Lt. Commander
Join Date: Dec 2007
Posts: 120
I believe that our advancement through this game is happening too quickly. We gain ranks too fast, hit Admiral too soon, and then find ourselves with little else to do.

Adding endgame content is great, but we also need to slow the time it takes to reach endgame. Endgame should take a lot longer.

My suggestion is to restructure how the ranks are:

Cadet

You begin the tutorial as a third year cadet, doing field work aboard a Miranda-class starship. This is how the tutorial starts, and you go through it exactly the same except that you are a cadet, not an Ensign. If people object to the idea of a cadet going over to a borg-infested ship alone, then redo the transport to be part of a full away team...which quickly gets killed, leaving only you. Your choice of the first three officers should be stated as NCOs.

At the end of the tutorial, you are awarded for your bravery and excellence by being made a full Ensign. The NCO you picked comes along, having forged a strong bond with you during the attack. Here's where it gets different: YOU ARE NOT PUT IN COMMAND OF THE SHIP. Instead, you are assigned to work directly under Admiral Quinn and given a runabout to fly about in. The runabout would be a perfect first ship, and technically you are working for Admiral Quinn. Ensign takes just as long as lieutenant does now. When you've 10 ranks of Ensign, you are promoted, but not to a full lieutenant, instead you are made lieutenant junior grade.

Lieutenant Junior Grade

This should take twice as long as Ensign did to complete. You still have your runabout, and still serve Admiral Quinn. Some missions let you take command of the Miranda class ship from the tutorial, but you don't get to keep it...yet. As a lieutenant junior grade, you can have more ensigns as BOs, and I envision this rank progresses like longer, watered down version of what lieutenant now is. When you complete it you are made a full lieutenant.

Lieutenant

For your amazing work, heroics, and because a war is on, you are given command of the Miranda class from the tutorial. You can have Ensign and lieutenant junior grades on your staff, as well as a bunch of crewmen and NCOs. People should stay a lieutenant for a long time. Add new ships that we can buy, and a lot more content like exploration and first contact and diplomacy to give us more to do. Staying lieutenant for a long time is less painful when we can get new ships, new designs, etc. I want to stress this should take a very long time to progress through, ever for power players. In terms of Star Trek, think of how Lieutenant Worf was a lieutenant for the entire seven years of Star Trek: TNG. I think they said in Starfleet that lieutenant is a rank some people stay in for about 7-10 years, some even longer. I'd say we should expect 7-10 weeks as lieutenant in this game if we want to make it long term.

Lieutenant Commander

This is the rank that people should settle in to. It should take a very long time to reach it, and once you do there should be A LOT to do. LOTS of different ships of different costs and abilities. LOTS more skills to learn, lots more BOs to get, LOTS more adventures and things to customize. It should be RARE to see people above Lieutenant Commander.

Commander

This should take an enormous amount of time to go through. Captain should be considered a legendary rank. We need a lot of ships and designs to choose from and more functions for our BOs. We need full ship's interiors with engineering, sickbay, holodecks, ten forwards, etc, and these rooms need to be bought by us, upgraded, credits spent, and give our ships powers and stats. Making commander take forever to get promoted from works if there's a lot more to do and a lot more to buy, etc.

Captain

This should be a rarer, almost legendary rank. The idea of making Admiral should be years off.

Admirals

From memory alpha: Starfleet admiral is a military rank, the equivalent of which is used by the service organizations of many civilizations. As a traditional naval grade, admirals command fleets of ships, as opposed to captains commanding single ships or units. Many rank systems, including that used by various incarnations of Starfleet, have been known to use several grades of the admiral rank, which include, in order from most senior: fleet admiral, admiral, vice admiral, rear admiral and rear admiral lower half (also known simply as commodore).


So we should have a lot of Admiral ranks, each of which take for freaking ever to complete. We're talking years here, people.

