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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
02-05-2010, 02:28 PM
Quote:
Originally Posted by Zodi-emish
if it came off like that I'm sorry. what I meant to say was it has potential, and we as a community needs to shape it in to what we want it to be.

this mite sound strange, but an MMO is kind of like a child, when it's released it come to the world with so much potential, now when it grows up, it is shaped by what people want. ( or what the Devs want) just like you're parents shaped you in to who you are now.

so what I'm also saying it takes a village to raise the children, same idea here, we work together to build up the game, and shape it to what we want.

and that is kind of a strange post, but oh well I love star trek.

*edit and a wall of text is a large one paragraph post. *
May i suggest you ignore posts that don't contribute.
You don't have to apologise for anything.
I share your concerns.
I'll start working on some constructive ideas for exploration starting tomorrow ( when my brain is working, i'm really tired).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
02-05-2010, 02:29 PM
Quote:
Originally Posted by Goedeke_Messmer
I have to agree with the fact I'm enjoying the unique aspects of the game. Those who are fishing around for "how to build a tank" skillset are somewhat missing the point: the flow of battle in space is more fluid and requires everyone to take on more diverse roles. Cruisers are "kinda" tanks, but the reality is that it is much harder to prevent the escorts from being targeted because there is no "taunt".

Frankly, I don't miss it: it means that a squad needs to react to the situation that develops, not just run "play A1" every mission.
so what we need is a taunt ability? or something to make them target the cruisers? any ideas on how to implement that?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
02-05-2010, 02:30 PM
Heres some good ideas from another post about exploration.
I particularly like the replicator idea.
"In the planet aid missions it makes no sense to have to fly away from the planet and go into sector space or to some star base to purchase the needed commodities. In any of the shows they would just use the replicator to make the necessary trade items if they did not have them on hand. I have no problem with spending the energy credits to get the items but having to travel from exploration space and come back is crazy. Too, one does not always get the same aid mission when coming back, making the commodities just purchased worthless, and taking up space in a very limited inventory.

And whats up with not being able to specify the number of items one wants to purchase? If your not going to put in a buy x button at least make the purchase a single click, instead of clicking the item and then having to click the buy button."
Above ideas come from user Spagyria.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
02-05-2010, 02:31 PM
Quote:
Originally Posted by Dublin_Raider View Post
May i suggest you ignore posts that don't contribute.
You don't have to apologise for anything.
I share your concerns.
I'll start working on some constructive ideas for exploration starting tomorrow ( when my brain is working, i'm really tired).
tha'ts what we need, people on both side to rise above the normal fight of the forums to because something like leaders, atleast when it comes to ideas. I look forward to reading what you have to say, PM with the thread when you make it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
02-05-2010, 02:31 PM
Quote:
Originally Posted by Zodi-emish
so what we need is a taunt ability? or something to make them target the cruisers? any ideas on how to implement that?
Scramble Targeting Sensors - Creates a false illusion of a ship on sensors making the computer re-target what it "believes" to be the ship it was previously targeting

There's plenty of technobable in the Star Trek universe to simulate/validate any fantasy MMO staple power.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
02-05-2010, 02:36 PM
Exploration comment from AussieJohn.
Quote:
Originally Posted by AussieJohn
At the moment the reward for doing a deliver aid mission is not worth the time and trouble you have to go through to do it.

You have to spend a minimum of 1000 credits to buy the needed commodities. They can be bought from any transport/freighter travelling on one of the blue lines in sector space.

Forget about buying 10 of the 5 different items as that is just a waste of credits.

I drop those missions as it is just not worth the time and money to do them. Go find another system.
Obviously the conclusion is that these exploration missions need to offer a bigger payback than they do currently to make them worthwhile.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
02-05-2010, 02:36 PM
Quote:
Originally Posted by Joe_Novax
Scramble Targeting Sensors - Creates a false illusion of a ship on sensors making the computer re-target what it "believes" to be the ship it was previously targeting

There's plenty of technobable in the Star Trek universe to simulate/validate any fantasy MMO staple power.
A tank could jam sensors to make the enemy target him. a friend is about to die, hit the jam, and it targets you saving you're friend.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
02-05-2010, 02:42 PM
Quote:
Originally Posted by Dublin_Raider View Post
Heres some good ideas from another post about exploration.
I particularly like the replicator idea.
"In the planet aid missions it makes no sense to have to fly away from the planet and go into sector space or to some star base to purchase the needed commodities. In any of the shows they would just use the replicator to make the necessary trade items if they did not have them on hand. I have no problem with spending the energy credits to get the items but having to travel from exploration space and come back is crazy. Too, one does not always get the same aid mission when coming back, making the commodities just purchased worthless, and taking up space in a very limited inventory.

And whats up with not being able to specify the number of items one wants to purchase? If your not going to put in a buy x button at least make the purchase a single click, instead of clicking the item and then having to click the buy button."
Above ideas come from user Spagyria.
that is one thing that drives me nuts, is the fact that we can not creat it ourselves. added to that there needs to be a better reward, maybe an investment reward, you helped this planet, and in return you get energy credits, maybe over time, or if the planet is added to a list of planets you can go back to, then it could open up as trade. maybe items would sale higher on this planet then other places. but the prices would change over time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
02-05-2010, 02:59 PM
Regarding the possibility of re-visiting some of the Systems in Clusters (and sharing its location with friends).
Each system already has a name but you could also give it a location number (a unique code number).
So you would need both to re-visit.
I'm not sure how practical this is from Cryptics point of view but the ability to re-visit newly discovered worlds would be a HUGE joy for me.
It would make exploration more real and alive for me.
Also the ability for the System inhabitants to remember the name of the Captain and Ship that first visited would give people the ability to be the first to find a place and to be remembered.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
02-05-2010, 03:12 PM
It will get there.

It will evolve. We will keep on trying.

First of all they should focus entirely on patching all known issues and bugs, and probably adding the endgame content for the foolish ones who have already reached admiral and rushed through the game.

Next they should begin adding the social zone shinys. That is to say, starfleet acadamy with goodies such as the koboyashi maru test, adding npc's and life to the social areas, walking around and talking, sunbathers on risa, retired captains on risa, etc etc. Then the rp content, so, ship interiors refined and looking good, say, engineering/sickbay/cargobay/shuttlebay/bridge/captains readyroom for all ship classes. Does not have to be functional yet, just has to look good for rp. Must allow lots of people to visit, PREFERABLY not instanced if possible. Adding crew walking around and commenting here would be good for atmosphere.

Then we move onto exploration. adding more diplomacy and missions where you dont have to shoot first...etc
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