Just like on Ground you got zoom what about a space zoom for even more hit points . That would be nice to see a very detailed view of ships target areas to shoot at see these Pictures and video
It is a neat idea, but I suspect part of the problem is that you can control your ship from the bridge. They could put a periscope on the bridge, but I doubt you'd be able to sit down at it and start firing weapons for the same reason you can't steer your ship from the bridge.
To tell you the truth, I do not know if it is something they can do
Well, space and ground combat is so very similar in terms of mechanics that we've already fought ground missions in starships or spawned as characters in space (that was a fun bug ). And since Shooter Mode already exists for ground combat, it should be relatively(!) easy to port it over into space.
Nothing fancy, just ... when you're in a fighter or a raider press a button, your screen zooms in a bit, you get a "scope" effect like on ground, and your weapons are now click to fire.
You'd probably lose out on the ability to use lots of personal or BO skills (given that there's only so many buttons you could put into the action bar), but perhaps this can be compensated by a slight damage boost or weapons cooldown reduction (i.e. the same thing they did for ground combat).
Hopefully once the fixing/halfing of the kdf side is complete (if it ever gets done at all) they.will make a small team dedicated to figuring out a bridge view system.
They would need to rescale most of the bridges, add camera points, lighting and effects, tons of animations, and most importantly figure out how to do either a fixed and floating lock camera display for the main viewer, so you can have either the eyes forward cruising mode, or a mode following the camera with a little indicator as to the relative bearing/z of the enemy.
Oh. A bridge mode? I don't think that is feasible - aside from requiring an entire engine revamp (unlike in SWG, ship interiors in STO are their own maps right now, much like space, and you can't have a map move within a map) I seriously don't see it used much during play:
From how the game is structured, combat (which makes up the majority of gameplay) requires a certain degree of overview, and a bridge screen offers only limited perception. Sure, you could probably have it "lock on" to a single enemy like it worked in Bridge Commander, but in doing so you will still miss out on anything else that's moving in the vicinity - from enemy and friendly ships to fighters to mines and up to entire planets.
It just wouldn't get used, aside as a novelty for when you travel through sector space, and I don't think the resources necessary for an entire engine revamp can be justified with that.
What I'd like, and what seems far more reasonable, would be an option to remain on the bridge whilst moving in sector space. Just click on a destination in the map and have your ship go there whilst you stay on the bridge all the time. This is far easier to implement because (a) the only thing that needs to be there in terms of graphics would be a non-interactive animation for warp travel on your bridge screen and (b) you won't miss out on anything in sector space, so there doesn't have to be any kind of feedback whatsoever. Essentially, you will have a "ghost ship" moving through sector space whilst you remain on the bridge map, and when that "ghost ship" arrives at its target destination, your helmsman will tell you, and you can switch places with the placeholder vessel.
Well the regular Gunners Turret, I thought I saw it being on one Bridge Setup. But would be nice it was shown on BoP. And perhaps some Battlecruiser gunner chairs that we saw in TMP as well.
But making them functional? That would be an interesting twist if Cryptic could pull that off.
but just like the oversized bridges it's a bit out of proportion.
And since placing an officer in a seated model would have required some work to get it right they probably opted for this strange solution.
I'd like to add that even though a scope was added to Klaa's BoP in Star trek V, nobody has a clue what it's actually there for.
It does not seem to provide information the viewscreen could not provide and with the scope in your face you're not going to see the viewscreen either so it's an either-or situation anyway.
Also the "information" provided on the scope liiks like this:
I guess that also explains why we only saw it on obsolete ships like the retired D-12 in Star Trek VII while more modern versions have a conventional console next to the captain's chair.
Wouldnt it be cool if you could actually go onto another persons ship and control their periscope cannons that way....
Just sayin...
You mean like the ships in SWG? That was quite awesome, had lots of fun as a gunner there.
Buuuuut the idea of players controlling individual sections of a single ship and basically sharing a vessel here was shot down because the vocal majority in the forum thinks it'd be boring.
What would be really fun is if we had a type of patrol for BoP's that was like this one episode from DS9 I remember where Kor begged Worf to get him onto a ship to fight the war and they found out he had really bad memory problems from old age. Anyways if we had a patrol since ground and space are similar in nature if we had a mission where you were flying your bop on a planet destroying targets on the surface as a marauder type sortie. It would tie in nice I would think with the talk of the marauder system
Quite possible! They would likely have to design an entirely new set of art for small trees and buildings and stuff like that, scaled to the size of the ship (and to allow for the illusion of a larger map as the ship would be moving pretty fast).
But other than that ... Thanks to sci-fi futuretech, not even the existing movement model would have to change, despite flying in atmosphere. You'd basically swoop around and destroy stuff here and there, occasionally dogfighting with defense fighters or evading AA laz0rs. A bit like in the Vault mission, just with a ground map instead of inside a gigantic space station.
