Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Movement and Shields in STO
11-10-2010, 06:49 AM
Hey everyone. First time creating a thread on STO, but hoping I've got the right category. I ran a search on the forums and didn't find much on this topic. Ventral and Dorsal shielding.

To be honest, I'm not a fan of the four shield quadrants utilized by STO. Being a Bridge Commander veteran, I miss having ventral and dorsal shielding. It's confusing do a broadside while flying over/below and enemy, and trying to figure out if you are artually firing through the hole in their shields. Sure you can see if another quadrant is being damaged, or if the hull is taking more damage, but adding another two quadrants makes that easier. It also opens up new tactics for attacking an enemy/defending oneself, as well as providing incentive to institute the following.

Full movement capabilites. Honestly, I feel like a ship on strings. I can pitch up and down at an angle, and can bank left/right as well. But I want to be able to roll. To fly my escort at a target while being fired at from port, pulling a barrel-roll to put my starboard (or dorsal/ventral shields *hint hint nudge nudge*) in the line of fire. I'm tired of flying 20klicks out from a target in PvE so I can angle to attack it from below to keep it barely in my sights as I approach.

Anyways, just some thoughts on some things to implement that could truly make some EPIC space combat battles. It may also make space combat a little more difficult depending on your skill.

Enough of my babbling. Thoughts?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
11-10-2010, 07:26 AM
Dorsal and Ventral shields along with full 3d movement would indeed make the STO game closer to Bridge Commander.

My thoughts? What I've always wished to have from STO was the best that all other star trek games have shown me. Bridge Commander ranks in my mind as the best space combat Trek game, and so I entirely agree with you. I wish it were like that too.

Unfortunately, that won't ever happen. The game as it is now is a very conscious design decision on the part of the Devs. They intentionally want it this way. The last time I saw Daniel Stahl respond to a thread like this one, he seemed rather annoyed and exasperated that the issue kept coming up ad nauseum.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
11-10-2010, 09:40 AM
Nauseum is just a BS excuse IMO.

I have never played a space game that has as much as given my a hint of Nausea, nor do i know anyone else for that matter that has.

Why ruin the game for the rest of us because of those who are obviously a very small minority.
Who quite frankly if they are that sensetive really should not be playing games with a lot of action period.
I mean hey, the free camera is liable to create more nausea than the controls themselves.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
11-10-2010, 10:45 AM
Quote:
Originally Posted by Alexraptor View Post
Nauseum is just a BS excuse IMO.

I have never played a space game that has as much as given my a hint of Nausea, nor do i know anyone else for that matter that has.

Why ruin the game for the rest of us because of those who are obviously a very small minority.
Who quite frankly if they are that sensetive really should not be playing games with a lot of action period.
I mean hey, the free camera is liable to create more nausea than the controls themselves.
Ad Nauseum is a term used to describe something that keeps occurring so often that it makes you sick, figuratively speaking.

The design of space combat in this game at the moment really can't be changed. The entire system is easy enough to work around when enemies are above/below you that, while it would be easier for full 3D movement, adjusting your pitch only slightly allows you to direct which shield quadrant is getting damaged.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
11-10-2010, 11:20 AM
Which is why we are talking 6 shield quadrants here, as it would be in full 3D, and quite frankly, should be even as it is now.

Fore, Aft, Port, Starboard, Dorsal, Ventral
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
11-10-2010, 12:09 PM
No. This has already been discussed a thousand times. Bottom line was that combat would simply end up not looking like it did in the shows.

Full 3D movement might work fine in some single player games (don't get me wrong, I loved Klingon Academy), where you have three or four ships fighting and your perspective is focused - but not in STO, where we often have a dozen ships fighting each other and you have a much better view of the battlefield.

Think about it:
Image: current STO space combat
Image: STO space combat with full 3D movement

My sense of aesthetics can do without starships flying upside down because their players find it funny or just can't be arsed to re-align their ships to the galactic pane.

I could imagine "barrel rolls" to be a special maneuver that is executed like an animation, though. Like the starfighters in SW:BF doing a roll when you double-tap A or D. I'd limit this to escorts and raiders, though, to emphasize their role in combat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
11-10-2010, 12:36 PM
lol.

Valias I'm tempted to make your second image my desktop wallpaper.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
11-10-2010, 12:53 PM
Quote:
Originally Posted by Valias
No. This has already been discussed a thousand times. Bottom line was that combat would simply end up not looking like it did in the shows.

Full 3D movement might work fine in some single player games (don't get me wrong, I loved Klingon Academy), where you have three or four ships fighting and your perspective is focused - but not in STO, where we often have a dozen ships fighting each other and you have a much better view of the battlefield.

Think about it:
Image: current STO space combat
Image: STO space combat with full 3D movement

My sense of aesthetics can do without starships flying upside down because their players find it funny or just can't be arsed to re-align their ships to the galactic pane.

I could imagine "barrel rolls" to be a special maneuver that is executed like an animation, though. Like the starfighters in SW:BF doing a roll when you double-tap A or D. I'd limit this to escorts and raiders, though, to emphasize their role in combat.
I kind of like how that second shot looks, to be honest.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
11-10-2010, 01:01 PM
... D:

Okay, okay, tastes differ. No big deal.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
11-10-2010, 08:50 PM
Quote:
Originally Posted by ThomasGideon
I kind of like how that second shot looks, to be honest.
Agreed here and with the OP.

Couldn't there be full 3D movement with some sort of "Align to Plane" option that individual captains could choose to exercise?
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