Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1201
07-19-2011, 12:49 PM
Quote:
Originally Posted by CapnLogan
Turns out it was demanded by CBS that if a weapon fire from our ships in game it must fire from a weapon hardpoint. The quick and easy solution to this in early pre-production was to make little hardpoints that we could attach anywhere on the ship without doing too much damage to the aesthetics... well

it backfired and they look bad and everybody hates them. So as time goes forward, when I go in and touch a ship I'm going to try to remove them... this means I"ll have to either model in newer, more appealing hardpoints, or just make many weapons fire from a single place etc. you get the point... basically it'll be a lot of re-working but I'll do my best.
1. You're doing a GREAT job with the sitiatuion that you have been given! Keep up the good work!

2. I just can't wrap my head around why CBS would demand a Hard Firing Point for the ships instead of more appropriate/canon appearances, other than the possability of the disclaimer "This games Starship weapons, don't fire from the correct fire locations of Canon ships. Therefore, the game is, in no way, Canon!" Thus providing them a Covariant/Regenarative/Adaptive shield from the over zealous Fandom Fleet.

3. You mentioned newer model firing points as a possible solution to the problem. Have you thought of (which I am very sure you have already) incorperating the firing points AS part of the Material skins, basically covering the darker portion of the point in the with the ship colors? (Simply put as covering the Ugly blemish/black and red pimple firing point with "Makeup") Or is the Hard Points that CBS wanted HAD TO BE obviously visable?

4. In the future could we see the possablity to choose where the Hard points could be at exactly on our ships? Maybe be able to in the Ship Tailor select from numerous preselcted/designed locations on said ship, to place your limited number of weapons And be able to designate which weapon fires from which hard point but keeping the Forewad/Aft restriction in place? While torpedo weapons would make sense to have permanently fixed locations that are approprite to the "Most Canon" location on the ship, ie neck for cruisers, weapons pod for miranda, etc. , it could allow for "Most Canon" or personal taste firing location for beams and cannons. It could allow the the Defiant captains to place their Dual cannon firing points next to each other to at least give them the "Quad Cannons" appearance they often request.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1202
07-19-2011, 12:57 PM
Quote:
Originally Posted by CapnLogan
As of right now I'll have to say no, this will never happen. The way I see it, we'll never have enough staff to do this.
KHAAAN!!!

...SPOOCK!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1203
07-19-2011, 12:57 PM
Hey CapnLogan and everyone else,

I just read that you agree and don't plan to add any of those old horrible square red hardpoints to the Ent-F in the Dev Diary, then had a thought.

What would you all think about allowing players to have the option to not only add or remove physical cannons on both Starfleet and KDF ships, but also allows multiple variations of cannons via the ship tailor? Meaning that you could choose a different style of cannon, more customization and right now some Starfleet ships (escorts) can use cannons but you can not physically see them. And the KDF ships have multiple cannons which can be seen and are used as hardpoints in most cases I believe.

Just a little idea that is no more than "fluff" to ponder over for the next time the escorts or KDF ships get a look at in future.

P.S. Really great work, some awesome and positive communication going on between players and Cryptic here.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1204
07-19-2011, 12:57 PM
Quote:
Originally Posted by CapnLogan
I've removed many of them from the intrepid. Turns out it was demanded by CBS that if a weapon fire from our ships in game it must fire from a weapon hardpoint. The quick and easy solution to this in early pre-production was to make little hardpoints that we could attach anywhere on the ship without doing too much damage to the aesthetics... well

it backfired and they look bad and everybody hates them. So as time goes forward, when I go in and touch a ship I'm going to try to remove them... this means I"ll have to either model in newer, more appealing hardpoints, or just make many weapons fire from a single place etc. you get the point... basically it'll be a lot of re-working but I'll do my best.
To be honest, I reckon when CBS said this, they meant that weapons shouldn't just fire from random parts of a ship model (like in some other Star Trek games), I don't think they meant it quite so literally that there had to be hardpoints added all over the ships like it is currently.

I'm pretty sure most ships can be modeled so that the hardpoints work properly, for example, all ships have fwd and rear torp launchers, so thats a no brainer, most ships have phaser strips on both sides of thier saucers, Dual phaser beams could easily come out from the strips where the regular phaser arrays come from. I suppose cannons are the main issue, but then maybe these can also come from the phaser strips as well, it'd probably look better than them comming from little black dots on the hulls, ships like the Miranda and Defiant have obvious hardpoints where cannons can come from of course.

You should get and intern to come in and do a sweep of all the hardpoints ;-)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1205
07-19-2011, 01:02 PM
Well for starters i think dual beam arrays should fire from the great phaser arrays/rings like we have seen them do canonicly.

For cannons, why not expand on the tech with the sets? standalone cannon models as part of the cannons themselves just like the pieces in the STF sets etc have random bits.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1206
07-19-2011, 01:04 PM
Quote:
Originally Posted by Alexraptor View Post
Well for starters i think dual beam arrays should fire from the great phaser arrays/rings like we have seen them do canonicly.

