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Fixes & Suggestions for Fleet Starbase (FED side)

meurikmeurik Member Posts: 856 Arc User
Below is a comprehensive list of what I deem as "necessary" fixes/additions to the Fleet Starbases, atleast as far as FED base is concerned. The Ops Level is pretty close to perfect, but the Lower Levels could certainly use additional work, so as to remove the appearance of it being simple "rehashed" content. Current Lower Levels have a rushed feel to them, which gives off the vibe of lazyness in the part of the environment artist(s).

Tactical Level
  • Replace alien/reused consoles in main tactical room, with "Ops" style consoles
  • Remove side viewscreens in main tactical room, replace with windows depicting an open vista towards the outside "star map" of the Fleet System
  • Update "Captains Readyroom" to allow the chair to be seated
  • Update "Captains Readyroom" lighting
  • Remodel main tactical room, right side wall as you enter, to include a door leading into...
  • Add a 2409 style briefing room attached to the main tactical room, complete with sitting chair tech

Engineering Level
  • Replace alien/reused consoles in main engineering room, with "Ops" style consoles
  • Update main engineering room, to include a "warpcore" fitting as a Starbase power core / fusion core
  • Remove the "blast shutters" of the windows in the main engineering room, replacing with windows depicting an open vista towards the outside "star map" of the Fleet System
  • Recolor carpeting to look less "bright" in it's shades of yellow

Science Level
  • Make additional space around the biobeds in the new sickbay, allowing the Doctor(s) room to move around, this ties into...
  • Reduce amount of biobeds from 6, to 5, and then space them evenly between each others.
  • Remove redundant "Medical Lab" as it appears to serve the same function as the main Sickbay, and thus move the "Bridge Officer Trainer" to a more appropriate locale, such as the Tactical level

Ops Level
  • Add social activities such as a Poker table (with working Poker minigame)
  • Ops has a Holodeck. Allow players to control the Holodeck environment, perhaps adding minigames for Raquetball and/or Velocity
  • Make "Officer of the Watch" room, more like a Command & Control room, with officers controlling various consoles
  • Add seating positions dispersed around the Ops level, allowing the players to sit down, and put their feet up for a while
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Post edited by Unknown User on

Comments

  • meurikmeurik Member Posts: 856 Arc User
    edited July 2012
    Bumped for discussion, suggestions, additions
    HvGQ9pH.png
  • fruitvendor12fruitvendor12 Member Posts: 615 Arc User
    edited July 2012
    Not sure of this is a bug, but when contributing doffs to a project the Contribute button is active, when I click it I see a list of my qualifying doffs, but the when the Contribute XYZ dialogue comes up it stays hung with a "Transferring XYZ..." message and they are never moved over.

    This has been a real nuisance and essentially stopped one of our special projects from moving forward (Coordinate Colonization Efforts),
  • switchngcswitchngc Member Posts: 0 Arc User
    edited July 2012
    Not sure of this is a bug, but when contributing doffs to a project the Contribute button is active, when I click it I see a list of my qualifying doffs, but the when the Contribute XYZ dialogue comes up it stays hung with a "Transferring XYZ..." message and they are never moved over.

    This has been a real nuisance and essentially stopped one of our special projects from moving forward (Coordinate Colonization Efforts),

    If said officer is on a DOFF mission they still show up as transferable, but are not able to be transferred.
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