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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
08-06-2010, 01:37 PM
Quote:
Originally Posted by Canmore
it worries me that all the new ships are getting directed at end game i want to see refit mirandas etc for lower level fun , just my humble opinion
whats the point in that? unless they make all ships scale with level it wont be worth the time it take to make those low lvl refits because noone is going to use them anyway when they get the next tier ships.

because they will inevitably be better, otherwise there wont be a point in the tier system.
Lt. Commander
Join Date: Dec 2007
Posts: 120
Quote:
Originally Posted by Kitsunami View Post
At the end of the day, i believe all ships should be available at all levels.

The only thing that should vary is the available power, shield strength, crew numbers and equipment.

I.E if you start the game you should be able to get that sovreign if you can afford to get it, but you wouldnt be able to equip it with top tier weaponry.

I really hate how we are restricted ship wise. Its just not right =/

Worse of all is that you NEVER see anything anymore. Its all one ship.
This is akin to EVE Online where you can get just about anything if you have the skill trained but you have to have supporting skills for the actual modules.

That's not going to work in this game due to how Starfleet would work...you'd never see a Lieutenant or Lieutenant Commander in command of a Sovereign class starship. Even the Ensign or Lieutenant commanding a Miranda/Centaur/Shi'Kahr is a bit much, as is the Lieutenant Commander in charge of the Constitution/Excalibur/Vesper cruiser with 400 crew aboard.

If anything you should be REQUIRED to skill up in the type of ship you want to fly (at least Level 1), on top of having the appropriate rank.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23 interesting
08-07-2010, 05:16 AM
What would make the ship design system suited to players needs would be to actually create one.

Yes yes yes, we can make our own ship out of a whole 3 different types of other ships per class, but reallly!!? thats not ship design thats tetris with 3 square blocks, you can't exactly get much originallity out of that. Perhaps a new way to design ships should be in order.

Instead of getting a new ship each time you rank up, maybe u can have the choice to customise from the very beginning.

(e.g. you start with your basic run of the mill default-noob light cruiser. then you can purchase with merit and energy credits, new pylons, saucer sections, nacelles, etc. you would then if given enough patience and energy credits be able to create a ship using any of the parts of any ship in the fleet by the time you reach vice admiral+ )

This would of course be a major structural change, but just an idea that would make people feel like they really could fly their own unique ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
08-07-2010, 07:56 AM
Quote:
Originally Posted by Kudach View Post
I agree with your post partialy... ONLY because I want to fly NEW SHIPS at max lvl not noob ships at max lvl.

If you wana fly a connie good for you out fit it with mk. X equipment DO NOT TRY AND GET A T5 VERSION. Those ships are lower Tiers for a reason and should STAY that way.
I completely agree with you!

I don't mind if you have an Akira with MkXI gear, but it doesn't need to be come a Tier 5 refit Akira as well!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
08-07-2010, 08:40 AM
Instead of creating new ships, Cryptic should have just allowed players to apply skins of the lower tier ships to the current T5 designs.

For example, you want a Miranda, apply the Miranda skin to a T5 Cruiser.

You want a Defiant, apply a skin to the T5 Escort.

It would have been so much more cost and time efficient than try to create completely new ships of every type for T5.

I for one, hate most of the current Cryptic designed T5 ships. People want their favorite ships from the shows at T5, this is a fact, and it makes perfect sense. You are at the level cap forever, and only level up through the ranks for a few days.

Of course players want their favorite ships to be useful for longer than a week. However, constantly making new ships from the older designs is ineffiecient in my opinion.

Just offer skins of the iconic designs which can be applied to current T5 escort, science, and cruisers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
08-07-2010, 08:05 PM
^ If you apply skins then what's the point?



It would be great if older tiered ships could have importance at high end with their own niche. And PvP would actually be fun for a change if there was more lower-tiered ships than all Tier 5 ships. For instance, BoP's steering clear of the Galaxy's and Sovereigns, while going after the Mirandas. Or a pair of Defiant's going after that Negh'var.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
08-07-2010, 08:24 PM
Quote:
Originally Posted by Arc_D View Post
(e.g. you start with your basic run of the mill default-noob light cruiser. then you can purchase with merit and energy credits, new pylons, saucer sections, nacelles, etc. you would then if given enough patience and energy credits be able to create a ship using any of the parts of any ship in the fleet by the time you reach vice admiral+ )

This would of course be a major structural change, but just an idea that would make people feel like they really could fly their own unique ship.
True, but Starfleet is not about mix and matching parts for uniuqe ships. IMO that make it look like Starfleet is desprite to build ship that there willing to buil Jury-Riged vesles.

if your going to do that, then people sould get a discount when they build with a matched set of parts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
08-07-2010, 09:29 PM
That probably would've been ideal, allowing for a level of viability for all ships, but for different tasks.

The new 'Battetech' game that's supposedly in the work is supposed to do that. The idea is to allow a player to play with a light, medium, heavy or assault mech... but to have the role of each mech size class viable in the operation of a small unit.

Sadly, STO doesn't really follow anywhere near that guidelines. You can't use Mirandas as scouts, border guards and harassers. A Miranda can take on a Negh'var. A Miranda having an experienced crew will not make the difference (when it should make ALL the difference with such a small hull) in being able to perform above the odds.

It might've been better for STO, on the design board, to preserve viability for different hull size class and instead rewarding players with access to more advanced technology. It could've been far more engaging to have the Photon torpedo fired by a Miranda be everybit as much of a threat as one fired from a Sovereign-class.

But nope. They had to base the game on the holy-trinity concept (even though they're pulling a slightly different spin on it) and on the idea that in starship combat, DPS was king.

I'd invite whatever game design Dev whom might happen upon this thread to visit the Guild Wars 2 website. They've gone through a lot of open brainstorming about how they'd like to design that game... and there are some very valuable insights written over there that show innovation within the MMO business, which has unfortunately grown a little trite and jaded.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29 End Game
08-08-2010, 09:01 AM
Get real. 75% of the stuff is end game based. The only reason you level in modern MMO is to learn the game. Almost everything should be geared for the end game. I am not going to waste my money on a T1 anything knowing I will only have it for few days.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
08-09-2010, 11:35 AM
Please DO NOT stop making T5 ships of everything. I want to see an incredible amount of diversity and ships being used, hell, I want to see everything in game given a T5 option at some point.

Variety is the spice of life.
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