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  • rikwesselsrikwessels Member Posts: 367 Arc User
    edited November 2012
    sumghai wrote: »
    Indeed. Centersolace is even listed as a co-author in my little document.


    If there's other canon classes you'd like, I can get them for you too.

    I stand corrected : I'm now wondering when they'll hire both of you ;)
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited November 2012
    stark2k wrote: »
    I am still waiting for them to make our crew wear the appropriate crew unifrom we design. That is what I wish for with our interiors at the moment.

    I've got an Idea for this too. :cool:
    rikwessels wrote: »
    I stand corrected : I'm now wondering when they'll hire both of you ;)

    Why thank you. :D:P
  • sumghaisumghai Member Posts: 1,072 Arc User
    edited November 2012
    Having just spent some time on Tribble in the New Romulus adventure zone, I wondered if perhaps players could unlock additional ship interior features / upgrades in the same manner as the Reputation system?
    Laws of thermodynamics as applied to life: 0 - You must play the game. 1 - You can't win. 2 - You can't break even. 3 - You can't quit.
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited November 2012
    sumghai wrote: »
    Having just spent some time on Tribble in the New Romulus adventure zone, I wondered if perhaps players could unlock additional ship interior features / upgrades in the same manner as the Reputation system?

    I've been thinking about that!

    I would set it up as some kind of Starfleet/KDF reputation that enabled you upgrade your ship and make special purchases. But Unlike the other reputations which are more or less endgame deals, the faction reputations would be available pretty much right from the start. It would introduce newcomers to the basic concept.

    I'll try to explain it better tomorrow, but heres a basic idea of what something would cost and how it would work:

    Upgrade: Hydroponics Bay.

    Dilithium: 40,000 Starfleet/KDF Marks: 300

    Water Purification Systems: 20 Biological Samples: 30

    What this Hydroponics Bay would do, is allow you to grow various foods by purchasing various seeds from special vendors. This would enable you to grow things needed for things like the Chef Duty Officer chain, without having to hunt down Romulans for their vegetables. :P Plus a nice little garden on board your ship could have a lot of future applications.

    Upgrade: Cargo Hold.

    Dilithium: 100,000 Starfleet/KDF Marks: 700

    The Cargo Hold is another bank, but unlike the actual bank, you can only access it on board your ship. Upgrading the Cargo Hold further could give you access to your bank on board your ship. Could be expanded by Dil/Zen

    Upgrade: Armory.

    Dilithium: 70,000 Starfleet/KDF Marks: 600

    The Armory would be a special bank that only can store weapons. You can only access it on your ship. Could be expanded by Dil/Zen

    Again, I'll try to explain it better tomorrow, I hope this sort of makes sense for now. :P
  • cptjhuntercptjhunter Member Posts: 2,288 Arc User
    edited November 2012
    stark2k wrote: »
    Very nice interiors, however; I doubt we'll ever see something like that in this game. We can dream though :D

    I am still waiting for them to make our crew wear the appropriate crew unifrom we design. That is what I wish for with our interiors at the moment.

    LOL, When I leave my bridge, I feel like a visitor on my own ship.My Bridge crew wears sierra uniforms, and my crew wears antares.:eek:
  • cptjhuntercptjhunter Member Posts: 2,288 Arc User
    edited November 2012
    I've been thinking about that!

    I would set it up as some kind of Starfleet/KDF reputation that enabled you upgrade your ship and make special purchases. But Unlike the other reputations which are more or less endgame deals, the faction reputations would be available pretty much right from the start. It would introduce newcomers to the basic concept.

    I'll try to explain it better tomorrow, but heres a basic idea of what something would cost and how it would work:

    Upgrade: Hydroponics Bay.

    Dilithium: 40,000 Starfleet/KDF Marks: 300

    Water Purification Systems: 20 Biological Samples: 30

    What this Hydroponics Bay would do, is allow you to grow various foods by purchasing various seeds from special vendors. This would enable you to grow things needed for things like the Chef Duty Officer chain, without having to hunt down Romulans for their vegetables. :P Plus a nice little garden on board your ship could have a lot of future applications.

    Upgrade: Cargo Hold.

    Dilithium: 100,000 Starfleet/KDF Marks: 700

    The Cargo Hold is another bank, but unlike the actual bank, you can only access it on board your ship. Upgrading the Cargo Hold further could give you access to your bank on board your ship. Could be expanded by Dil/Zen

    Upgrade: Armory.

