Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
11-18-2010, 02:52 PM
Some really good ideas in there. GJ!

Just a couple of things. Well one exception to something you said and one suggestion to add on.

Crew moral going down 10% every time you enter a system or planet. That is a bit much. Especially when you consider that you must enter a system in order to get on a planet.

So instead of moral going down if you have to land on a planet how about this. In every new planet/first encounter there is a chance for things to go wrong or wonderfully good...right?

Examples of what could happen:

You beam down to the planet and Ensign John makes the local populace mad so you have to start a blood bath in order to defend yourselves. Or you could just offer up the ensign to the public court system and let them decide the fate of our young ensign. If you do this however you are permanently down 1 crew member for your ship. (at least until you get back to Federation space anyways ) However by giving Ensign John over to their court system they will like you...so much so that they may just reduce prices on items you want to buy or give you a huge barrel full of dilithium crystals. Or they may just be arrogant enough to have expected you to hand em over anyways and not give you anything. You won't know until after the fact. Which could then open up another scenario...that of possible "rescueing" the young ensign.

You beam down to a planet and Ensign John discovers a plant that seems to have interesting properties. He asks you if he could beam back up to the ship with it and do further studies. You can agree or not. But if you agree a few things could or will happen. 1: Your away team is down a man until you get back to your ship. No beaming extra people down...sorry. 2: While ensign John is studying the plant he could make a great discovery that could give you various bonus's...like increasing moral on the ship or boosting crew member heal rate etc etc. Or he could make a very terrible discovery. This discovery could give you debuff''s that last for an extended period of time or until you reach Federation space again. Such debuff's could be in the form of crew moral going down by 10%-50%, crew member healing rate gets slower...or possibly even part of your crew members permanently gone (again until you reach Federation space again). This could be extended to minerals also which could buff/debuff ships shields, hull, dilithium crystals have a longer/shorter life span etc etc.

You beam down to a planet and Ensign John Breaks a leg and has to be beamed back up to the ship. DOH! you're down an away team member for the rest of your planet side trip.

You beam down to a planet and Ensign John breaks his head open...either through a fight or through a fall (hey!!! accidents happen!). You are permanently down a crew member until you reach fed space.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
11-18-2010, 04:32 PM
Thx for the replies, guys! There are some good ideas here!

Quote:
Originally Posted by scoorpion2 View Post
I like the thought of having different specialties for different ships when they are exploring. [..]

Here's where I think it gets more interesting. Cruisers would probably be able to travel the furthest but they wouldn't find everything or get as much out of things they do find as a science ship would and if you ran into an asteroid field that say pirates were hiding in they would have problems following them due to their size (if they ever implement collision damage). In that case why not make it so when you form teams of various ships you get the best of everything as the abilities get shared between the groups.
Excellent idea! With this, science ships could be on a level with cruisers in range, but with a different style of playing. Cruisers chose a destination, fly for days (half a minute in STO :p), and check the system, while science ships could spot anomalies, interstellar asteroid fields and alike on their way to gather more dilithium and kill more bad guys. :p

Also I like the idea of teaming between different kinds of ships. I crave for this, because right now it makes no difference whether I enter a system with a cruiser or an escort... Small fleets of 3-5 people with all kinds of ships, every one adding some different ability to the group itself - that's what we need. :)

Quote:
Originally Posted by scoorpion2 View Post
and make it even more beneficial if certain ships have unique equipment based on the class or type. Maybe even have special equipment load-outs some unique per ship some general that reduce the overall combat effectiveness but boost abilities in other areas. Then to make it even more specialized have some extra skill sets that give bonuses to exploration type abilities.
Yeah, I see a problem with this. If I was an escort captain all my life, but there is a certain science ship class that has incredibly good abilities to be used in exploration, will I change my escort to that sci vessel to do explo? I don't think so. I like my ship, I'm attached to it. But if I don't change, players who do will have an advantage, and I can't keep up with them in explo.

I think the three roles (esc/cru/sci) should be more differentiated, but the individual ship classes (like nebula, sovereign) should have no additional impact on explo. Teams can alleviate the disadvantages of each ship.

Hmm... Maybe there is a way to do this right... With team abilities. Like the tachyon detection grid ability on Nebula.
A ship could have a special ability, that can be used in explo, but only for the benefit of a team. It wouldn't make the ship a better choice than any other for explo, but if exploring with a team, this ship could use it's special ability, to help the others. Like boosting morale on other ships (transporting the crew from an escort to use the holodeck :p), or extending special shields to let the others cross a nebula w/o any trouble, or storing equipment/materials for others. Or towing a huge transwarp gate to be able to fly back to ESD in a jiffy! :D

(But if you're thinking about ship kits, special, explo-powerboosting equipment, that can be installed on any ship, that's good! :))) I'm just seeing issues with power-differentiation based on ship classes.)

