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Join Date: Dec 2007
Posts: 142
# 21
02-18-2012, 06:01 AM
Quote:
Originally Posted by greendragoon View Post
One last request, any chance we could get the blast doors in the mess hall to retract like in the TOS interior?
Blast doors?

Do you mean the window shutters? Cos, they were cool, and it was one of the features I really liked. I was hoping the Defiant interior would have them too.
Join Date: Dec 2007
Posts: 142
# 22
02-18-2012, 07:08 AM
Quote:
Originally Posted by Starfish1
Blast doors?

Do you mean the window shutters? Cos, they were cool, and it was one of the features I really liked. I was hoping the Defiant interior would have them too.
I don't think we ever saw that those things were windows - they were never open on the show. I always figured they might be access points to the escape pods.

As for the door issues...this never would have happened if they hadn't made the hallways so narrow! :p

On the shows, it was fortunate that the doors all had copies of the script, and knew precisely when someone was entering/exiting, rather than passing by.
Join Date: Dec 2007
Posts: 142
# 23
02-18-2012, 07:18 AM
Quote:
Originally Posted by Destinii
In the shows, if people are in their quarters, the doors don't automatically open. If the captain is in their ready rooms, the doors didn't open automatically, but had to be opened by the Captain (usually via a voice command, granted).

However, I can see leaving the automatic doors in. That's fine. But can someone look at the pathing of the NPCs so they don't walk near the trigger points for certain doors? I know it's possible to set up pathing waypoints because it was mentioned in other threads by Devs in the past. Nothing breaks immersion when you're having a meeting than having the door open Every. Five. Damn. Seconds.
If ANYTHING is done in terms of pathing waypoints, the first candidate for the list absolutely HAS to be for the BOffs on "Cage of Fire". The door thing is minor. BOffs running clear back to the start of the mission rather than moving 3 feet forward, and having to increment forward movement for them individually in 3 foot increments, is HUGE, and has been. It's sad that it's still in the game after two years.

I'd be all in favor of boycotting all Cstore content potentially, until that issue is fixed, if I thought anyone else would actually follow it. That is a HUGE issue with a MAJOR plotline finale.
Join Date: Dec 2007
Posts: 142
# 24
02-18-2012, 08:43 AM
Is there just some way to make it so that NPCs do not trigger the doors unless they are on a path that brings them through the door? Maybe just do not put them on any paths through the door anyways if you must.
Join Date: Dec 2007
Posts: 142
# 25
02-18-2012, 09:52 AM
The viewscreen on this bridge annoys me! You can barely see it through the Conn station from the Captain's Chair. Move the screen up! There is room to do so. Also, you might consider lowering the Conn station plaform a little also. I don't like having to go through the Crew deck to get to Engineering either. Not once, have I ever seen a hexagonal turbolift in Star Trek. There are plenty of missing textures also in DirextX 11. Why are the Sickbay beds large enough to hold a full grown Gekli? Are you trying to tell me my crew is fat? :p
Join Date: Dec 2007
Posts: 142
# 26
02-18-2012, 10:04 AM
well the main cannon turbolifts are round. However you can see that the Defiant one does have a corner & straight walls in this pic:
http://ditl.org/internals/GMiscDefiant1.jpg

peter
Join Date: Dec 2007
Posts: 142
# 27
02-18-2012, 12:06 PM
Quote:
Originally Posted by Tumerboy View Post
Trigger volumes on doors have to stick out far enough so that as you walk toward the door, it has a chance to open before you get to the threshold. Otherwise you end up eating door.

Doors in Trek always opened automatically, we can manually trigger doors, but it isn't consistent with the shows.
But the doors in trek were especially psychic...they would only open if someone was going through it ... maybe this, only open a door if an NPC's path goes through it or if it's a player ?
Join Date: Dec 2007
Posts: 142
# 28
02-18-2012, 03:03 PM
Even with the current ranges I run thru the doors on occasion.

peter
Join Date: Dec 2007
Posts: 142
# 29
02-18-2012, 10:49 PM
I really hope the doors get fixed soon on the ready room and captain's quarters. They just open and close constantly, and it's really irritating. Totally ruins immersion, and I've started muting the volume on my computer whenever I go there. I don't care if they have to make them manual or allow the ability to lock them like in the “Everything Old is New” ep. Just please fix it!

That and "flipping" the LCARS images back so that the text isn't backwards are my two biggest pet peeves on the interior.
Join Date: Dec 2007
Posts: 142
# 30
02-19-2012, 01:03 AM
Quote:
Originally Posted by Tumerboy View Post
Trigger volumes on doors have to stick out far enough so that as you walk toward the door, it has a chance to open before you get to the threshold. Otherwise you end up eating door.

Doors in Trek always opened automatically, we can manually trigger doors, but it isn't consistent with the shows.
Not true... Doors were in fact an odd thing and randomly tried to eat people when opend manually... It's not that they can't be opend manually... But the risk of fatalities were just too great for it to be common practice:

http://www.youtube.com/watch?v=xro6US3vMyE

xD
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