    Dilithium: 70,000 Starfleet/KDF Marks: 600

    The Armory would be a special bank that only can store weapons. You can only access it on your ship. Could be expanded by Dil/Zen

    Again, I'll try to explain it better tomorrow, I hope this sort of makes sense for now. :P

    Cool, Great idea.look forward to it.
  • sumghaisumghai Member Posts: 1,072 Arc User
    edited November 2012
    Hot damn, centersolace, that's the best thing I've heard in weeks - a reputation system available right from the start for new players!

    I'd like to think that the Armory would allow for a new and improved form of crafting:
    • Players first purchase one-off "replicator schematic" unlocks for the weapon of their choice from social hubs - white quality from most vendors and green/blue/purple from Memory Alpha
    • Inside the ship's armory, players can replicate however many items as they please as long as they have unlocked the desired plans
    • Data samples can be used to infuse weapons with specific modifiers
    • Players can invite others to use their ship's facilities to craft and upgrade weapons

    Thoughts?
    Laws of thermodynamics as applied to life: 0 - You must play the game. 1 - You can't win. 2 - You can't break even. 3 - You can't quit.
  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited November 2012
    I've got an Idea for this too. :cool:



    Why thank you. :D:P

    My solution is a fairly simple one as a concept.

    Create gear visuals that match a variety of designs.

    Place the gear (invisibly; the player never sees it as an inventory item) on crew members.

    On a backend level, it's placing stat-less armor on all of your crew. (With the option to disable crew uniforms on BOs and Captains.)

    It's basically a second armor slot that overrides with a visual.

    Eventually try to come up with ways to customize it but begin by having any of the prefab uniforms you own in prefab colors.
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited November 2012
    sumghai wrote: »
    I'd like to think that the Armory would allow for a new and improved form of crafting:

    I always thought that "crafting" would take place somewhere around the Engineering Bay due to that being where it would be needed most.

    Now going back to what I said yesterday, I would have these Starfleet/KDF Marks (Henceforth referred to as "Faction Marks") available from the Cluster Explorations, the basic dailies and fleet actions. This would keep them from becoming entirely obsolete, and would give Cryptic a good reason to redo/tweak/improve them. And while we're at it, add Dilithium to all the cluster exploration missions, not just B'Tran.

    The way I see it there are several functionalities that could be offered by Starship interiors, that are not currently in game, and could be obtained via the reputation system:

    Cargo Bay: Extra Bank Space

    Armory: Bank Space that stores Weapons.

    Engineering Bay/Lab: Enables Crafting (Unreplicatable materials would still have to be purchased at crafting zones).

    Engineering: Allows Ship injury repairs.

    Medical: Allows Personnel injury repairs.

    Counselors Office: Would move the Counselor here, rather than the lounge (Iffy, due to N/A status on all starships).

    Quartermasters Station: Allows shipboard crew customization, including Doff Contacts and Shipboard Uniform.

    Hydroponics Bay: Allows players to "grow" various plants on board the ship.

    Tailor/Barbershop/Wardrobe: Tailor Services.

    Targeting Range: Would allow testing for ground builds (Would be served by the Holodeck on some ships).

    I'm not certain what order they should be unlocked, or how much they should cost, but I'm thinking sense this is part of your ship, it should be rather substantial. But not too much to be daunting, because again, this would be available pretty much right from the beginning of the game.

    There would be a Default interior of course, and all the specific interiors would be purchased via the C-Store. Though no matter what interior skin you're using, you would only have to earn the room once via the reputation system. Whether or not the Faction Reputation should be account wide is up in the air (most likely not), but all C-Store interior skins would be account bound like they are already. No ifs ands or buts.

    If I missed something. Please let me know.
  • rikwesselsrikwessels Member Posts: 367 Arc User
    edited November 2012
    as a "by the way " : I noticed something odd in a mission as well . At the end of one of the Deferi missions you take the ambassador to the observation lounge of your ship . What is odd about this is that you see it in that mission yet you cannot visit it as an interior cell on your ship ( it's also not skinned according to you ship's interior design ) That indicates that at some point the lounge was a part of ship's interior but was scrapped

    What is so important about the whole idea outlined- in my opinion - isn't the looks of the interiors ( although important) but it actually adds functionality to the interiors .How many episodes in the series had crew never leave the ship ? You could and should have missions on the ship . There's a lot of missions having you board stations/ships already so from a "mission design " perspective it isn't that hard . I'm pretty sure folks will be willing to buy interiors in C-store as well , provided they add functionality as well as looks .

    And the whole "transport to your bridge " thing needs to go ASAP .It takes away any immersion one might feel while exploring ship's interior .
  • mattyp448mattyp448 Member Posts: 17 Arc User
    edited November 2012
    I just wish they were a little more to scale.