The question would be if it'd pay off putting all that manpower into designing that map. In theory, it could be used as a basis for many future missions (especially fighter missions, for Feds too) - I could see potential in this.
You mean like the ships in SWG? That was quite awesome, had lots of fun as a gunner there.
Buuuuut the idea of players controlling individual sections of a single ship and basically sharing a vessel here was shot down because the vocal majority in the forum thinks it'd be boring.
Yes like that...
Wasn't that just awesome?
Id love to be able to fly fighters in FPS kinda mode though.
It would definately give them a different style of play and probably make them far more attractive!
Comments
Imagine the fun!
Nothing fancy, just ... when you're in a fighter or a raider press a button, your screen zooms in a bit, you get a "scope" effect like on ground, and your weapons are now click to fire.
You'd probably lose out on the ability to use lots of personal or BO skills (given that there's only so many buttons you could put into the action bar), but perhaps this can be compensated by a slight damage boost or weapons cooldown reduction (i.e. the same thing they did for ground combat).
Dunno, it just sounds like a very fun thing.
Hopefully once the fixing/halfing of the kdf side is complete (if it ever gets done at all) they.will make a small team dedicated to figuring out a bridge view system.
They would need to rescale most of the bridges, add camera points, lighting and effects, tons of animations, and most importantly figure out how to do either a fixed and floating lock camera display for the main viewer, so you can have either the eyes forward cruising mode, or a mode following the camera with a little indicator as to the relative bearing/z of the enemy.
From how the game is structured, combat (which makes up the majority of gameplay) requires a certain degree of overview, and a bridge screen offers only limited perception. Sure, you could probably have it "lock on" to a single enemy like it worked in Bridge Commander, but in doing so you will still miss out on anything else that's moving in the vicinity - from enemy and friendly ships to fighters to mines and up to entire planets.
It just wouldn't get used, aside as a novelty for when you travel through sector space, and I don't think the resources necessary for an entire engine revamp can be justified with that.
What I'd like, and what seems far more reasonable, would be an option to remain on the bridge whilst moving in sector space. Just click on a destination in the map and have your ship go there whilst you stay on the bridge all the time. This is far easier to implement because (a) the only thing that needs to be there in terms of graphics would be a non-interactive animation for warp travel on your bridge screen and (b) you won't miss out on anything in sector space, so there doesn't have to be any kind of feedback whatsoever. Essentially, you will have a "ghost ship" moving through sector space whilst you remain on the bridge map, and when that "ghost ship" arrives at its target destination, your helmsman will tell you, and you can switch places with the placeholder vessel.
Just a thought.
But making them functional? That would be an interesting twist if Cryptic could pull that off.
I dont have the carrier bridges so I can't confirm or deny but the Negh'Var bridge back has something similar to the
http://images1.wikia.nocookie.net/__cb20070714214407/memoryalpha/en/images/7/75/Amar_tactical.jpg
gunnery chairs:
http://img20.imageshack.us/img20/7261/screenshot2011091811314.jpg
http://img823.imageshack.us/img823/1402/screenshot2011091811315.jpg
http://img824.imageshack.us/img824/9086/screenshot2011091811322.jpg
but just like the oversized bridges it's a bit out of proportion.
And since placing an officer in a seated model would have required some work to get it right they probably opted for this strange solution.
I'd like to add that even though a scope was added to Klaa's BoP in Star trek V, nobody has a clue what it's actually there for.
It does not seem to provide information the viewscreen could not provide and with the scope in your face you're not going to see the viewscreen either so it's an either-or situation anyway.
Also the "information" provided on the scope liiks like this:
http://img31.imageshack.us/img31/478/vlcsnap2011080418h18m03.png
I don't thinks that's particuarly helpful.
I guess that also explains why we only saw it on obsolete ships like the retired D-12 in Star Trek VII while more modern versions have a conventional console next to the captain's chair.
http://www.sector001.com/species/klingon.jpg
Just sayin...
Buuuuut the idea of players controlling individual sections of a single ship and basically sharing a vessel here was shot down because the vocal majority in the forum thinks it'd be boring.
But other than that ... Thanks to sci-fi futuretech, not even the existing movement model would have to change, despite flying in atmosphere. You'd basically swoop around and destroy stuff here and there, occasionally dogfighting with defense fighters or evading AA laz0rs. A bit like in the Vault mission, just with a ground map instead of inside a gigantic space station.
The question would be if it'd pay off putting all that manpower into designing that map. In theory, it could be used as a basis for many future missions (especially fighter missions, for Feds too) - I could see potential in this.
Yes like that...
Wasn't that just awesome?
Id love to be able to fly fighters in FPS kinda mode though.
It would definately give them a different style of play and probably make them far more attractive!