Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-08-2010, 05:49 AM
I'd actually like to visit the Bridge more if it actually looked right... My science ship bridge is HUGE yet the ship is barely as big as an escort class ship. Also half the consoles are about 15foot up the wall where NONE of my crew will even reach them without some kind of gravity nullifier.

I also noticed several consoles have designs from different ships on them (Consititution class with the Enterprise-D bridge has Akira class and Galaxy class on consoles and screens where they should show constitution class).

A few fixes and a small expansion of the area would be really cool! I'd love to go for a walk round engineering or sme other specific locations (astrometrics, sickbay, ready room, ten-forward to name a few).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-08-2010, 05:56 AM
The OP's points are utterly critical to the long term success of this game - this sort of thing will move STO out of the realm of being an online shooter into the realm of being a truly immersive mmoRPG.

I have many posts on these forums, and all of them have been positive about the game - don;t let me down on this sort of thing Cryptic.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-08-2010, 05:59 AM
Quote:
Originally Posted by Delazure View Post
Great suggestions. While it will definitely take time to design ships interiors (and to make them meaningful), a few additions to the bridge like an access to the "bank" (call it the cargo bay dammit, I don't stock tribbles and phasers in a bank !!!!) and the ability to set a course to a system would be more than enough to make me spend more time on the bridge.

Cryptic, this is EASY to do dammit ! You can please a lot of players with VERY LITTLE DEV TIME here.
......Again could not agree more... bump
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-08-2010, 06:07 AM
Very good suggestions OP, you summarized basically every gripe I have with the way bridges work right now. I'm definitely in support of these ideas.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-08-2010, 07:00 AM
...........................bump
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-08-2010, 07:27 AM
These are things that should have been thought of before the game was ever released IMO.

Kudos to the OP on a well thought out post.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-08-2010, 07:59 AM
Quote:
Originally Posted by jardail
These are things that should have been thought of before the game was ever released IMO.
Just because things aren't ingame today doesn't mean the devs didn't think about it at all I'm optimistic and think they will add a few surprises sooner or later. And moreover MMOs are usually flexible enough so that ideas can be implemented nobody has thought of during development.

I like the ideas too
Especially a customizable captians room would be sweeeet. First thing on my wishlist: A fish tank as seen in the admirals office (+ the two security people who severely watch over the fishies)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-08-2010, 08:42 AM
I'm loving the ideas in this thread.

Here's something --

I loved the system in CoX where it allowed you to customize your base and add to it over time. Imagine part of the in-game economy devoted to this (OK, free is grand but I wouldn't think likely), where you get an in-game blueprint (allowing us to geek out, as well, on that whole Star Trek blueprint idea) and BUILD your ship interiors as you go along. Now, that would be my idea of Star Trek crafting -- or certainly a basis for it or a major part.

I know that "build as you go along" might seem a little weird or flaky, but, still, I can see enjoying it. There's also the question of what would happen to all your interior stuff when you upgraded your ship -- well, retrofit (or refit) I guess they call it, modular sections... and an economy to get rid of what you don't need.

I also like the idea of certain ship sections that are only available to specific ship-types or character classes -- would make for specialization and good reasons for fleet members to visit ships not their own.

I love the concept that when you see a ship you're not necessarily just seeing a Bag of Hollow but possibly a full-fledged flying castle... along with all that might imply for interior battles and so-on.

Anyway, a thought.

Hmmm, I wonder if Cryptic had much to do with the system for bases in CoX... foreshadowing, perhaps.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
02-08-2010, 08:43 AM
Quote:
Originally Posted by Delazure View Post
(and to make them meaningful), a few additions to the bridge like an access to the "bank" (call it the cargo bay dammit, I don't stock tribbles and phasers in a bank !!!!) and the ability to set a course to a system would be more than enough to make me spend more time on the bridge.

Cryptic, this is EASY to do dammit ! You can please a lot of players with VERY LITTLE DEV TIME here.
Ha! You are 100% right! They should start calling the 'bank' the cargo bay.

Also, perhaps you should have a) a personal inventory, b) a storage bay on space stations, and c) a cargo bay on your ship which offers extra storage space. You can only access this extra storage space while in your ship, but it would be cool.

Heck let us buy extra cargo bays for our ships and thus get more storage space if we are the type of player that needs them.

Great idea!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
02-08-2010, 08:54 AM
Awesome Suggestions! Especially the ship boarding. That would be sweet lol.
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