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Originally Posted by Khorban
The following list of suggestions will be given in rank of importance. The first 5 I hold to be essential, but the latter points are simply innovations that I'd like to see.
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You're proud of your ideas, aren't you?!
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1. More fleshed out dialogue options in missions which affect the outcome of the mission and allow for multiple approaches to missions. (snip)
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Like something akin to how Fallout 3 is set up? I think it's an interesting idea, however I'm not certain how well this would work with the group content. For example, what happens if two people on the same team choose different answers that would cause them to have to do different things? I'm all for more dialogue. I'm not certain that the current way that missions are implemented and scaled for solo or teams would allow for the meaningful system.
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2. A greater variety of missions, accomplished primarily through the use of mini-games. Thus far, the content I've seen has been limited to run-and-gun combat missions, moving around the map searching for generic objects to scan, and delivering supplies. Don't get me wrong, I love the space combat (barring a couple of minor points which I'll touch on later), but the Star Trek universe should not be limited to it. Given that combat has been well developed, I will suggest some ideas to flesh out the exploration, and diplomatic aspects of the game. (snip)
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You're dead on right! This is something that's been beaten to death throughout the Open Beta (and probably before). The early Lieutenant missions are terrible. The game still feels wooden and unnatural. A bit like a Vulcan telling a joke. The later missions are better, but that doesn't mean that the first 20 missions or so are not terrible. They really do need to revamp them, link them together better, and work on raising the bar on them.
As far as exploration, do the exploration missions. They aren't really that well done, but they are close to what you are suggesting. Once again, they also scale to the number of people in a team, so I'm not certain how well your idea could be implemented.
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3. Next, both space and ground maps ought not be prolifically populated with enemy encounters, but ought to have a few key encounters that are more challenging and offer different approaches. Again, sabotage by taking hacking defense systems, evasion by interrogating an npc and finding a secret route, diplomacy, bribes, threats, etc could all be implemented. These sorts of approaches could have skill point awards that running in gunning would not necessarily achieve. For instance, bribing an enemy group early on in a mission might win you an ally later.
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I like this idea, but they'd really need to get out of the box that they've put themselves in. I don't think there even necessarily has to be new mechanics to try to do all these things. They have enough mechanics in the game to implement different routes. For instance, they could base it on the class of the Captain. For instance, there could be a dungeon with 7 groups of Klingons. There's a way to bypass 2 of the fights, if you are a Science Officer, because you can access a console that activates an emergency fire suppression system that locks the Klingons in a force field containment room. Another group or groups might be avoidable by an Engineering Officer accessing Jeffries Tubes or service tunnels. Tactical Officers just have to blast their way through.
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Also, the fewer groups that are present should be more aware of what's going on. I should not be able to ambush a group of enemies and have a group twenty feet away completely miss the action until I decide to go on to them. On the flip side, this would necessitate, again, that I not be moving around in a beehive in every ground instance I participate in. Let there be a few, challenging fights that may sometimes be avoided rather than a swarm of enemies that I have to trudge through. Does anyone else think that a few Miranda's should be taking on a swarm of cubes with any reasonable hope of success?
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It'd be nice if their encounters were comprised of enemy patrols or in the process of doing something, rather than just groups of enemies standing around waiting to be killed. What makes sense: guarding a prisoner, placing a bomb, patroling a hallway, etc. What doesn't make sense: loitering.
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4. The next thing I'd like to see is accuracy penalties for firing while moving and firing at moving targets in both space and on the ground. Rather than having every shot hit, it would be interesting if one could throw some evasive maneuvers into their combat in an attempt to forgo some damage. Also, a distance modifier should be added which affects accuracy as well.
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Err, not for ships. You're violating Trek canon. The computers are doing the actual targetting, and the computer processing is at FTL speeds. Since all of the ships are traveling at slower than FTL speeds in combat, then it doesn't make sense for shots to be missing. Torpedoes do miss, however, and it's a limitation of the engine that they can't animate that.
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5. The final crucial addition would be a death penalty. I'm not suggesting a loss of skill points or equipment or the like, but something to dissuade reckless charges. Perhaps a hit in experience for awhile, maybe a loss of funds, or badges, or merits even. Perhaps a temporary hit in stats. I would even recommend that if all participating players get killed during a mission, that they be required to restart.
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I don't agree. No MMORPG requires players to completely restart from the beginning. They do intend to implement a "crew death" penalty in the future. The fact is, the only time I've died since the nerf patch in Open Beta three weeks ago was when I got in a fight with 5 frigates and 4 cruisers. You literally have to do something stupid to get killed now. I was soloing Fleet Action mobs last night by kiting them.
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6. It would be nice if there were some random missions peppered into the sector maps. (snip)
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Yes to all except the forced departure.
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7. Unique technologies would be cool. (snip)
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No. See Star Trek canon and game balance for details.
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8. Finally, I think that the starship classes should be differentiated from one another.
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No, mainly because later ship classes do that. The differences between a Centaur and a Miranda are too small to measure.
Thanks for suggesting ideas! It's important to keep new ideas out there, even if people don't agree with them.
