test content
What is the Arc Client?
Install Arc

Wrath of Khan uniform forgotten again

2

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    i created a thread a few days ago about an idea to have a parallel game take place in 2309 were all the older era ships and stuff would be more at home, and that huge gap of time could finally be fleshed out.

    I don't know if we need a parallel game for all that. As costume and set pieces get developed and dumped into the Foundry I can see a day 18 months from now when I can get from Lieutenant to Captain playing nothing but content created to tailor to a specific era of Star Trek history.

    I'm hoping that as the community around the Foundry evolves we'll start to see groups of people who work together to create their own continuities and serialized episodes. I really see the Foundry as the PERFECT tool for all those play-by-email/BBS RPG groups to get together and create their pocket of the Star Trek universe in a more dynamic way than was ever possible before.

    I did a post about this for Starbase UGC a while back, check it out if you and your fleet are into roleplaying. I used to play a PBEM RPG with some friends and it boggles my mind as to what that experience would have been like if we had an engine and a tool set as powerful as STO/the Foundry to facilitate our experience.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    i created a thread a few days ago about an idea to have a parallel game take place in 2309 were all the older era ships and stuff would be more at home, and that huge gap of time could finally be fleshed out.

    http://forums.startrekonline.com/showthread.php?t=203960

    less than a warm response. maybe your characters father was a semi famous captain? maybe you can replay on the holodeck his exploits through all of these events?

    I've thought about the idea of using a holodeck to solve a mystery. As in, "We'll recreate the conditions of the crime and it's YOUR job to play the criminal and get away with it so we can reverse engineer how they did it." Never really thought about blending that idea with a simulation of Trek history but that might be interesting.

    As-in, "This crew has been missing for a hundred years and now something has come up where we need you to retrace their steps where past investigations have failed."
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I don't know if we need a parallel game for all that. As costume and set pieces get developed and dumped into the Foundry I can see a day 18 months from now when I can get from Lieutenant to Captain playing nothing but content created to tailor to a specific era of Star Trek history.

    I'm hoping that as the community around the Foundry evolves we'll start to see groups of people who work together to create their own continuities and serialized episodes. I really see the Foundry as the PERFECT tool for all those play-by-email/BBS RPG groups to get together and create their pocket of the Star Trek universe in a more dynamic way than was ever possible before.

    I did a post about this for Starbase UGC a while back, check it out if you and your fleet are into roleplaying. I used to play a PBEM RPG with some friends and it boggles my mind as to what that experience would have been like if we had an engine and a tool set as powerful as STO/the Foundry to facilitate our experience.

    And that is the power of the foundry. Truly amazing really. To be able to play as characters from any of the main Trek time periods. Truly awesome. There's a lot of work to be done to make it happen, interior sets have to be made for different time periods, more uniforms from different time periods, etc., but once it's all done, things will be glorious.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    As-in, "This crew has been missing for a hundred years and now something has come up where we need you to retrace their steps where past investigations have failed."

    I also like the idea of mind-melding with a Vulcan who was an eye-witness and then you play through the mission by "reliving" their memory.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I also like the idea of mind-melding with a Vulcan who was an eye-witness and then you play through the mission by "reliving" their memory.

    http://memory-alpha.org/wiki/Flashback_%28episode%29
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    jheinig wrote: »

    D'oh! No harm in doing that again I guess. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I also like the idea of mind-melding with a Vulcan who was an eye-witness and then you play through the mission by "reliving" their memory.

    I'm definitely all about Frame of Mind-style "journeys into people's heads" and one of my ideas in my Foundry design notebook is one where you get interfaced with a dying Trill. Why a Trill?

    Because they have longer lifespans than even Vulcans and they were allies of the Vulcans even before Archer's day. A single Trill could conceivably have served in every past era of Star Trek starting with an NX class ship as part of the same officer exchange program as Phlox and all the way through to the present.

    One of the fun things I've also tinkered with is mixing lights with fog/haze to create a disorienting effect. Mix that with, say, a trigger system and I could theoretically have a room explode into a hazy mix of fog and light. Maybe even toss in the reduced gravity for extra disorientation.

    Or have someone walking down a hallway that disappears and deposits them in a jungle... Hm. The right mix of vertical level design and it MIGHT be possible to set it up so that the ground keeps disappearing in a burst of fog and light and you fall into another landscape.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I also like the idea of mind-melding with a Vulcan who was an eye-witness and then you play through the mission by "reliving" their memory.
    jheinig wrote: »
    D'oh! No harm in doing that again I guess. :)

    I like this idea!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I'm definitely all about Frame of Mind-style "journeys into people's heads" and one of my ideas in my Foundry design notebook is one where you get interfaced with a dying Trill. Why a Trill?

    Because they have longer lifespans than even Vulcans and they were allies of the Vulcans even before Archer's day. A single Trill could conceivably have served in every past era of Star Trek starting with an NX class ship as part of the same officer exchange program as Phlox and all the way through to the present.

    One of the fun things I've also tinkered with is mixing lights with fog/haze to create a disorienting effect. Mix that with, say, a trigger system and I could theoretically have a room explode into a hazy mix of fog and light. Maybe even toss in the reduced gravity for extra disorientation.