    When you fly a defiante class ship and you have 20 foot high ceilings and a captains quarters bigger than what the ship had in the series for all the crew living areas combined you know something is up.

    I fly a escort ship (all be it a escort carrier these days) I want a ship with low ceilings, I want my captains quarters to be big enough for a bed, desk and wardrobe and that's it.

    I want a small galley and engine room that is just about big enough to swing an excomp around in and crew quarters that my lower downs have to share with someone else

    Bigger is not always better
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited November 2012
    rikwessels wrote: »
    And the whole "transport to your bridge " thing needs to go ASAP .It takes away any immersion one might feel while exploring ship's interior .

    That is true... the "transport" off of it to go back to controlling your ship is rather silly too. :P
    mattyp448 wrote: »
    I just wish they were a little more to scale.

    When you fly a defiante class ship and you have 20 foot high ceilings and a captains quarters bigger than what the ship had in the series for all the crew living areas combined you know something is up.

    I fly a escort ship (all be it a escort carrier these days) I want a ship with low ceilings, I want my captains quarters to be big enough for a bed, desk and wardrobe and that's it.

    I want a small galley and engine room that is just about big enough to swing an excomp around in and crew quarters that my lower downs have to share with someone else

    Bigger is not always better

    Correct scale ship interiors is part of the proposal. ;)
  • unangbangkayunangbangkay Member Posts: 10 Arc User
    edited November 2012
    rikwessels wrote: »
    And the whole "transport to your bridge " thing needs to go ASAP .It takes away any immersion one might feel while exploring ship's interior .

    Sorry, no dice on that. They've made it known before, doing so would take an entirely different game structure and/or engine to accomplish. Wait until STO 2 or whatever.

    [Insert DEAL WITH IT meme pic here]
  • sumghaisumghai Member Posts: 1,072 Arc User
    edited November 2012
    rikwessels wrote: »
    And the whole "transport to your bridge " thing needs to go ASAP .It takes away any immersion one might feel while exploring ship's interior .
    Sorry, no dice on that. They've made it known before, doing so would take an entirely different game structure and/or engine to accomplish. Wait until STO 2 or whatever.

    Not necessarily improbable as you say, unangbangkay. The game simply has to correctly determine which spawn/despawn animations to use between map changes depending on the destination (See 4.6 Other QoL Improvements in the document)
    Laws of thermodynamics as applied to life: 0 - You must play the game. 1 - You can't win. 2 - You can't break even. 3 - You can't quit.
  • novapolaris#2925 novapolaris Member Posts: 805 Arc User
    edited November 2012
    sumghai wrote: »
    Not necessarily improbable as you say, unangbangkay. The game simply has to correctly determine which spawn/despawn animations to use between map changes depending on the destination (See 4.6 Other QoL Improvements in the document)

    Yes. I've seen a ground-to-space transition done before with absolutely no beam out effect. It can be done. If anyone at Cryptic has said otherwise, then it's because they don't want us to know so that they don't have to do it, like high-resolution textures for computer controls and screens. Anyone remember the Starbase holographic displays?
  • rikwesselsrikwessels Member Posts: 367 Arc User
    edited November 2012
    theoryfive wrote: »
    Yes. I've seen a ground-to-space transition done before with absolutely no beam out effect. It can be done. If anyone at Cryptic has said otherwise, then it's because they don't want us to know so that they don't have to do it, like high-resolution textures for computer controls and screens. Anyone remember the Starbase holographic displays?

    It really isn't that hard . It isn't necessary to code an elaborate animation ,a very simple one would suffice . If they can insert animations for beam-out and in ( like they have ) I don't see any reason why they couldn't make one for entering and leaving the interior ( captain walking to or from the cpt.'s chair is maybe a 6 second animation ) . My suspicion is there's lots more complex stuff - to code ,that is - in the document ( making everything according to scale comes to mind ) than that little animation .They wouldn't have to do with the loading-screen , they'd have to add a little animation before the loading screen and replace the transport animation with that one.

    On a side -note : anyone remember the lift sequences in Mass effect ( original) ? Those sequences were in fact loading screens for the next area .I'm curious if it isn't possible to do something like that .Captain could be standing in the turbolift and while you see it "move" , the game loads the appropriate section . No dialogue is necessary so it's even simpler than the Mass effect animation .
  • novapolaris#2925 novapolaris Member Posts: 805 Arc User
    edited November 2012
    rikwessels wrote: »
    It really isn't that hard . It isn't necessary to code an elaborate animation ,a very simple one would suffice . If they can insert animations for beam-out and in ( like they have ) I don't see any reason why they couldn't make one for entering and leaving the interior ( captain walking to or from the cpt.'s chair is maybe a 6 second animation ) . My suspicion is there's lots more complex stuff - to code ,that is - in the document ( making everything according to scale comes to mind ) than that little animation .They wouldn't have to do with the loading-screen , they'd have to add a little animation before the loading screen and replace the transport animation with that one.