Quote:
Originally Posted by scoorpion2 View Post
[...]another thought to add to the idea of low/no support of being way out there would be from in addition to running out of general resources is having equipment break or wear down to where depending on how big it is or how sophisticated it can be fixed to partial effectiveness "on the go" but to fully repair would require external facilities like a spacedock. This would enhance the notion that fighting is probably the last thing you would want to do, at least for the Feds. KDF would probably just say "fight better"
I think implementing the deterioration of equipment would be a huge job for the devs, and they'll probably never do it. (They'd have to change every equipment item in the game, probably changing the schema of all the related db-tables... Something I wouldn't wanna do. :D)
Losing morale and dilithium/other resources seems to me far more easier to implement. The engine takes a unit of dilithium from the player after every 10-30lys, or something.

Besides, I fear that if a single fight could have an impact this big on the whole explo experience, everyone would try to stay out of fights, and/or wouldn't risk going deeper into explo space. :/

But! Morale could have an impact on the fighting abilities of course! Lower morale means a bit increased cooldowns on BO powers, maybe some loss of dps etc. This way the time spent in explo could change the abilities of the ship, without having the devs to change every item in the game.

(To be honest I like the idea of wearing down equipment, but it would be hard to come up with an explanation on how we can fix it. Even if there are some spacedocks out there in explo, how can the player find them? And if a captain finds a dock to repair the ship - how could a distant civilization have the same alloys, plasma conduits, and right equipment for the job? It would feel weird if I ran into a civ which uses phasers 600lys away from Earth. :) )

Quote:
Originally Posted by scoorpion2 View Post
on a side note it would be interesting to go into certain battle situations like with a lower tech race that can't even get through your shields but they are trying and you have the option to find a non combat way of resolving the problem mid battle but you have to figure it out quickly or bad things will happen.
Yeah, in fact this is a very good idea for missions! ^^ Maybe even in normal sector space, not just explo.


Quote:
Originally Posted by Neteru View Post
Someone get this man a barrel of ale!
:D
Thaaaanks! ^^ :D Although I'm more like a wine-guy... Chateau Picard 2267 anyone? :)))
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
11-19-2010, 11:19 AM
Quote:
Originally Posted by Shevara
Some really good ideas in there. GJ!

Just a couple of things. Well one exception to something you said and one suggestion to add on. :)

Crew moral going down 10% every time you enter a system or planet. That is a bit much. Especially when you consider that you must enter a system in order to get on a planet. ;)

So instead of moral going down if you have to land on a planet how about this. In every new planet/first encounter there is a chance for things to go wrong or wonderfully good...right?
Hmm, you're right, 10% may be too much.
Although I believe there must be a time-constant degradation in morale. It's realistic I think. The problem is that we can cross 10lys in a minute in the game, while in the real world this would be more like 5-6 days. If the crew has to just sit and wait for 6 days, that's definitely gonna affect the morale. :)
But you're right, it must be decreased a bit less. :)

Quote:
Originally Posted by Shevara
Examples of what could happen:

You beam down to the planet and Ensign John makes the local populace mad so you have to start a blood bath in order to defend yourselves. Or you could just offer up the ensign to the public court system and let them decide the fate of our young ensign. If you do this however you are permanently down 1 crew member for your ship. (at least until you get back to Federation space anyways :) ) However by giving Ensign John over to their court system they will like you...so much so that they may just reduce prices on items you want to buy or give you a huge barrel full of dilithium crystals. Or they may just be arrogant enough to have expected you to hand em over anyways and not give you anything. You won't know until after the fact. Which could then open up another scenario...that of possible "rescueing" the young ensign.
Hmm, not bad! :) But what about klingons? :D They won't even consider leaving someone behind. And actually SF won't do it either.
But if there was a court hearing, the player could choose to defend the crew member. With words. :) But I think this would require huge amounts of text (basically something like the FC missions now), so I don't think they're going to invest in it.

Quote:
Originally Posted by Shevara
You beam down to a planet and Ensign John discovers a plant that seems to have interesting properties. [...]

You beam down to a planet and Ensign John Breaks a leg and has to be beamed back up to the ship. DOH! you're down an away team member for the rest of your planet side trip.

