Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 POLL: Starship Movement System.
04-28-2010, 10:21 AM

Greetings to everyone here in the "Star Trek Online Discussion" forum!

This poll is here to determine exactly which type of Starship movement system you would really like to be using in Star Trek Online.

Forget everything you have ever heard the Devs or anyone else say about the Starship movement, and pretend this is one of the official polls, as Cryptic won't make one to link into the launcher to get accurate results.

Also, the poll is not about guessing, presuming, speculating or thinking about the consequences of programming or anything else, and if you think it will never happen, just stop thinking, then refer to the question which is a simple question that asks which Starship movement system would you like to use in STO.

So please click on the above link and answer the question as truthfully as possible, while considering everything you know about space, about Star Trek, about STO and your own ability to navigate a 3D environment.


Question:

Which Starship movement system would you like to use in Star Trek Online?
  1. 3D movement, including thrusters, Auto-plane correction at full stop out of combat, Ventral & Dorsal Shields as well as preset auto maneuvers allowing "rolls", "loops", etc.

  2. 3D movement, including thrusters, Auto-plane correction at full stop out of combat, as well as Ventral & Dorsal Shields.

  3. 3D movement, including thrusters & Auto-plane correction at full stop out of combat.

  4. 3D movement ,including Auto-plane correction at full stop out of combat.

  5. 2D movement, including thrusters, with pitch angle to 85 & preset auto maneuvers allowing "rolls", "loops", etc.

  6. 2D movement, including thrusters, with pitch angle to 85.

  7. 2D movement, including thrusters.

  8. 2D movement (No Changes).

Please Note:
  • You can click on the link at the top of this post to vote so we can all give accurate feedback to the Devs, and once you have voted, please also post your feedback in the thread as well as why you voted for the movement system you have chosen.

  • Ventral (Bottom) is the belly of the Starship and Dorsal (Top) is the back of the Starship.

  • To counter the Dev Teams concern of Starships being inverted in STO I have suggested a feature included in the poll which is referred to as "Auto-plane correction at full stop out of combat" which would automatically correct the players Starship alignment when at a full stop out of combat and dstahl has stated that a similar feature is already in the game. This feature would allow player to stop and regain there Navigational Bearing if disorientated.

YouTube Video Examples:
Question for Cryptic:

Cryptic, is the following proposal possible?
  • Normal Difficulty Setting - Add No Changes to Starship movement.

  • Advanced Difficulty Setting - Add Cryptics proposed changes to the Starship movement.

  • Elite Difficulty Setting - Add 3D Starship movement.


Thank you for your time and attention!

Qapla'
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2 Freedom Fighters!
04-28-2010, 10:22 AM
The following is quoted from the "This game is missing an important flight control system" thread.

Quote:
Originally Posted by dstahl View Post
To reiterate -

It was a purposful aesthetic decision to keep starships at the same orientation and not allow inverted flight, not because it was a tech limitation but because in Star Trek, starships never face off inverted to one another. It is an artistic distinction that makes space combat in Star Trek look like tall ships combat.

We have discussed options for more pitch or even z axis movement - but it is a firm decision that we will not allow inverted flight for Star Trek Starships (although we reserve the right to change this for specific situations where your ship may be out of control).
Quote:
Originally Posted by dstahl View Post
Quote:
Originally Posted by Shard-Warrior View Post
I believe the objection people have for greater mobility in STO is a fear that everyone will be flying around "upside down" and it will look silly (and it would). However, that could easily be prevented by an auto-roll to the correct galactic plane.
Auto-plane correction is already in the game - when you bank and release control - it auto-corrects. Allowing starships to fly inverted is not going to happen in STO - this has been discussed since before Beta - and we have plenty of reasons why allowing players to purposly fly inverted is not happening.

Does that mean we're not listening? Sure we are - and we hope you are listening too.

We are looking into different ideas such as those I mentioend - maneauvers such as immelmans, rolls, etc that you click and execute (ie you do not fly the immelman - you click a button and it does it) - or even the possibility of allowing you to come to a stop and use thrusters to do a straight up or down Z axis move.

We spent a lot of time on space combat mechanics and we are happy with where they are at - they give space combat the feel we were shooting for.

So in the future - yes - we may allow some sort of pre-set maneuaver - or possibly greater pitch range - so focus ideas in those areas instead of focusing on allowing inverted flight.
Quote:
Originally Posted by dstahl View Post
Quote:
Originally Posted by Forjo View Post
You've gone light-years to build credibility for your team as one who listens to the community.

