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Potential Use for Ship Interiors

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I'm glad they expanded ship interiors, but it seems like there are some simple ways to make them a part of gameplay so they're more than just something to look at:

1. Integrate them with items corresponding to department. That is, make me go down to engineering to install new engines, engineering consoles, etc. It would give more texture to this process and integrate the ship into the activity.

2. Ditto with tactical. I'd actually like to have to go down to the torpedo room to install the trope types I want to use, as well as tactical consoles.

3. Extra storage: my inventory gets full in space. I'd like to be able to store items in various "banks" in my ship. So, before an away mission, I'd like to have to go down to sick bay to pick up hypos I may want and phaser rifles in the armory. Seems like a ship of 700 people should have some room to store some extra stuff anyway.

4. Repairs: as with the above, why not go down to engineering to conduct ship repairs?

5. Drills: I know this has been raised before. I'd like to be able to conduct boarding drills--do some room to room combat, maybe even for some XP or BO points.

6. Transporter rooms: for away missions, why not make us use the transporter room? When everything in the game can be done from a drop list, it's not very engaging.

I think these measures would at least make the ship interiors relevant to my gameplay. It should be more than cosmetic.
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    I'm glad they expanded ship interiors, but it seems like there are some simple ways to make them a part of gameplay so they're more than just something to look at:

    1. Integrate them with items corresponding to department. That is, make me go down to engineering to install new engines, engineering consoles, etc. It would give more texture to this process and integrate the ship into the activity.

    2. Ditto with tactical. I'd actually like to have to go down to the torpedo room to install the trope types I want to use, as well as tactical consoles.

    Um, you realize that some players will switch equipment during a mission, right? You cannot "visit the Bridge" on a mission map to access Engineering or a Torpedo Room. To make us access the ship interior for switching equipment would mess with a lot of people's play styles, and that probably isn't such a good idea.
    3. Extra storage: my inventory gets full in space. I'd like to be able to store items in various "banks" in my ship. So, before an away mission, I'd like to have to go down to sick bay to pick up hypos I may want and phaser rifles in the armory. Seems like a ship of 700 people should have some room to store some extra stuff anyway.

    I could be mistaken, but I believe they are adding a way to purchase additional bank space, either in-game, or C-Store purchase, or both.

    4. Repairs: as with the above, why not go down to engineering to conduct ship repairs?


    As far as repairs, and healing BOs, one of the reasons I've read they don't want to have those actions ship-based, is to keep some sort of reason to keep the social hubs active (Star Bases.) That may or may not be accurate, but it makes sense to me.

    5. Drills: I know this has been raised before. I'd like to be able to conduct boarding drills--do some room to room combat, maybe even for some XP or BO points.

    There have been requests to add Holodeck Training areas on the ships, including Phaser Training.. I think this sort of thing would be fun, but I don't see how they could give skill/BO points for "training exercises."

    6. Transporter rooms: for away missions, why not make us use the transporter room? When everything in the game can be done from a drop list, it's not very engaging.


    This has been discussed before, and the dev response was that it'd get old. Pretty fast too. Seriously, think about for every away mission you have to go to the TR to disembark. The shows didn't even show it *everytime* they beamed to a new location.


    I think these measures would at least make the ship interiors relevant to my gameplay. It should be more than cosmetic.


    I believe they have plans on making ship interiors more appealing, and relevant.. we just have to be patient to find out when, and what those plans are.

    Saith, and Jolan'tru
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    I think his points are good, as long as they are kept optional.
    Let us have access to all the vital systems on the ship, but as captain you should also be able to just give the order.

    One of my main issues with the game, is the lack of immersion. If I'm the Captain of this ship, why can I not sit in my chair or in my office and give the orders to fly around if I want to. Why should I not be able to select my away-team and head to the transporter room and so on.

    The bank is highly illogical if you think about it. You are flying around in a massive starship, in which you can not store all the equipment you want. Yet you can carry an inventory full of engines, and weapons for your ship.....
    They should take up space on a central storage on the planet/station you are on and would have to be beamed up to the storage on your ship.

    Immersion.

    They should work on capturing the feel of StarTrek, I am a huge fan of the series and would love to get the feeling that I'm inside that universe.

    The game as-is does not give that feeling.. Actually it hardly gives the feeling of a role-playing game. ;)
    Don't get me wrong, it is a very entertaining game. But as others as well have pointed out, we should be able to actually use the ship properly.

    Although, repairs. Those are always done at a station, even in the series. Yes, minor repairs can be done in flight. But if you need proper repairs you will need to dock. I would even say that it should take some time for the repairs to finish. These are after all massive ships we are talking about.
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