Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
09-08-2010, 09:50 AM
Defiantly seems like a must have for the future
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
09-08-2010, 06:27 PM
that would be cool or even have interchangable versions of the different rooms like with the bridge
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
09-08-2010, 11:37 PM
Absolutely Brilliant!!! A must have for STO. "And come what may, I swear some how, some way, [I'll see you in STO one day!]" BTW, just to clarify, I'm referring to the UI Concept...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
09-09-2010, 10:38 PM
I like the prospects this UI idea suggests. In theory, I could place my engine room as the center of my deck first. Then build off of that with corridors, labs and (I assume) one functional turbolift. It will be interesting to learn what limits-per-deck and just how many decks we will have to work from when the real deal is released.

Having not played a game with this suggested level of player control a few things struck me. Our starship interiors are expected to represent more than a 'player-housing' social spot. I wonder how a player-created deck plan would affect the shipboard missions that I understood were in the pipeline?

Say, a boarding party mission which requires the enemy to take your Engine Room.

Under this above suggestion, that engine room could be placed on any deck. Technically, it could be on Deck 1 with your bridge if you so choose. Can such a mission be smart enough to know where your particular engine room is placed?

Would an AI enemy be capable of running through your deck and find that engine room?

Or would an enemy be forced to automatically spawn in the engine room - regardless of its understood location?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
09-10-2010, 01:09 AM
best looking idea I've ever seen put togeather.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
09-10-2010, 08:27 AM
WOW! The thread came back from the dead. I had written it off as lost in the depths of page 6. :p All this discussion is awesome. Here are some of my thoughts.

Quote:
Originally Posted by pdidy View Post
I personally would also like the ability to place your BOFFs in different seats on the bridge, and different areas to interact in. So you might have your healing BOFFs in sickbay, your engineering in Main Engineering/walking around doing work, a Tactical Officer in the Armory, etc.
I almost see this as a feature of the (hopefully) upcoming job assignments. If you have an officer who can be assigned as the Chief Medical Officer, it makes natural sense for him/her to be in Sick Bay. This of course though would require the ship interiors to be much more dynamic then they are now.

Quote:
Originally Posted by pdidy View Post
Also, I would like to see an "outline" for that particular deck to the ship. So if deck eight is only 100 meters wide, you can't make it 300 meters, to make it more canon. Also, there could be "outline" pieces, that are specifically made to fit the outer sides of the ship. These ones will have windows, so you can see the outside (preferably on what area you are in, like you see Earth/Spacedock if you're in the Sol system.) Also, you can not just "rotate" the parts but "flip" them as well, so maybe if you have a spot that can't be fit by rotating it, you can flip it so it can.
You know, your the second person to mention the ship outline idea, (third if you count that I originally intended to have that feature in the original mockup) so clearly there's more interest in this than I thought. Perhaps I'll go back and re-add it. The trick is that they don't really serve a purpose outside the editor other than limiting the size of the interior you can make.

As for the windows showing something other than a uniform star field, I'm all for this. In fact I would settle for a different, less uniform star field. The one they have in the new sector space maps is nice.

Quote:
Originally Posted by pdidy View Post
I also would like to be able to interact with different things like.

Bridge: You can "look up" the files on what has happened since Nemesis, Characters, and maybe other players.

Ready Room: Where you can go and customize it with different items that you have bought like desks, fish tanks (something everybody wants), trophies, and other things.

Armory: A mobile "Memory Alpha" for making Tactical Upgrades to your weapons.

Research Lab: Same as Armory, except for science

Engineering Lab: Engineering MA.

Main Engineering: Warp Core Ejection (and other things)

Shuttlebay: Where you can go and (maybe) launch one of your shuttles (the Dandube Runabout, and the Captain Yacht.)

And many more.

The possibilities with this are endless, I really do like your idea, and with everything that you can do, it would make every ship unique and a fun place to go and relax.
I think there are a lot of things that would be nice if they worked. How about all those replicators. As far as crafting, I would still like to have a reason to return to Memory Alpha. I suppose you could manufacture small things on your ship, but large things would require you to return there.

Quote:
Originally Posted by Bigboss612 View Post
that would be cool or even have interchangable versions of the different rooms like with the bridge
I agree completely, in fact that's why rooms have their own tab. There may be 6 main engineerings in there, but you can only have one on your ship at a time.