Don't ruin that by being stubborn on this issue.
-Forjo
I hear you. This goes both ways. We have considered inverted flight since before Beta and strongly decided against it for many reasons. There is a difference between being stubborn and players not accepting decisions and repeatedly asking for something we have stated we were not going to do.

Is it possible players are being stubborn in repeatedly asking us to allow inverted flight?

So where does that leave us?

Things we don't want to do:
- Allow players to pilot their starship into an inverted plane

Things we are considering based on feedback:
- increasing pitch angle to 85%
- allowing players to stop and use "thrusters" to move slowly in any axis - including z axis up down
- creating specific maneuvers such as "rolls", "immelmans", and "loops" which can be executed


If we did the three things above - it may net you a ton more maneuverability - without allowing inverted flight. Is that not a fair compromise?

I'm curious if I'm coming across stubborn or not. I'm trying to state - this is what where we're at and be realistic about what we can and can't do.
Quote:
Originally Posted by dstahl View Post
Quote:
Originally Posted by Bekkyboo
Oh yes, PLEASE. This would fix most if not all the issues with vertical movement.

These would be nice too, but the first point is the absolute *MUST HAVE*.
Increasing pitch to 85ish degress is the change we are most likely to try and the one that would cause the least issues from the back end perspective.

the other 2 suggestions - while interesting have their own set of challenges to overcome to make the work properly in the game.
Quote:
Originally Posted by dstahl View Post
ok -

2 final comments before I'm off to other tasks

1) Looks like increasing pitch is the big win compromise and something I'm starting the ball rolling with.
2) We still are considering the possibility of adding controller support - even though I thought it would be unlikely with the cancellation of porting STO to consoles.

No ETA yet on when or if either of these will happen yet.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-28-2010, 10:27 AM
i'm not sure i see the need for this thread.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-28-2010, 10:28 AM
Quote:
Originally Posted by cavilier210 View Post
i'm not sure i see the need for this thread.
I see the need.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-28-2010, 10:29 AM
went with option one, but, so long as when you come to a full stop you remain in whatever position you're in relative to eveything else, as far as rolls go
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-28-2010, 10:32 AM
You left out "Pitch to 85 degrees and can't be arsed to care about the rest."
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7 The need for this thread.
04-28-2010, 10:34 AM
Quote:
Originally Posted by cavilier210 View Post
i'm not sure i see the need for this thread.
The reason this thread exists is to determine which Starship movement system the majority of players would like to use in Star Trek Online, it's very simple as well as very fair to everyone, and Cryptic will not create a poll, so I have.

All you have to do as a player is answer the question as truthfully as possible, just thinking of yourself and no one else.

I have to go do some painting now, but I'll be back in about an hour, and everyone is entitled to voice their opinions and make a choice, so everyone is entitled to take part in the poll, which will hopefully result in accurate feedback.

Regards,

Alecto
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
04-28-2010, 10:34 AM
Quote:
Originally Posted by Krenn View Post
went with option one, but, so long as when you come to a full stop you remain in whatever position you're in relative to eveything else, as far as rolls go
No auto plane is almost definitly not an option. It's an artistic choice to make it look better and keep a Trek feeling. Not having it would be like retconning Star Trek so that you can only beam between transporter pads because it's more realistic that way.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9 *5 degree pitch is in the poll.
04-28-2010, 10:37 AM
Quote:
Originally Posted by squidheadjax View Post
You left out "Pitch to 85 degrees and can't be arsed to care about the rest."
Pitch to 85 degrees is in the poll along with thrusters which should be standard in STO as every ship has thrusters in Star Trek and I posted twice in the other thread asking for feedback before it went live.

I have to go, catch you later, and enjoy your time zone!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10 DEVS SUGGESTION! space mobility
04-28-2010, 10:38 AM
Quote:
Originally Posted by Krenn View Post
went with option one, but, so long as when you come to a full stop you remain in whatever position you're in relative to eveything else, as far as rolls go
/signed i would like a number 1

the current mobility sucks! Devs need to adopt ship movement/shielding from Star Trek final Unity game and photon torpedo spread, evasive maneuvers, tatical station and auto tactical officer. and pre programed combat maneuvers all excellent and this was a dos game in which the ship was controlled with ten key number pad
It puts combat and mobility of STO to shame! Devs if you need a copy i will send you one.
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