    On a side -note : anyone remember the lift sequences in Mass effect ( original) ? Those sequences were in fact loading screens for the next area .I'm curious if it isn't possible to do something like that .Captain could be standing in the turbolift and while you see it "move" , the game loads the appropriate section . No dialogue is necessary so it's even simpler than the Mass effect animation .

    Yes. Yes! I would love to see loading screens like that. Seeing as all of the turbolifts within each faction are exactly the same, there wouldn't be a problem with variety to get in the way of doing it, as I seem to recall they've said before. If they could pull this off, it would be amazing, even if it's just a "little piece of fluff".

    As for transitioning from the bridge to space, couldn't they give players the "return to tactical view" option while their character is seated in the captain's chair, staying there until the game loads them into a space map? They could also make it so that you can return to a ground map (such as ESD or DS9) with a beam-out animation by going to the transporter room and using an option that appears while standing on the transporter pad.

    There is also the idea of making it so that players are moved to a different part of their starship interior based on whether they were last in a ground map or a space one. When transitioning to a player's starship interior from a space map, they beam into the transporter room, while if they transitioned from a space map, they show up with no beam in effect seated in the captain's chair (if possible, otherwise they appear in front of it).
  • alexsanderitaalexsanderita Member Posts: 214 Arc User
    edited November 2012
    tacofangs wrote: »
    We JUST added a giant toilet on people's Starbases. It's fancy, it's got fish in it.

    You likely meant federal starbases.

    So you DID recognize federal starbase are furnished with gigantic, questionable items. :rolleyes:

    Coming to in topic argument:
    tacofangs wrote: »
    I think Sumghai's layouts are reasonable, if still a bit overambitious.
    I would start with a very few, very key, locations, and once we had the basics for each ship type, then we can talk about adding more.
    As long as the new stuff is on different decks, or can be reasonably separated from the others, it'd be reasonable to add them later.

    So, are the powers that be considering the matter? :D
    I still dream from time to time about using the Gateway to doff off-game in spare minutes as we were told
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited November 2012
    the title of this thread gave me an idea.... what if your ship bridge choice affected your Boff layout?

    Also a feature I've wanted to see since I first started playing..... the ability to move on the galaxy map while in your ship. Why do I have to be sitting in my chair to make the ship move? Can't I just have my Borg XO fly me to my chosen destination?
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited November 2012
    the title of this thread gave me an idea.... what if your ship bridge choice affected your Boff layout?

    Hmmm.... that could be interesting. But how would it work? :confused:
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited November 2012
    Hmmm.... that could be interesting. But how would it work? :confused:
    Well.... conceptually your Boff stations are consoles on your Bridge, thus a different bridge design has different consoles.

    I suppose the issue is balancing... changing the system to not care about the actual ship class works thematically but it'd be a radical change to the way the game works. I can imagine just how ugly the Nerdrage would be on the forums if the devs actually did that.

    Thus we're left with making it a more subtle effect. Probably something that would upgrade 1 or more boff slots. What was upgraded would depend on the bridge.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • lomax6996lomax6996 Member Posts: 512 Arc User
    edited November 2012
    tacofangs wrote: »
    No, we built the super base editor even before CoV (i.e. long before the sell off)

    We heard very little praise back then for the editor, and got almost nothing but complaints. Our statistics showed that only about 10% of people used the base for anything other than a quick door to teleport around the rest of the world.

    All of that is one reason we've been hesitant in doing it over again. We tried a new method with Hideouts in Champions, which seemed to be met with moderate success, but took a lot of work to build.

    I've heard nothing about redoing ship interiors. My personal feeling is that there should be little customization on layout. If you have an Intrepid, you get an Intrepid class layout. If you have a Defiant, you get a Defiant class layout. But I think players should have control over a few different overall styles, textures, colors, and lighting. So all Galaxy Class ships would have the same layout, but you could choose from TNG style (beige, brightly lit) or 2409 style, or random style A, B or C. etc.

    However, that is just my personal feelings on the matter, no work is being done on Interiors at the moment, and havent heard of it being added to the schedule at all. Plus, all of that would be a lot of work.

    I'll go along with that. Although I do like choosing my bridge, to be honest it's as often a pain as a plus. I would add to colors and textures the ability to choose the type of Capt's Chair. Other than that I think you're idea is a good one. Intrepid = Intrepid layout, etc.
    *STO* It’s mission: To destroy strange new worlds, to seek out new life and new civilizations... and then kill them, to boldly annihilate what no one has annihilated before!
  • vesterengvestereng Member Posts: 2,252 Arc User
    edited November 2012
    I have to take back my previous statement that the bridge is completely useless.