You beam down to a planet and Ensign John breaks his head open...either through a fight or through a fall (hey!!! accidents happen!). You are permanently down a crew member until you reach fed space.
Yeah, good ideas! The current injury system could be used to do this I think. You beam down with a team, something happens, one of your BOs gets some serious illness, and have to be contained and treated. You lose him/her for the rest of the trip on the planet, but you can replace him/her with another BO. Until you're all out of BOs. :D
But of course leaving the system, or waiting for 10-30 minutes in real life could treat all your BOs. If an injury could be permanent, you'd end up losing all your BOs after a while, and that's - while can be called realistic - is frustrating. A "semi-permanent" injury could be the aurea mediocritas between realism and fun. :D
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
11-19-2010, 08:42 PM
I absolutly like your ideas, i would love if the devs woul somehow implement your exploration concepts into the Game.
I like your idea that different ship classes are able to do different things out there.

Thank you for reading.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
01-12-2011, 09:08 AM
Quote:
Originally Posted by Yreodred
I absolutly like your ideas, i would love if the devs woul somehow implement your exploration concepts into the Game. [...]
If you agree/disagree with the guy, write a reply with your opinion, ideas on the concept I roughed out here!
(Basically this is me saying: Bump! )
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
01-15-2011, 03:45 AM
I have just finished reading though this thread and I love all the ideas in here. This would make for an excellent improvement. I am so tried of the "approach the planet" or "system patrol" missions that make up the bulk of exploration missions in game now. The current content needs improvement in a big way.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
02-18-2011, 10:09 AM
This is a really great, well thought out idea! Hopefully the devs see it
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
10-01-2011, 07:40 AM
Seeing the new features in the beta build currently on Tribble I've been thinking about bumping this explo topic, so the new users can add their comments too to the ideas we gathered on these pages.

I know the ideas are mostly about the exploration system, but some of them could (should? ) be incorporated into other, more "mainstream" parts of the game. (Like the dilithium mining/refining system we've come up with.)

Spread the word!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
04-21-2012, 10:28 PM
Chevenix, this is AWESOME. Good job!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
04-22-2012, 10:56 AM
Alright, I made an idea for another Exploration part here (no an add-on, just an example):

See this. (You'll have to zoom in on it. Sorry if it's not good, I was in a hurry when I made it. Make sure to read the bottom left text on the map.)

FIRST, 10-100 Light years out, there are alot of unoccupied planets and space. Alot of Dilithium moons and etc.

SECOND, 120-250 Light Years away, you encounter the Farlani Empire, they tell you it is THEIR space, you can:

1 - Ask for passage.

2 - Attack them.

When you ask for passage, they ask you for some Jevonite, you can give them that, or ask for another way.

When you attack them, well... they send tons of ships in and you have to get out of there.

You try asking for passage, give them what they want. Then you can go through, you can also give them dilithium to improve diplomacy.

250-550 light years out... you encounter the Krenim, they start attacking right away, you scan and find out they use Temporal Weapons. If you are in friendly relationships with the Farlani, you can get a mission from them called "Weapons And Time Weapon Ships", you have to go to -X- System and destroy a timeship that is being built, this puts you into much better relations with the Farlani Empire. And you can gather several missions from the Farlani, including one to infiltrate the Krenim Homeworld. Once you're done with all that, the Farlani are allied with you, and you get a new item called "Farlani Starship Subspace Message Frequencer", it's recharge time is 3 minutes, but you can call in a Farlani Heavy Escort to help you in all your battles. The Krenim cannot be allied with.

550-800 Light Years out, you discover that Undine are on the other side of the Krenim Imperium. There are tons of missions to infiltrate bioships (not from the Farlani), once you've finished all the missions, you get a final long mission called "Infiltration", where you 1 by 1 capture the systems in that sector of the Undine. Once you have done that, you get a "Holographic Bioship Projector", you can use this to create a holographic version of a Bioship to help you. And the Undine don't occupy that space anymore. One last mission is where you destroy the Undine Wormhole.

800-980 Light Years out, there is a huge nebula, you may go inside and explore, eventually you find a starbase... an Xindi Starbase. You hail them, then they send 10 ships to come get you (frigates), you defeat them, and you have one final mission: "Starbase Infiltration". You infiltrate their starbase. You have a holo-projector on you making you look like an Xindi when you're on the starbase, and you must plan carefully, and capture the starbase (it's really hard, however, a Farlani fleet helps you). Once you are done, you recieve 1,230 Dilithium Ore, 4 Contraband, a Very Rare Xindi Insectoid Duty Officer, and 56,000 Energy Credits. And you've finished one exploration sector... for you and your team.
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