Commander
Join Date: Jul 2012
Posts: 465
# 141
09-27-2012, 06:05 PM
Quote:
Originally Posted by sumghai View Post
Spent a nice afternoon whacking this unofficial proposal together:

http://bit.ly/STOShipInteriorProposal

Ideas and suggestions welcome.
This is by far the most comprehensive cache of Interior Development ideas I have seen on these forums.

One can only hope that the Devs will take some time and give this a look through. Then maybe we can start getting some updates.

I always thought the C-Store would be used for just this sort of thing. Want TNG era officers on your ship? But the TNG Officers module from the C-Store. Want an Excelsior bridge? But it from the C-Store.

But so little focus has been given to the vanity items of this nature. Instead, it seems they would rather spend their time doing lockboxes and stuff.

There is so much potential in our ship interiors, and they have gone virtually wasted over the past 18-24 months.
The account formerly known as C_Carmichael
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"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack. I'm thinking maybe pancakes." ~ John Casey
Captain
Join Date: Jun 2012
Posts: 921
# 142
09-27-2012, 07:58 PM
Quote:
Originally Posted by bermanator View Post
Minor Decor: I think that placement of these items would be hard to do because each of the decks and rooms vary from ship to ship, and (if at all) a mix-and-match system would be much easier.
I don't see how that is a problem.

Under the proposed system, when a player's own ship interior is loaded, the first loads the deck layout appropriate to the ship class, replaces textures with the major decor choices the player had made, and then reads off a list of 3D coordinates to place instances of Foundry assets.

It does not create whole new maps from scratch.

Quote:
Originally Posted by bermanator View Post
Crowd control: this would take up data on storage centers. I don't think this level of control is necessary and it would be much cooler/better to simply tie in your crew count to crowd control (if at all)
Non-issue. It's simply a player configurable upper limit.

Quote:
Originally Posted by bermanator View Post
Gender/species control: Would be hard to implement because it would require a lot of data (you would select species and/or gender, and their servers would have to randomize within those parameters, see character customization of STO)
Non-issue. Randomising the features of wandering NPC crewmen is not needed.

Quote:
Originally Posted by bermanator View Post
Changing uniforms of your crew: Controlling species-specific uniforms would be hard to implement and also take up lots of data. Instead: create a trans-species uniform for each department and for each gender. (one costume for Engineering Male, one costume for Medical Female, etc.)
Non-issue. Trans-species uniform for both genders and departments were my original intention. No more that six NPC crew uniform data would need to be stored.

Quote:
Originally Posted by bermanator View Post
One way that would help save data on servers, data centers, would be to make your computer assemble the different decks (e.g. the server tells client layout and gives the client the individual rooms/hallways)... I don't know how that would affect system performance, though
This would have been fine if rooms and corridors were interchangeable between ships, and that connections consisted of straight segments / junctions.

The problem is that canon Trek features ships corridors with a variety of curvatures, depending on the profile of the ship hull itself. While you can in theory make module for various different curved segments, in reality it would be easier for devs (as Taco himself suggested) to have ready made deck layouts for each ship class, with the mix and match decor.

Quote:
Originally Posted by bermanator View Post
Also, I think it would be a great idea to add another currency similar to energy credits that would allow you to purchase starship customizations (both interior and exterior). You would earn these credits by completing the starship mini-games that you listed. The current mix-and-match system would still be the same as before, except that you would use the new credits and some items cost more than others (holographic LCARS would cost more than TNG or VOY).
I'd prefer sticking to existing currency, to keep things streamlined.


Good to see you've been reading my proposal in detail, though - I'll add those clarifications to the document.

Quote:
Originally Posted by ccarmichael07 View Post
I always thought the C-Store would be used for just this sort of thing. Want TNG era officers on your ship? But the TNG Officers module from the C-Store. Want an Excelsior bridge? But it from the C-Store.
A most excellent suggestion.

That's what MMO monetization should be about - account-wide purchases of ship interior styles / rooms / costume pieces, rather than "I WIN" buttons.

I'll add this too.


Now that most of the ship interior customisation features have been more or less established in this draft, I'd like to turn my attention to the "Shipboard Mysteries" missions.

My intention is that they will be like the episode missions, except that they would happen mostly inside the ship, and can be played in any order. They would also have an actual plot rather than the randgen exploration's "Scan five plants" or "Kill five enemy groups".

Some ideas, perhaps?:

- One of your enlisted crewmen is accused of murder, and it's up to you and your BOffs to uncover the truth.

- A disease picked up by a member of your away team is making its rounds throughout the ship. Halt it in its tracks before it potentially spreads to other ships, starbases and planets.

- etc.