*Fleet Admiral

*Admiral

*Vice Admiral

*Rear Admiral

*Read Admiral Lower Half (commodore)


I believe that if we have a restructuring in this fashion, we can extend the life and playability of the game. To counter the frustrations of spending so much longer in each rank Cryptic needs to really expend a great deal of energy into not only creating new missions, but also expanding just what you can do with your time in the game. Add first contact, exploring, fix crafting, fix and expand PvP, add TONS more ships available at each rank, add ship interiors which need to be bought and upgraded, etc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-26-2010, 04:15 PM
How would you suggest migrating the current characters with their current rank into this new system?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-26-2010, 04:24 PM
Quote:
Originally Posted by DaelinTerenes
How would you suggest migrating the current characters with their current rank into this new system?
That would be tricky, and might hurt a few feelings. These are my thought on that migration:

*No one loses their ship, or use of their items. They will however, need to respec (I envision maybe even trupling the skills a person can learn, adding tons more skills and also maybe even allowing us to change career paths).

*Based on the new skillpoint requirements, our rank gets changed to reflect the new system. Most likely everyone who is a captain is going to turn into a lieutenant. They get a respec, and keep their ship, but all the other new restictions do apply. Hopefully, there would be a lot of other neat ships with new functions to play around in too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-26-2010, 04:30 PM
What you've suggested would take them another year and half at their current rate of development.

I mean.....the game just needs a few end game scenarios and I dont see that getting added at an epic pace.

I totally agree that the game needs content infused into it throughout the game, but I have serious doubts as to when they might be getting around to that. If ever.

Cryptic went on about how FAST they could create content way back in an (October?) issue of Game Informer.

But the game LACKS serious content and I dont see that getting added any time soon. In fact, content seems to be coming at a snails pace. Or maybe it just seems that way because the content is so lacking in the first place. The game has only been out a few weeks I guess.

Maybe in a year we'll see something like what you've suggested. Beats me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-26-2010, 04:46 PM
Quote:
Originally Posted by CommanderReed
What you've suggested would take them another year and half at their current rate of development.

I mean.....the game just needs a few end game scenarios and I dont see that getting added at an epic pace.

I totally agree that the game needs content infused into it throughout the game, but I have serious doubts as to when they might be getting around to that. If ever.

Cryptic went on about how FAST they could create content way back in an (October?) issue of Game Informer.

But the game LACKS serious content and I dont see that getting added any time soon. In fact, content seems to be coming at a snails pace. Or maybe it just seems that way because the content is so lacking in the first place. The game has only been out a few weeks I guess.

Maybe in a year we'll see something like what you've suggested. Beats me.
Keep in mind that the first major content patch has yet to even occur. They might (might) surprise you.

Also, I was heartened by how the state of the game message seemed to indicate they were at least very aware of a lot of our wants and concerns. Some game makers are clueless. I don't think Cryptic is clueless, but what is left to be seen is how effectively they can implement the changes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-26-2010, 04:49 PM
Or you could just quadruple the xp needed to get each grade instead of adding in new ranks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-26-2010, 04:56 PM
genie is out of the bottle anyway, they should have considered that 80 hours to get max level cap was way too short when you still have no end game content at all period.

they should have nerfed mission xp to half its current rate or just about it, or increased the xp per level for launch or end or beta. headstart could have been a nice reward by keeping the higher xp gain then patching the game to nerf it for launch day. granted since half of headstart was offline there would have been alot more upset people if the xp was accelerated for hs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-26-2010, 05:08 PM
Quote:
Originally Posted by Sparquis
Or you could just quadruple the xp needed to get each grade instead of adding in new ranks.
I'd be for this as well.

Although I do think making Lieutenant Junior Grade a rank before Lieutenant and having us leave the tutorial as a newly promoted Ensign instead of Lieutenant would really help in combination!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-26-2010, 05:11 PM
I like the idea of being a Ensign and using a Runabout for a while. But I totally disagree with how long it takes to rank up! Keep the rank up times as they are, but add the extra ranks.

I hate being stuck as Lt for ages, the Miranda is crap and I can never wait to get rid of it!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-26-2010, 05:12 PM
Quote:
Originally Posted by ProfessorSTAFF
I believe that our advancement through this game is happening too quickly. We gain ranks too fast, hit Admiral too soon, and then find ourselves with little else to do.

Adding endgame content is great, but we also need to slow the time it takes to reach endgame. Endgame should take a lot longer.