    Or have someone walking down a hallway that disappears and deposits them in a jungle... Hm. The right mix of vertical level design and it MIGHT be possible to set it up so that the ground keeps disappearing in a burst of fog and light and you fall into another landscape.

    That sounds really good. I haven't really got to play around with the foundry yet, mostly because I'm waiting on Foundry 2.0, so i can have branching dialogue, triggers, etc. I can't wait to see what all it's capable of.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I'm picturing, just as a starter exercise, you build a city with high walls very high in the sky. You interact with an object. The city disappears. LOTS of fog, light, and reduced gravity objects appear. There is a copy of the city with slight changes directly beneath the old city. When you hit that waypoint, the fog and light would disappear.

    As long as the walls are high enough, you could conceal the fact that the versions of the city are vertically layered.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    That sounds really good. I haven't really got to play around with the foundry yet, mostly because I'm waiting on Foundry 2.0, so i can have branching dialogue, triggers, etc. I can't wait to see what all it's capable of.

    I'm not sure what you mean by 2.0, just that they seem to be promising pretty robust triggers as an eventual feature in the future...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    This. There's the Tomed Incident, the Cardassian War, the Tzenkethi War, conflict with the Tholians, first contact with the Ferengi, etc. etc.

    From the Klingon side, there's the fallout from the Khitomer Accords and the big question of exactly how the Klingon Empire recovered from the Praxis Disaster.

    http://memory-beta.wikia.com/wiki/The_Lost_Era

    First Contact between the Ferengi and the Federation is TNG: The Last Outpost; They were known to other powers, but no direct contact before that. (Except one terrible episode idea from Enterprise...)

    But back to the original topic; Yes, fix our Monster Maroons plz.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    One of my pet projects with the existing Foundry tools on Tribble has been EXTREMELY tall vertical levels, however.

    Think the maps are too small? Try building STRAIGHT UP with ramps that go around in circles. You could build missions so huge, it would literally take days to complete without a single map transition.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I'm not sure what you mean by 2.0, just that they seem to be promising pretty robust triggers as an eventual feature in the future...

    I meant Foundry Update 1, which is on the latest Engineering report. I've heard it called Foundry 2.0 by some, that's why I said that.

    It'll be a lot easier to make awesome missions once they add branching dialogue, better triggers, etc.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    http://memory-beta.wikia.com/wiki/The_Lost_Era

    First Contact between the Ferengi and the Federation is TNG: The Last Outpost; They were known to other powers, but no direct contact before that. (Except one terrible episode idea from Enterprise...)

    But back to the original topic; Yes, fix our Monster Maroons plz.

    I had heard of the books, but I haven't read any of them.

    Actually, the "first" first contact between the Federation and the Ferengi happened when the U.S.S. Stargazer destroyed a Ferengi ship that at the time was identified. That's what I was thinking of, but I realize now that you're right, the first "official" contact with direct communication was in "The Last Outpost."
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I don't know if we need a parallel game for all that. As costume and set pieces get developed and dumped into the Foundry I can see a day 18 months from now when I can get from Lieutenant to Captain playing nothing but content created to tailor to a specific era of Star Trek history.

    May I therefore suggest to the community at large to start the standard of posting 'ERA' in their mission descriptions? Default being the current, of course, but you can indicate what era your mission takes place in. Perhaps that might help the immersion?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    V-Mink wrote:
    May I therefore suggest to the community at large to start the standard of posting 'ERA' in their mission descriptions? Default being the current, of course, but you can indicate what era your mission takes place in. Perhaps that might help the immersion?

    Could make something like CoX has: http://wiki.cohtitan.com/wiki/Mission_Architect_Tags

    Generally used to indicate if it's a legit attempt at a story.
    One of the fun things I've also tinkered with is mixing lights with fog/haze to create a disorienting effect. Mix that with, say, a trigger system and I could theoretically have a room explode into a hazy mix of fog and light.

    You should make sure you test that at lower graphics settings, since the effect might be lost on people who run at lower settings. I could see someone commenting "cool story bro, but what was up with the lights? Bright, then dark, bright then dark - you trying to give me epilepsy?" if they can't see the fog.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    This. There's the Tomed Incident, the Cardassian War, the Tzenkethi War, conflict with the Tholians, first contact with the Ferengi, etc. etc.

    I remember hoping that the show to follow Star Trek Voyager would have been set in that era.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Felderburg wrote: »
    Could make something like CoX has: http://wiki.cohtitan.com/wiki/Mission_Architect_Tags

    Generally used to indicate if it's a legit attempt at a story.

    I loved the architect tags system. I wish more people would USE the damn things though. <-.-> *grumble grumble*

    Still... it's worth a shot in STO.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Added pictures of the colour bleed to the first post.

    Colour bleed: Back

    Colour bleed: Front
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Can you at least point it out to the people who have costuming responsibilities? Especially the awful colourbleed around the collar and shoulderstrap and the blacks being grey?

