I'm excited by the prospect of the non-combat missions, but am worried that I will find their gameplay simplistic or - dare I say it - boring. Can you provide an example of what a Diplomatic Corps mission might look like?
Cryptic seems to be saying we'll have basic but functional ship interiors for season 2. At what rate are those interiors going to be expanded upon? What is the final implementation going to look like? a complete ship?
What kind of guarantee is there that you aren't going to abuse the C-store? Earlier you promised that the C-store would be only for cosmetic items. That promise was broken (as well as the implied promise of exclusivity) when you put the pre-order bonuses up. Are you going to apologize for breaking this promise? There is a slippery slope here that Cryptic appears to be racing down it. Seems the game plan is instead of going free to play, to instead charge everyone a lifetime sub and still nickel-and-dime them, and that's really not cool (and will bite you in the ass if people look at this and decide not to buy your future games). A good solution all around is to make C-store items available in game given enough hard work. You could flesh out memory alpha, give people something to do, and stop ****ing people off while still getting some revenue from those who don't want to grind.
Any plans to drop the subscription fee to something more reasonable? You haven't been on the market as long as WoW, your game isn't as good as WoW yet, and literally everyone in my fleet without a LTS is on the verge of leaving. Many people think $15 is too high, any chance to change that assuming season 2 isn't miraculous?
Any chance of seeing either separate difficulty sliders for ground and space, separate skill point pools for ground and space, or both?
How is UGC coming along?
Most of the missions are derivative and bland. Is there any plan to redo old missions properly or are you going to simply add new content while ignoring the rest?
Any chance to be able to toggle a client-side "standard uniform" for those of us who can't stand the rainbow of uniforms other players have?
Any chance for specific bonuses applied to individual ship parts in order to make user created ships more unique?
Are devs going to start posting in the forum more? Seems like Coderanger is the main guy in here and he isn't even on the team!
What are your plans for fixing ground combat? Are you going to try to work with what you have, or perhaps go a whole new direction like the cover-shooter many of us want (is closer to what you see in the TV shows, is more engaging, doesn't need a larger and small version of every corridor).
Fleet specific tournaments/rankings/space control/emergent gameplay in the future?
Any chance to answer any of these harder questions?
What functionality will the ship interiors have? What places on your ship will you be able to go to? Will you be able to travel through sector space from the bridge of your ship with the sector map on the view screen?
Any updates to the Sol system or Vulcan to make them more interactive such as being able to beam down to Star fleet headquarters or Star fleet academy?
Any plans on expanding the universe to more than just the sectors we have access to now?
Ok - I'm just throwing LOADS of thoughts out there. Hopefully some will be of use/interest!
I've alternated the colours (in true TNG fashion, natch!) to make them a bit more easy on the eyes, as well as separating the different questions visually - here goes nowt:
- Regarding ship interiors, it's been mentioned that they will be functional parts of the ship, rather than just cosmetic areas like bridges currently are. In terms of functionality, how will this be implemented - as 'minigames', or in ways that reflect how they're shown to work on the TV shows?
- Also, as part of the new 'ship interiors' system, bridges are getting an overhaul to include ready rooms. Are bridges going to become more functional as part of this process? And will this also include more cosmetic options for bridges, such as dedication plaques, different styles of Captain's chairs, customiseable LCARS screens, etc.?
- I'm confused, and more than a little concerned about the new Tier 5 ships - apparently, rather than allowing people to 'upgrade' their Tier 4 ships (Galaxy, Intrepid and Defiant) to the higher levels (as people have been asking for), they'll be improved versions available at Tier 5. It doesn't make any sense to have several different versions of the same ship with different specs, and it leaves out ships from earlier tiers that should also be usable at higher levels (for example, I don't see why a ship as powerful as the Akira-class should be left at only Tier 3, making it less combat-effective than the Defiant-class). Please clarify!
- Another confusing area: in Season 2, the available ranks will be extended to Vice Admiral 1, with the intent being to add more scope for players to level their Captains up. Unfortunately, that's only going to exacerbate one of the big problems at the moment - too many Admirals running around on active duty! Furthermore, much of the game is tailored to players who've hit Tier 5/Rear Admiral rank - that doesn't fit with how things work in Star Trek, where it's Captains who are the real 'movers-and-shakers', while Admirals are mostly involved with administration and desk work.
My question is this - is there any way of improving the situation to become more appropriate to the nature of ranks in Star Trek?
- Similarly, with Tier 5 ships, why is it that the Sovereign and Luna classes are reserved for Admirals only? Considering that Picard and Riker were both Captains when they took command of the Enterprise-E and the Titan (respectively), that doesn't seem right, somehow. Also, the 'Special Tier 5 Ship Reward' has been hinted to be the Excelsior-class, which won the recent Starship Poll. Does that mean that it's yet another 'Admiral-only' ship? Again, that doesn't make sense, considering the number of Captain-ranked officers that have been seen commanding Excelsiors (Sulu, Harriman, Paris, Jellico, etc.).
(One major issue, not specifically about Season 2, but thinking more in the long-term) - While it's a traditional staple of MMORPGs, the class system of 'DPS'/'Tank'/'Healer' doesn't really suit Star Trek - here are some examples:
1. The actual divisions from the shows ('Command'/'Operations/Security'/'Science/Medical') have markedly different roles and responsibilities to the current STO divisions of 'Tactical'/'Engineering'/'Science', which are essentially just new names for 'DPS'/'Tank'/'Healer'.
2. Similarly, the current system means that Bridge Officers are essentially little more than glorified 'power-ups' in space combat - there's nothing in place that allows us to assign them as 'Helmsman/Flight Controller', 'Chief Medical Officer', 'Chief Engineer', 'Tactical Officer', etc.
3. Despite what it says in the official STO FAQ, all Captains in Star Trek canon move into the 'Command' division and receive appropriate 'Command' training, so it's kind of odd to have 'Engineering Captains' and 'Science Captains', who still function in those roles, rather than acting in a manner that better suits the role of a Starfleet Captain.
4. It makes little sense to arbitrarily assign all starships into the 'DPS'/'Tank'/'Healer' classes - in reality, most starships are very similar in nature, with things like size, power, weaponry, speed, etc. being the real differentiating factors. It's completely at odds with Star Trek canon to have ships like the Luna relegated to favouring 'Healer'/support, when it's role could be equally comparable to those of the Galaxy or Akira classes.
(On a related note, can somebody PLEASE rename the division 'escorts' to something like 'tactical vessels' or 'warships'? Only smaller supporting craft, like the Saber/Defiant classes are 'escorts' - the Akira/Prometheus classes are types of 'cruiser', going by official lore)
To turn all this into a question (rather than an essay! ), what is the likelihood of the STO gameplay system being modified to take things like this into account, if at all? Or is the game too far established with the player-base for such a revamp to take place, and gameplay now fundamentally 'fixed' in it's current state?
PHEW! Apologies for the dissertation, but thanks for reading! Again, hope there's some stuff in there that's of use.