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Minor gripes about TOS pack

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Don't get me wrong, I REALLY like the new interior/bridge. You guys did an amazing job, and that seems to be the consensus everywhere. However, there are a few minor issues I'd like to point out.

1- NPC's can open all the doors-- of course, they should be able to go into most areas, however when they walk by the Captain's Quarters, and the door opens, I think "what." That should not be.

2-The Briefing Room-- I've wanted a Briefing Room for a long time, and am willing to sacrifice the old Ready Room for it. One issue: the chairs. I like to roleplay. The Briefing Room gives a unique sense of, "I'm in a meeting!" But one of the chairs is backwards. That's the case in a couple areas.

3-Can only leave from the bridge-- I do not think we should be able to leave from any point on the ship like the "normal" interior allows for. On the TOS interior, you can only leave from the bridge. What's the Transporter Room for?

Again, very minor gripes, I love what you guys did, I really do. :)
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    You know, I've always advocated that you have to enter and leave the ship using the Transporter Room.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    the only thing i noticed is that the indicator lights beneath the viewscreen are off
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Mojo wrote: »
    You know, I've always advocated that you have to enter and leave the ship using the Transporter Room.

    You aren't the only one.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Mojo wrote: »
    You know, I've always advocated that you have to enter and leave the ship using the Transporter Room.

    This would be great. Followed by having all the maps on one map to avoid any loading screens.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    For information, on the bridge, the 1 chair on the right near the screen doesnt' work ^^
    There is a little pbs with the doors too (open/close).
    Jeffrey tubes, it's a very good bonus ! :cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    The ceiling lights on the bridges and beneath the consoles are wrong too, they are supposed to be colored lights:

    http://images.wikia.com/memoryalpha/en/images/e/ef/Constitution_class_bridge_(2267).jpg
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Morgomir wrote: »
    The ceiling lights on the bridges and beneath the consoles are wrong too, they are supposed to be colored lights:

    http://images.wikia.com/memoryalpha/en/images/e/ef/Constitution_class_bridge_(2267).jpg

    Nice catch!

    As much as I've watched TOS, I totally missed that!

    Although, another thing would be the pop-up hood at the navigator's station. They modeled in the close down flaps, but the hood really should be there as most times, we saw it up.

    Also, the Transporter Room is missing a circuit board behind the operator's station (Seen clearly in "Dagger of the Mind")
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    1- NPC's can open all the doors-- of course, they should be able to go into most areas, however when they walk by the Captain's Quarters, and the door opens, I think "what." That should not be.

    2-The Briefing Room-- I've wanted a Briefing Room for a long time, and am willing to sacrifice the old Ready Room for it. One issue: the chairs. I like to roleplay. The Briefing Room gives a unique sense of, "I'm in a meeting!" But one of the chairs is backwards. That's the case in a couple areas.

    3-Can only leave from the bridge-- I do not think we should be able to leave from any point on the ship like the "normal" interior allows for. On the TOS interior, you can only leave from the bridge. What's the Transporter Room for?

    Couldn't agree more. To add to the minor gripes list: being able to see the shutters floating in space above the windows when you look up.
    Mojo wrote: »
    You know, I've always advocated that you have to enter and leave the ship using the Transporter Room.

    This would be great for visitors. I think the captain of the ship should be able to leave interior anywhere they want without a beam out effect, but this idea would be really great for other players who stop in.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I'm curious as to how difficult it would be to implement a chair swivel action. Using the arrow keys, and you can only get up using the space bar, or something like that.. thoughts? :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    i don't like how all the chairs on the bridge face towards the viewscreen, none to the workstations...

    i like how my Science BOff looks in Spocks... view thingy though :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    One thing I have noticed: the screens above the beds in sickbay aren't animated. I always liked that effect in the original series.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Z3R0B4NG wrote: »
    i don't like how all the chairs on the bridge face towards the viewscreen, none to the workstations...

    i like how my Science BOff looks in Spocks... view thingy though :)

    That also bugs me alot though, the chair should be facing their stations.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I agree on the bridge seats. And it is pretty cool having your Sci BOff looking in that "thingy." :cool: Back to the Briefing Room,. would anyone object to them switching it to a normal looking table (without the indent for the seat to the left when walking in) and 7 chairs, 6 facing the head of the table, then obviously the last at the head?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I'm curious as to how difficult it would be to implement a chair swivel action. Using the arrow keys, and you can only get up using the space bar, or something like that.. thoughts? :)



    I was actually quite sad when I found I couldn't swivel my chair.....for 20 bucks I should be able to swivel. :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    The things that bugged me were: 1) that the video shows the crew transporting from the transporter pad in the classic style, I was disappointed to not be able to do this...and 2) Engineering is very tight feeling, it should be a little larger, as well as having an upper level. There should be a 2nd level as you enter and to the left. other than that it is very nicely done...Kudos on a great package.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    They used an early season version of engineering not the bigger one we are more familiar with Scotty having.

    I think the engineering we have is from season one.

    I really like this pack!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    That would make sense. it looks like it is the engineering seen in the "Enemy Within" episode. I was thinking more along the lines of the "Ultimate Computer" episode. I do agree, a very nice job.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    My main complaint is that visitors get thrown into space whenever they try to use the turbolift. I visited a friend's bridge, and could not leave the bridge. How is this bug still there nearly a year later?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Love the pack, but there is one thing that really bugs me.

    The NPC in Engineering standing and staring at the Warp Core has a mohawk. This is totally immersion breaking! Mohawk in the TOS ERA?!! They didn't have mohawks back then!! DEVS! Stop everything and fix this NOWW!!!111!!!1!!

    Kidding of course...not that it needs to be fixed, because it does, but just that I'm cool with it happening when you get around to it.

    Other then that, love it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Aris wrote:
    My main complaint is that visitors get thrown into space whenever they try to use the turbolift. I visited a friend's bridge, and could not leave the bridge. How is this bug still there nearly a year later?

    Update your video card drivers.
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