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I like a lot of these suggestions. Very well thought out and well written. One thing that I'd add to this are rewards for people after periods of time. For example, that fish tank in the Admiral's office. I'd love to have one of those for my read-room too. offering things like that at 3, 6, 12 moths, etc will not only allow us to configure our ship (assuming we'll get that too), but it will help to keep people in-game for longer periods of time. If you put that 3-month cookie out there in front of people, they may stay a little longer, etc. if they were considering quiting or taking a break from the game for a while.
I just want the Bridge, and interior Corridors to resemble the actual dimensions. We are not 12' tall, nor should our Bridges and related interior environment look as though we are but children playing on "Daddy's" ship.
Fair enough, they are a bit big but the perspective for cinematic shots is quite high. I'm not sure how bridges would look if they shrank them down. Might not be nearly as cool for random screenshot missions.
Anyway, I've been playing about with an idea for viewscreen interactivity. I've attached some screenshots, which aren't perfect, but they get the idea across.
Kudos if you can spot the mistake/continiuity error in the screenshots.
Another add-on would be the holodeck. If we could add a holodeck to our ships, we could use it for things like target practice and training sessions.
Ever get a new weapon or ground skill and want to practice, compare? A holo-program could let us casually fire our weapon, see how much damage it does, testing our armor, etc. Add in a game element, and we could invite our friends on board for competitive target practice.
Holodecks could have a lot of potential, maybe even unlock a mission where the program goes on the fritz and you have have to fight your way out in 1940s mob clothing or something.
Exactly. I would love to be able to try out ground weapons before buying them. It'd be great to be able to do that in the Holodeck.
Exactly. I would love to be able to try out ground weapons before buying them. It'd be great to be able to do that in the Holodeck.
Yeah, with those little flying baubles in that black room? Just lock on and shoot them down? That would be cool
They could have a few "stock" programs: the shooting range, some kind of relaxation program (like Risa beach or a tranquil forest etc), and Worf's training program all spring to mind.
These are mine sorry if someone else already covered them.
Bridge non combat functions----
1. When navigating to a system my helmsmen should be driving, not me. Why not have the sector space on the viewscreen or similar, and let me issue the order to my helmsman to take us to Bomari via the drop down menu like in the galaxy map.
2. Communications/hails, same thing, this should be on the viewscreen.Use the same graphic display you have now except put it on the viescreen.
3. Random encounters, My tactic officer should say "captain, enemy contacts within range, orders?"
then show me these on the viewscreen as they become available, perhaps even the type of ships against a generic space background. Then let me choose to engage them or move on.
4. The idea here is to use the bridge for travel/communication give us the feeling of sitting in the big chair during non combat. Ships seem bigger when you see them from inside more often. Not to mention I think this would greatly enhance the immersion factor.
Surprisingly good thread considering the drivel that is posted here almost 24/7
I /sign all your ideas - especially the clickable chair options (Ã* la LOTRO), ship-wide uniform options and ready room / observation lounge etc.
But really Cryptic, you missed the trick so bad when you did not implement entire ship interiors as 'player hubs'.
An "entire" ship does not have to be the whole shebang nuts and bolts but at least a viably large area with engine rooms, ten forwards, medical bays, transporter rooms etc where players can meet and interact with each other AND perform most of the functions only available currently in starbases.
An "entire" ship does not have to be the whole shebang nuts and bolts but at least a viably large area with engine rooms, ten forwards, medical bays, transporter rooms etc where players can meet and interact with each other AND perform most of the functions only availably currently in starbases.
Exacty I bet some devs might think "hey they want another game inside their ship but some good ideas thrown in there" -that is good
I also think another area that hasn't been mentioned is the the turbolift, making it operational/interactive object we can access different areas of the ship (sickbay, hydroponics, captain quarters, etc)
Gear installed on ship "shows" in interiors but exterior is still customized in earth space dock.
Scalable areas depending on the size of the ship, top class get bigger interiors.
Able to access STO forums by entering the holodeck or other console.
Able to increase/decrease speed by talking to one of the BO's at the bridge but NOT the destination, you need to manually plot courses you are the Capt afterall.
These are mine sorry if someone else already covered them.
Bridge non combat functions----
1. When navigating to a system my helmsmen should be driving, not me. Why not have the sector space on the viewscreen or similar, and let me issue the order to my helmsman to take us to Bomari via the drop down menu like in the galaxy map.
2. Communications/hails, same thing, this should be on the viewscreen.Use the same graphic display you have now except put it on the viescreen.
3. Random encounters, My tactic officer should say "captain, enemy contacts within range, orders?"
then show me these on the viewscreen as they become available, perhaps even the type of ships against a generic space background. Then let me choose to engage them or move on.
4. The idea here is to use the bridge for travel/communication give us the feeling of sitting in the big chair during non combat. Ships seem bigger when you see them from inside more often. Not to mention I think this would greatly enhance the immersion factor.
Re: #1. I agree 1000%
Re: #2. I tried using the current communication window in my example above but it wouldn't take a screenshot with any of the HUD elements on :/
Re: #3. There are already some random encounters that pop when you go within a certain range of something. The "enemy contact" things are one example. Trading ships are another.
Re: #4. Yeah, kind of an Earth Spacedock away from Earth Spacedock.
Seems to allow sector travel via the bridge they would have to cross a ground instance (the Bridge) with a constantly updating sector view on the viewscreen. I for one would be very interested to see if my computer system could handle this, especially when I get a more up-to-date GPU. (8600GT atm)