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Playable Aenar

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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    xyquarze wrote: »
    No, that's massively over-complicating it... I was thinking more like how it works in the Romulan extended tutorial where you're stuck with using the Flotilla until you finish the mission to scout Dewa III.

    But for this the unlock would probably come from Surface Tension.
    That would leave us with the issue of Klingons roaming ESD in plain sight for low level characters who are at war with them.
    I think the issue is more likely to be technical than story since the NPCs are intentionally setup with faction affiliations that actually cause them to attack players of the opposing faction.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    brian334brian334 Member Posts: 2,214 Arc User
    tyler002 wrote: »
    As far as I know, the Andorians don't get the unique eyes of the Aenar and can't match their particular skin colour. You also don't get the special abilities innate to the Aenar (which the Bridge Officers all have).

    Meaning you're not an Aenar, just a very pale Andorian or a hybrid (like Shrans daughter).

    These things should be added to the character creator.
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    warpangelwarpangel Member Posts: 9,427 Arc User
    xyquarze wrote: »
    No, that's massively over-complicating it... I was thinking more like how it works in the Romulan extended tutorial where you're stuck with using the Flotilla until you finish the mission to scout Dewa III.

    But for this the unlock would probably come from Surface Tension.
    That would leave us with the issue of Klingons roaming ESD in plain sight for low level characters who are at war with them.
    I think the issue is more likely to be technical than story since the NPCs are intentionally setup with faction affiliations that actually cause them to attack players of the opposing faction.
    It would seem rather pointless for them to setup NPCs on ESD to attack a faction that isn't able to access the whole map. The Academy, which does have those holo-klingons during the event, that I can understand having been setup to fight.

    But in any case they just need to turn that off. Obviously, NPCs don't have to be setup that way, as they don't attack anyone on DS9 etc.
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    tyler002tyler002 Member Posts: 1,586 Arc User
    edited December 2018
    brian334 wrote: »
    tyler002 wrote: »
    As far as I know, the Andorians don't get the unique eyes of the Aenar and can't match their particular skin colour. You also don't get the special abilities innate to the Aenar (which the Bridge Officers all have).

    Meaning you're not an Aenar, just a very pale Andorian or a hybrid (like Shrans daughter).

    These things should be added to the character creator.

    Personally, I'd prefer they get added as a seperate option. Not only does it fit with canon (where they're classed as a subspecies of Andorian, rather than just albinos with psychic powers), but it fits with the game having Andorian/Aenar Boffs seperate with different traits.
    tumblr_p7auh1JPC61qfr6udo4_500.gif
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    baddmoonrizinbaddmoonrizin Member Posts: 10,320 Community Moderator
    Well, I don't know about adding ALL of those, @somtaawkhar , but I wouldn't mind seeing the necessary parts added to AlienGen in order to make them.
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    Playable Aenar? That's much to small thinking, I want an update that adds every known race in the Federation between the Trek shows/movies, the Star Charts, and STO

    Federation Member World Species
    Aaamazzarite(Therbians). Aammazaran(Zaranite), Aenar, Algolian, Andorian, Angosian, Antedian, Antican, Antos IV natives, Arbazan, Arcadian, Arcturian, Ardanan, Argelian, Ariolo, Atrean, Aurelian, Axanar, Ba'Ku, Bajoran, Bandi, Benzite(Benzenite), Beta Antares IV natives, Betazoid, Betelgeusian, Bolian, Bre'el IV natives, Bzzit Khaht, Cairn, Caitian, Catullan, Coridan, Daliwakan, Delb II native, Deltan, Denebian, Denobulan, Dramen, Efrosian, Elasian, Elaysian, Evora, Gallamite, Gideon, Grazerite, Halanan, Hekaran, Human, Ithenite, K'normian, Kaferian, Kasheeta, Klaestron, Ktarian, Loktarans, Menk, Napean, Peliar Zel native, Ramatis III native, Rhaandarite, Rigel IV natives, Rigelian, Rigellian, Risian, Saurian, Selay, Shamin, Tamarians, Tellarite, Terellian, Terrellian, Trill, Troyian, Tyrellian, Valakian, Violacean, Vulcan, Xelatian, Xindi-Aquatic, Xindi-Arboreal, Xindi-Insectoid, Xindi-Primate, Xindi-Reptilian, Yridian, Zakdorn, Zaldan, Zambeans, Zelonite

    Federation Affiliate/Protectorate/Allied species
    Arkarian, Bynar, Capellan(Protectorate), Draylaxian, Edosian, Ekosian, Eymorgs and Morgs(Protectorate), Fellebian, Haven native, Kazarite, Lorillian, Lumerian, Mazarites, Megarite, Neural Natives(Protectorate), Onlies(Protectorate), Zeon

    Species with members in Starfleet
    Abdon's species, Airiam's species, Argosians, Arkenite, Boslic, Gaspar VII native, Haliian, Megazoid, Nara's species, Pardshay's species, Tiburonians, Trillya's species, Vilix'pran's species, Worene's species
    There's a lot of those we can make as aliens.
    warpangel wrote: »
    xyquarze wrote: »
    No, that's massively over-complicating it... I was thinking more like how it works in the Romulan extended tutorial where you're stuck with using the Flotilla until you finish the mission to scout Dewa III.

    But for this the unlock would probably come from Surface Tension.
    That would leave us with the issue of Klingons roaming ESD in plain sight for low level characters who are at war with them.
    I think the issue is more likely to be technical than story since the NPCs are intentionally setup with faction affiliations that actually cause them to attack players of the opposing faction.
    It would seem rather pointless for them to setup NPCs on ESD to attack a faction that isn't able to access the whole map. The Academy, which does have those holo-klingons during the event, that I can understand having been setup to fight.

    But in any case they just need to turn that off. Obviously, NPCs don't have to be setup that way, as they don't attack anyone on DS9 etc.
    It was a way to combat players infiltrating opposing faction homeworlds and shooting up important NPCs that were at the time killable. Yes, I feel that it's better to rework the NPCs to be unattackable, but the devs used a different solution back then.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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