    For season 7 I am now in a freighter to afk doff it and I visited the interior several times to go to the exchange and I see it utilized maybe even everytime I play from now on.

    Anyway how far along are we on interior space travel :D
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited November 2012
    vestereng wrote: »
    Anyway how far along are we on interior space travel :D

    I'm beginning to understand why the devs don't like to visit the forums very often.... -_-
  • vesterengvestereng Member Posts: 2,252 Arc User
    edited November 2012
    Oh well but I can't take credit for that I am new here

    They should just pick a route, either we take our users seriously or we don't and then let the chips fall where they may.

    That way they won't have to waste time post rationalize projecting their bad decisions on to our capabilities.

    Instead of saying that guy is a monkey for not agreeing with me, simple say they are all monkeys all the time and let it go. Be done with it. Just pick one move on.

    Problem comes when you only want to take people seriously when they say something positive...

    Or simply be professional and say you know what, I am going to stand up for what I believe in and I will let people think what they want, I am doing what I think is right.

    Like me coming on here promoting interior travel even though I know you people are pushing for furniture color (which is a derail of the thread by the way:D )

    But sure I will admit there is a long waiting list of items that could be worked on too, I just don't think furniture in a useless interior belongs.

    If we someday did get space travel from the interior, say you could transport lower level people standing on your brige into restricted space or counter faction space we'd eventually have to discuss if we should improve the visuals
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited November 2012
    vestereng wrote: »
    Anyway how far along are we on interior space travel :D

    Actually, I'm working on a proposal how Cryptic could pull this off. And it's something very doable in STO. Just got to translate the idea into words.

    Season 7 is delaying me a bit. :P
    I'm beginning to understand why the devs don't like to visit the forums very often.... -_-

    I thought it was the complaints? ;)
  • vesterengvestereng Member Posts: 2,252 Arc User
    edited November 2012
    Great I'd love to hear it.

    Wanna hear mine ?

    Make the viewscreen an animated gif. Add some text in the HUD. Let people spawn.

    Sit in chair. Click text window. Viewscreen gif plays. Arrived message pops. You despawn from the bridge same way you normally would.

    And if it's too much hazzle for them I will make the .gif for free myself
  • chelmsford123chelmsford123 Member Posts: 12 Arc User
    edited November 2012
    scififan78 wrote: »
    If they do end up allowing users to utilize the foundry to "build" customized ship interiors, I hope they include assets to allow owners of the unique ships ( Bug, Galor, D'kora, Tholian) to finish their interiors. Also for that matter, allow proper interiors for the D'kyr and Atrox as well as period proper assets for the NX, Constitution Refit, Miranda, Excelsior, and Oberth.

    Same love needs to go to the KDF as well. I am tired of going to my Gorn ship and stepping on to a Klingon bridge. We may be allies but the Klingons did not build my ship!

    And my "Romulan" alien in her Orion flight deck cruiser refit resents the targs roaming around the bridge, the red brothel lighting. Oh and the smell she assures me. She is surprised these Klingon animals made it off Qonos.

    Give custom bridges and the D'deridex! Ok just the bridge for now ...
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited November 2012
    vestereng wrote: »
    Great I'd love to hear it.

    Wanna hear mine ?

    Make the viewscreen an animated gif. Add some text in the HUD. Let people spawn.

    Sit in chair. Click text window. Viewscreen gif plays. Arrived message pops. You despawn from the bridge same way you normally would.

    And if it's too much hazzle for them I will make the .gif for free myself

    As possible as that is, the Dev's want sector space to be a "Social" thing. As much as that goes against Star Trek, I can understand that decision. However, animated Viewscreens would be the best thing since sliced bread. ;)
  • nazutannazutan Member Posts: 0 Arc User
    edited November 2012
    The company previous to Cryptic that was supposed to make STO was going to make the only way to travel in space was by controlling the ship and commanding it from the Bridge. However because they didn't share the codes, it was lost. Cryptic would have done the same thing but they didn't have enough time to release STO. So they did what the could do as quickly and best they could, which was create the Tactical Viewscreen.

    The Tactical Viewscreen did exist in TNG, it showed the ship from a third person perspective, so the view we have no is not entirely incorrect to the Star Trek universe.

    But who says Cryptic won't add the ability to essential "control" the ship by giving commands on the Bridge, with an animated viewscreen sometime in the near future.
    [SIGPIC][/SIGPIC]
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