Quote:
Originally Posted by 47alphatango
Absolutely Brilliant!!! A must have for STO. "And come what may, I swear some how, some way, [I'll see you in STO one day!]" BTW, just to clarify, I'm referring to the UI Concept...
Aww, and I thought your were just happy to see me. :p

Quote:
Originally Posted by Psi'a Meese
I like the prospects this UI idea suggests. In theory, I could place my engine room as the center of my deck first. Then build off of that with corridors, labs and (I assume) one functional turbolift. It will be interesting to learn what limits-per-deck and just how many decks we will have to work from when the real deal is released.
They way it theoretically works at the moment. you always start with the turbolift, but then you can build your way to Engineering. The system has a tree structure with the first turbolift being the root.

The limits, per-deck, would have to be determined by Cryptic as they are dependent on how well the typical graphics card can handle it. As to how many decks we can use, that would be determined by how well Cryptic is at loading and unloading decks in and out of memory. I'm pretty sure at the moment

Quote:
Originally Posted by Psi'a Meese
Having not played a game with this suggested level of player control a few things struck me. Our starship interiors are expected to represent more than a 'player-housing' social spot. I wonder how a player-created deck plan would affect the shipboard missions that I understood were in the pipeline?

Say, a boarding party mission which requires the enemy to take your Engine Room. That's really what the starship points are for, as a representative limiter of poly count.

Under this above suggestion, that engine room could be placed on any deck. Technically, it could be on Deck 1 with your bridge if you so choose. Can such a mission be smart enough to know where your particular engine room is placed?

Would an AI enemy be capable of running through your deck and find that engine room?

Or would an enemy be forced to automatically spawn in the engine room - regardless of its understood location?
You've really hit the nail on the head. This is still a problem that needs to be resolved. I imagine it would be extremely difficult to plan a mission around a layout that can be in any shape. There are two possible solutions as I see them.

First, confine the mission to a specific room. As the only shipboard missions we've seen so far are diplomacy missions in the conference room, this would work well. They could also do ones like, "The Romulans have taken Engineering!" but I don't think we're likely to see any Romulans on the way to Engineering.

The second option is, have a shipboard mission take place on a deck not included in the standard ship interior. So if you have decks 1, 4 and 7 included in your ship interior, the mission would take place on Engineering Deck 6. It would borrow the style of the Engineering deck, but the mission would determine the layout. This kind of compromises between the making it look like it's taking place on your ship while allowing designers to maintain control of the layout.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
09-10-2010, 09:23 PM
Cryptic: You need to take a hint from one of your previous hit titles, City of Heroes. Yes, I know you sold the title to NCsoft, but one of the nice things about CoH was you could design your own base from top to bottom completely and utterly, yes it took a LONG time for the thing that those bases were there for to get implemented, but that doesn't matter. The fact that you give players creative tools is what matters.

Take a good, LONG look at this mock-up and tell me honestly you couldn't do this with STO. I'd buy more then one lifetime membership if you did this.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
09-14-2010, 01:23 PM
What good are the ship interiors if we cant have a legit use for them. Other then "they look pretty" I would love to be on my bridge during space combat. I wish we had a Star Trek Bridge Commander feel in STO. Even have fully functional LCARS on my bridge. I could sit in my captains chair, give orders to my crew and watch my enemy on my view screen. If cryptic had taken the best of Star Trek Elite Force II and the best of Star Trek Bridge Commander and then added their own touches to it we would have the best Star Trek game ever. Hopefully Star Trek Excalibur will deliver this for us. And to think its going to be free....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
09-14-2010, 01:43 PM
Quote:
Originally Posted by KurtCollins86
What good are the ship interiors if we cant have a legit use for them. Other then "they look pretty" I would love to be on my bridge during space combat. I wish we had a Star Trek Bridge Commander feel in STO. Even have fully functional LCARS on my bridge. I could sit in my captains chair, give orders to my crew and watch my enemy on my view screen. If cryptic had taken the best of Star Trek Elite Force II and the best of Star Trek Bridge Commander and then added their own touches to it we would have the best Star Trek game ever. Hopefully Star Trek Excalibur will deliver this for us. And to think its going to be free....
While this is a little off topic, I will say I don't see STO becoming like Bridge Commander. The game is built from the ground up to have external ship control and it would be next to impossible change that. The game simply isn't designed that way.

That said, I would like to see starship interiors take a much more active role in the game. I personally see interiors as becoming a third aspect of a mission (the first two being ground and space.) A good chunk of the TV shows took place on the ship when they weren't actively flying the ship or an away mission. So I would like to see more of that aspect replicated in the game. But that's just my opinion.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
09-15-2010, 02:16 PM
/signed
It is only logical.

Being able to create a ship's interior would most definitely be a reason to show off your ship to others and make it more your "own" home and unique.

And I have just noticed that it's being developed already. Engineering Reports state in development

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