My suggestion is to restructure how the ranks are:

Cadet

You begin the tutorial as a third year cadet, doing field work aboard a Miranda-class starship. This is how the tutorial starts, and you go through it exactly the same except that you are a cadet, not an Ensign. If people object to the idea of a cadet going over to a borg-infested ship alone, then redo the transport to be part of a full away team...which quickly gets killed, leaving only you. Your choice of the first three officers should be stated as NCOs.

At the end of the tutorial, you are awarded for your bravery and excellence by being made a full Ensign. The NCO you picked comes along, having forged a strong bond with you during the attack. Here's where it gets different: YOU ARE NOT PUT IN COMMAND OF THE SHIP. Instead, you are assigned to work directly under Admiral Quinn and given a runabout to fly about in. The runabout would be a perfect first ship, and technically you are working for Admiral Quinn. Ensign takes just as long as lieutenant does now. When you've 10 ranks of Ensign, you are promoted, but not to a full lieutenant, instead you are made lieutenant junior grade.

Lieutenant Junior Grade

This should take twice as long as Ensign did to complete. You still have your runabout, and still serve Admiral Quinn. Some missions let you take command of the Miranda class ship from the tutorial, but you don't get to keep it...yet. As a lieutenant junior grade, you can have more ensigns as BOs, and I envision this rank progresses like longer, watered down version of what lieutenant now is. When you complete it you are made a full lieutenant.

Lieutenant

For your amazing work, heroics, and because a war is on, you are given command of the Miranda class from the tutorial. You can have Ensign and lieutenant junior grades on your staff, as well as a bunch of crewmen and NCOs. People should stay a lieutenant for a long time. Add new ships that we can buy, and a lot more content like exploration and first contact and diplomacy to give us more to do. Staying lieutenant for a long time is less painful when we can get new ships, new designs, etc. I want to stress this should take a very long time to progress through, ever for power players. In terms of Star Trek, think of how Lieutenant Worf was a lieutenant for the entire seven years of Star Trek: TNG. I think they said in Starfleet that lieutenant is a rank some people stay in for about 7-10 years, some even longer. I'd say we should expect 7-10 weeks as lieutenant in this game if we want to make it long term.

Lieutenant Commander

This is the rank that people should settle in to. It should take a very long time to reach it, and once you do there should be A LOT to do. LOTS of different ships of different costs and abilities. LOTS more skills to learn, lots more BOs to get, LOTS more adventures and things to customize. It should be RARE to see people above Lieutenant Commander.

Commander

This should take an enormous amount of time to go through. Captain should be considered a legendary rank. We need a lot of ships and designs to choose from and more functions for our BOs. We need full ship's interiors with engineering, sickbay, holodecks, ten forwards, etc, and these rooms need to be bought by us, upgraded, credits spent, and give our ships powers and stats. Making commander take forever to get promoted from works if there's a lot more to do and a lot more to buy, etc.

Captain

This should be a rarer, almost legendary rank. The idea of making Admiral should be years off.

Admirals

From memory alpha: Starfleet admiral is a military rank, the equivalent of which is used by the service organizations of many civilizations. As a traditional naval grade, admirals command fleets of ships, as opposed to captains commanding single ships or units. Many rank systems, including that used by various incarnations of Starfleet, have been known to use several grades of the admiral rank, which include, in order from most senior: fleet admiral, admiral, vice admiral, rear admiral and rear admiral lower half (also known simply as commodore).


So we should have a lot of Admiral ranks, each of which take for freaking ever to complete. We're talking years here, people.

*Fleet Admiral

*Admiral

*Vice Admiral

*Rear Admiral

*Read Admiral Lower Half (commodore)


I believe that if we have a restructuring in this fashion, we can extend the life and playability of the game. To counter the frustrations of spending so much longer in each rank Cryptic needs to really expend a great deal of energy into not only creating new missions, but also expanding just what you can do with your time in the game. Add first contact, exploring, fix crafting, fix and expand PvP, add TONS more ships available at each rank, add ship interiors which need to be bought and upgraded, etc.
Here Here!!

I agree with this. I also think there are too many admirals and you get there too fast. The only thing I would disagree with is at LTjg, you should get a ship, but I also think there should be a new tier of ships added. Whether you want to move the current tiers down a level to put in a higher top tier, or add a new bottom tier is entirely up to devs, but either way, I think that is the way to go.
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