    It's even worse on the neck line on the top right had side. I've tried a couple of screene shots but for some odd reason all I get is a blacked out screen when I paste it ... UGH ... I guess I'll eventually figure out why !

    At any rate I do hope this classical jacket is cleaned up. It's been that way all along. I've waited to see if maybe I was the only one who saw this.

    Thanks in advance to taking care of this matter !
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    The only problem I have with this uniform is the colour matching.
    Different material types for all the metal components. Please....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Actually, the "first" first contact between the Federation and the Ferengi happened when the U.S.S. Stargazer destroyed a Ferengi ship that at the time was identified. That's what I was thinking of, but I realize now that you're right, the first "official" contact with direct communication was in "The Last Outpost."

    I'm sure many people will cry out to banish it from canon (like Regeneration), but the Enterprise episode "Acquisition" where the Ferengi take over the ship. However, nobody ever said the word "Ferengi" and maybe they were never heard from again until Picard ran afoul of a Maurader. I'm sure some admiral saw Riker's report from "The Last Outpost" and said "Hey, those're the guys with the big ears that the NX-01 ran into, I was wondering when they'd show up, now, where are those cyborg guys...."
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Huh... that color bleed is new... never seen that before.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    V-Mink wrote:
    May I therefore suggest to the community at large to start the standard of posting 'ERA' in their mission descriptions? Default being the current, of course, but you can indicate what era your mission takes place in. Perhaps that might help the immersion?

    Completely agree, but we'd need to define the ERA's for search-ability.

    TOS = obviously the Original Series.
    TAS = Which stands for the animated series, but for lack of a better designation would signify the years between TOS and TMP.
    TMP = The Motion Picture era.
    TWOK = Wrath of Khan + beyond era.
    ??? = the lost era between TWOK and TNG.
    TNG = Next Generation.

    hmm...that's where it gets kinda weird, since DS9 and VOY kinda fall into the the same era as later TNG/TNG movies.

    But I definitely agree that there should be some standard, searchable indicator.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Felderburg wrote: »
    Could make something like CoX has: http://wiki.cohtitan.com/wiki/Mission_Architect_Tags

    Generally used to indicate if it's a legit attempt at a story.



    You should make sure you test that at lower graphics settings, since the effect might be lost on people who run at lower settings. I could see someone commenting "cool story bro, but what was up with the lights? Bright, then dark, bright then dark - you trying to give me epilepsy?" if they can't see the fog.

    Never really messed with the CoX system, as I left before they added it, but glancing over it, I have to say that it looks fairly complex, which might be why most people don't use it.

    If we could come up with a simplified formula for the Foundry it may catch on better.

    At any rate, that's two posts that are kinda off topic for me...so let me pull it back around...

    I'd love to see the Wrath of Khan era uniforms redone, as I've always considered them the best designs of the entire series. Far better then the pajama look of ever other era of Trek.

    More importantly, I'd love to see the casual clothes put into the game to flesh out the off duty suits. For exampe what the Enterprise crew wears in Search for Spock and Voyage Home. Better the that, the civilian Science suits the Regula 1 crew wears in Wrath of Kahn and what David wears in Search for Spock are VERY high on my list of things I'd love to see added on top of fixing the issues with the WoK suit.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I had heard of the books, but I haven't read any of them.

    Actually, the "first" first contact between the Federation and the Ferengi happened when the U.S.S. Stargazer destroyed a Ferengi ship that at the time was identified. That's what I was thinking of, but I realize now that you're right, the first "official" contact with direct communication was in "The Last Outpost."

    Well the "first" contact with "Humans" and Ferengi happened when the Ferengi took over the NX-01 :p
    http://memory-alpha.org/wiki/Acquisition_(episode)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I'll comment to say that this era and these uniforms are my absolute favorite in Trek history, for what that's worth.

    I'd love to see a "Star Trek VI" pack complete with all of the options shikamaru317 mentioned and the cool Type II phasers they had back then too. These would be great for flashback/time travel Foundry missions now that we have the Excelsior and are getting the Oberth and Ambassador soon.

    But I don't have anything to do with the character art stuff, so I have no idea if it's on anyone's schedule. If it's not, I'm sure we'll get to it eventually.

    I love those phasers, they are the best design they ever made. But for completeness we would also need the not that awesome TWOK phasers, that where seemingly used again on the Enterprise-C. http://memory-alpha.org/wiki/File:Type_2_phaser,_2285.jpg Oh, and they had another type in Search for Spock: http://memory-alpha.org/wiki/File:Uhura-phaser.jpg
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I'd just like to say that I love the ideas people are coming up with for Foundry missions. Looks like it's going to open up whole new avenues of gameplay.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    K-Tar wrote:
    I love those phasers, they are the best design they ever made. But for completeness we would also need the not that awesome TWOK phasers, that where seemingly used again on the Enterprise-C. http://memory-alpha.org/wiki/File:Type_2_phaser,_2285.jpg Oh, and they had another type in Search for Spock: http://memory-alpha.org/wiki/File:Uhura-phaser.jpg

    Ooh, nice shot of the double open flap on the post 2275 jacket. :D
Sign In or Register to comment.