Game features I'd like to see improved / expanded: Better Ship Interiors // BOff Costume Slots

Last edited by sumghai; 09-27-2012 at 08:35 PM.
Captain
Join Date: Jun 2012
Posts: 921
# 143
09-27-2012, 08:41 PM
Updated the document to clarify various issues, also added a small section on shuttlecraft interiors (that will have greatly reduced gameplay functions and simply use the current "main" ship decor options)

Game features I'd like to see improved / expanded: Better Ship Interiors // BOff Costume Slots
Ensign
Join Date: Sep 2012
Posts: 5
# 144
09-28-2012, 08:19 PM
My 2 cents.

While I love my TOS interior, I would kill for more of it. I would gladly pay for (and I'm sure a lot of others would to) a more fleshed out TOS interior. Hell, if I knew how to do it I'd try to build the whole damn inside myself. I think it would add a lot to immersion if I could explore my whole ship and maybe see where my boffs and doffs quarters are, etc.

There are tons of blueprints out there, so I think it could be done. I just wonder if it's too tall an order?
Captain
Join Date: Jun 2012
Posts: 921
# 145
09-29-2012, 03:44 PM
Quote:
Originally Posted by gewehr98 View Post
I think it would add a lot to immersion if I could explore my whole ship and maybe see where my boffs and doffs quarters are, etc.
BOff and DOff quarters are a bit much, IMO. It's hard to justify a compelling gameplay feature for individual officer quarters, other than just placing props around.

I myself have 15 BOffs (Department heads and junior officers), which makes for a lot of extra unnecessary map space.

RP and immersion should not be the core reason for improved ship interiors.

Game features I'd like to see improved / expanded: Better Ship Interiors // BOff Costume Slots
Captain
Join Date: Jun 2012
Posts: 11,103
# 146
09-29-2012, 04:12 PM
Quote:
Originally Posted by sumghai View Post
RP and immersion should not be the core reason for improved ship interiors.
That doesn't mean it cannot be a nice bonus. Having little quarters for say your First Officer and Chief Engineer would be rather amusing for RP reasons, and you could justify it by having it connected to bank space or Doff Contacts or something.
http://i1151.photobucket.com/albums/o633/centersolace/189cux9khvl6ojpg_zpsca7ccff0.jpg

So inhumane superweapons, mass murder, and canon nonsense is okay, but speedos are too much for some people.
Ensign
Join Date: Sep 2012
Posts: 2
# 147 Bridge station
09-29-2012, 04:41 PM
Does anyone know if you can upgrade a bridge station to take advantage of your officer's rank?
Career Officer
Join Date: Jun 2012
Posts: 6,416
# 148
09-29-2012, 04:44 PM
Quote:
Originally Posted by gewehr98 View Post
My 2 cents.

While I love my TOS interior, I would kill for more of it. I would gladly pay for (and I'm sure a lot of others would to) a more fleshed out TOS interior. Hell, if I knew how to do it I'd try to build the whole damn inside myself. I think it would add a lot to immersion if I could explore my whole ship and maybe see where my boffs and doffs quarters are, etc.

There are tons of blueprints out there, so I think it could be done. I just wonder if it's too tall an order?
Well I believe it was once said that Cryptic uses 3d Max for STO modeling, if you were willing to go to the lengths of making an accurate TOS interior and contain all the important visitation spots, they might consider it. Else the only alternative we got is making Psudeo interiors using the Foundry.

Right now I've done just that in making a TOS D7 Interior using the foundry that have spots we seen in like the Conference Room, Engine room, hallways, and the even the Cloaking Device Room.
Captain
Join Date: Jun 2012
Posts: 11,103
# 149
09-29-2012, 04:50 PM
Quote:
Originally Posted by azurianstar View Post
Well I believe it was once said that Cryptic uses 3d Max for STO modeling.
Seriously? Okay, everything makes sense now. No wonder their engine is so primitive. 3ds Max is Terribads.
http://i1151.photobucket.com/albums/o633/centersolace/189cux9khvl6ojpg_zpsca7ccff0.jpg

So inhumane superweapons, mass murder, and canon nonsense is okay, but speedos are too much for some people.
Lt. Commander
Join Date: Jun 2012
Posts: 243
# 150
09-29-2012, 04:55 PM
Quote:
Originally Posted by azurianstar View Post
Well I believe it was once said that Cryptic uses 3d Max for STO modeling, if you were willing to go to the lengths of making an accurate TOS interior and contain all the important visitation spots, they might consider it. Else the only alternative we got is making Psudeo interiors using the Foundry.

Right now I've done just that in making a TOS D7 Interior using the foundry that have spots we seen in like the Conference Room, Engine room, hallways, and the even the Cloaking Device Room.
Cryptic refuses to accept voluntary submissions of any kind, full stop. I tried to offer one of the devs help with coming up with a particular section of code that would resolve an issue (I no longer remember what the issue was) and the response I got was "well, you're welcome to try, but even if you're able to figure it out, I don't think we'd be allowed to use your work."
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