For cannons, why not expand on the tech with the sets? standalone cannon models as part of the cannons themselves just like the pieces in the STF sets etc have random bits.
That could be awesome, having certain weapon types add model hardpoints to your ship, hell, you could have different canon models for different energy types :-P
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1207
07-19-2011, 01:05 PM
Quote:
Originally Posted by PerRock View Post
While on the subject of hard points, and this might not be your department & not really a ship error. Is there any plans to get the phaser effects to "warm up" first as seen in the shows like here:
Basically I'm referring to the effect where the beam goes around the bank 1st & then shoots out

peter
Yes PLEASE!!!, preety preety preety PREETY Please!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1208
07-19-2011, 01:17 PM
Quote:
Originally Posted by CapnLogan
I've removed many of them from the intrepid. Turns out it was demanded by CBS that if a weapon fire from our ships in game it must fire from a weapon hardpoint. The quick and easy solution to this in early pre-production was to make little hardpoints that we could attach anywhere on the ship without doing too much damage to the aesthetics... well

it backfired and they look bad and everybody hates them. So as time goes forward, when I go in and touch a ship I'm going to try to remove them... this means I"ll have to either model in newer, more appealing hardpoints, or just make many weapons fire from a single place etc. you get the point... basically it'll be a lot of re-working but I'll do my best.
Quote:
Originally Posted by nynik


What about sinking some development time into 'Hard Strips' instead of Hard Points?

Same idea, except coded so that a phaser charge is seen to build quickly from A ---> B down the hard strip. These strips could be placed along cannon phaser strip locations as much as is it fits. They could even be lengthened in size to fit larger strips?

Sounds like it would mean adding an extra 'casting' animation to the hard strip for phasers but it would be better than having a phaser beam suddenly fire out from inside the hull.

Food for thought perhaps, if not already thrown in the pot.
This is exactly what I've been pleading to happen for ages. Get rid of the black weapon pimples and have the dual beams, phasers, turrets and even some cannons fire from the beam array models.

Thin out the beams (because right now they are ludicrous, just have them increase in bloom intensity as distance from the camera increases so they are visible.), have dual beams fire from a set pair of nodes within upper and lower fore and aft arrays (strips), have turrets (regardless of their slotted location) fire from whichever beam arrays are closest to the target (firing from multiple nodes if you have multiple turrets; because, while there are sillier things to see than a bunch of beams/bolts all squirting out of the same node, when there's nothing sillier going on, it looks pretty darn bad.), have single cannons fire from a centred node (or as close to centre as possible) on a forward dorsal or ventral beam array (Until there is a more aesthetically pleasing cannon model) and have dual cannons fire from set points in the arrays (separate from the dual beam banks) on ships that don't have dedicated dual cannon hardpoints (and please make them either more subtle or more cannon-like).

Personally, I'd like to see modular weapons graphics. No beam weapons equipped would mean no beam array models on the ship's surface, no cannons would mean no cannon models (if they were firing from dedicated cannon models instead of the arrays, that is.). That would tend to get rid of a BoP's wing cannons if no dual beams or dual cannons were equipped, but they could always be replaced with placeholder graphics, like a wing tip that hooks forward.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1209
07-19-2011, 01:26 PM
Quote:
Originally Posted by AngelSilhouette View Post

Personally, I'd like to see modular weapons graphics. No beam weapons equipped would mean no beam array models on the ship's surface, no cannons would mean no cannon models (if they were firing from dedicated cannon models instead of the arrays, that is.). That would tend to get rid of a BoP's wing cannons if no dual beams or dual cannons were equipped, but they could always be replaced with placeholder graphics, like a wing tip that hooks forward.[/color]
This is something I've been asking for since before beta, I really wanted the weapons you had equipped have a bearing on how your ship looked. For phaser strips it could simply be a matter of having a few different textures to apply to the strips, depending on what mk weapons you have equipped (this would obviously have an option to be turned off).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1210
07-19-2011, 01:31 PM
Quote:
Originally Posted by CapnLogan
I've removed many of them from the intrepid. Turns out it was demanded by CBS that if a weapon fire from our ships in game it must fire from a weapon hardpoint. The quick and easy solution to this in early pre-production was to make little hardpoints that we could attach anywhere on the ship without doing too much damage to the aesthetics... well

it backfired and they look bad and everybody hates them. So as time goes forward, when I go in and touch a ship I'm going to try to remove them... this means I"ll have to either model in newer, more appealing hardpoints, or just make many weapons fire from a single place etc. you get the point... basically it'll be a lot of re-working but I'll do my best.
Why not go the canon route and make energy weapon hardpoints into strips and torpedo weapon hardpoints into launchers? Place them all in the appropriate places and you're done?
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