilot take us vertically as well as horizontally, bringing the systems down a little bit so they're in range when the auto-pilot stops us, or allowing us to enter a system when we're at the correct X-Y position even if the Z position is out of range.
3) The ability to export and import files containing a layout for our power trays. When switching ships, the game still has a tendency to scramble our power trays. It would be nice to be able to save a file to the local computer listing powers (for captains and bridge officers) and what slots on the power tray they go, then have an import option to read it back in and slot any and all valid powers into the appropriate tray slots. I know the devs have attempted to address this situation in the past, and it is a bit better, but it's still hit and miss, this would allow a sure-fire way to restore the tray configuration if you backed it up.
1) I'd like to see my other ships represented in the game in some way. Between my six federation characters, they have fifty tier five star ships. That's a lot of hardware, but most of those ships simply don't exist most of the time. I always imagine each of my characters has a gigantic twelve star ship garage where they're sitting up on blocks with their nacells off gathering dust. Those ships should be out and active, and it's a bit immersion breaking that they're nowhere to be found.
One suggestion I have is to skin and name the ships that appear when a player activates the Fleet Support power to look like the other ships a player owns (assuming the player owns ships of the appropriate type for each ship appearing when fleet support activates). The statistics of the ships can remain the same. I really feel that if my character is in trouble and needs to call in reinforcements, those would be the ships most likely to respond.
Another suggestion would be to replace some of the freighters on the Fleet Starbase system map with inactive ships owned by fleet members. One technical hurdle here would probably be that the player data for the members of the fleet is not accessible when the system map is generated, but the fleet information obviously is (since it always populates the map with the correct tier of starbase and associated facilities), so perhaps a list of ship costumes and names could be maintained as part of a fleet's database record. When a player selects a ship, the previously selected ship is copied into the fleet database (and the ship being selected is removed) and when the fleet starbase system map is generated, the map is populated with star ships in that list. Over time as players select their ships, the list would fill out.
2) Ships as Inputs to Duty Officer Assignments. I think I once saw a post from a dev suggesting this was something they were considering. I think this would be a great way to use our other ships. Ships could be non-consumable inputs to the duty officer system. The class of ship could be analogous to a duty officer's specialization (for example, any star ship an be used, but a science ship would give a better chance of success). When ships are out on assignment they are locked so you can't set them as your active ship. If a mission is failed then a ship can either end up with an injury or could be sent to dry dock the way a duty officer goes to sick bay, effectively making it unavailable until the ships was repaired. Some missions could even require multiple ships as inputs, leading to "Blockade" DOFF assignments (such as "Blockade Romulan Fleet from interfering in Klingon Civil War". Yes I know there's no Klingon civil war right now, but I think the situation in Redemption part 1 & 2 would be a great inspiration for some assignments involving star ships)
1) I'm really looking forward to the "Developing and managing ships under your command" feature mentioned for Admiral level play. This will really give value to the ship bundle packs and will probably encourage lots of players to buy more C-Store ships (which will make the bean counters happy and could get the resources to implement this sooner).