With the Addition of Racing Uniforms, will there be Racing Fighters in STO?
Long time ago, people wanted the shuttle races from Voyager (which the new outfits are inspired from), and that became the Tour the Galaxy race. But to have actual shuttle races, that would be something really fun.
Now the trick is how to do the races, where it's fair, fun, and something repetitive?
To me, the best thing about the Tour the Galaxy race, was that essentially we were given basic objectives and we can run the race however we wanted. And the rewards were rewarding, but not in a way it mandated us to repeat it as an unfun grind (like the Vault mission). So if starship or shuttle racing makes it's way into STO, I think the rewards should be similar with the Tour the Galaxy race. Good enough you want to do it over and over again, but not be so rewarding that it becomes a new grind.
With the shuttle race course, I could see that similar to the Tour the Galaxy, but on a smaller scale. Except instead of the sector, it's all within a single space zone, the largest Cryptic could manage. Like in Voyager, fill it up with some interesting quirks. And use the technology from the Winter Event's ice race, to ensure there is no cheating with people straying off the course. (BTW, there were some areas in the Ice Race that allowed you to gain a little advantage. Which be interesting quirks as well).
Now for the shuttles.
Since all shuttles and fighters are virtually the same, be nice if each had somekind of quirk that allowed certain parts of the race to be easy and others hard. For instance the Caitian fighter's stealth feature, could be handy in lets say passing through a detection net. Or the Tal'kyr's science lets you survive something nasty, like a gravitational flux. Or a fighter's manuverability in helping you dodge asteroids (which btw, be great if collisions were turned on for the race to spice things up).
Of course the big trick would be the engines. Likely everyone plug in MK12 [Spdx3] Engines or the Yellowstone's Tetryon Engines to gain an early lead. So gotta figure up a way to make everything fair, yet each engine has a quirk that could gain advantages. After all, everyone going the same speed isn't fun.
Then there is the reward.
The basic reward, well I'll leave that up to the Devs. But like the Bat'elth competition on Forcas, perhaps various places can get Trophies to put on their ships or on their Fleet Starbases. And it doesn't have to be just placement trophies, perhaps other types can be rewarded too.
Long time ago, people wanted the shuttle races from Voyager (which the new outfits are inspired from), and that became the Tour the Galaxy race. But to have actual shuttle races, that would be something really fun.
Now the trick is how to do the races, where it's fair, fun, and something repetitive?
To me, the best thing about the Tour the Galaxy race, was that essentially we were given basic objectives and we can run the race however we wanted. And the rewards were rewarding, but not in a way it mandated us to repeat it as an unfun grind (like the Vault mission). So if starship or shuttle racing makes it's way into STO, I think the rewards should be similar with the Tour the Galaxy race. Good enough you want to do it over and over again, but not be so rewarding that it becomes a new grind.
With the shuttle race course, I could see that similar to the Tour the Galaxy, but on a smaller scale. Except instead of the sector, it's all within a single space zone, the largest Cryptic could manage. Like in Voyager, fill it up with some interesting quirks. And use the technology from the Winter Event's ice race, to ensure there is no cheating with people straying off the course. (BTW, there were some areas in the Ice Race that allowed you to gain a little advantage. Which be interesting quirks as well).
Now for the shuttles.
Since all shuttles and fighters are virtually the same, be nice if each had somekind of quirk that allowed certain parts of the race to be easy and others hard. For instance the Caitian fighter's stealth feature, could be handy in lets say passing through a detection net. Or the Tal'kyr's science lets you survive something nasty, like a gravitational flux. Or a fighter's manuverability in helping you dodge asteroids (which btw, be great if collisions were turned on for the race to spice things up).
Of course the big trick would be the engines. Likely everyone plug in MK12 [Spdx3] Engines or the Yellowstone's Tetryon Engines to gain an early lead. So gotta figure up a way to make everything fair, yet each engine has a quirk that could gain advantages. After all, everyone going the same speed isn't fun.
Then there is the reward.
The basic reward, well I'll leave that up to the Devs. But like the Bat'elth competition on Forcas, perhaps various places can get Trophies to put on their ships or on their Fleet Starbases. And it doesn't have to be just placement trophies, perhaps other types can be rewarded too.
Well, that's my 2 cents on the possibilities.
I think they're waiting on the tech Dstahl mentioned about having a "default shuttle" set that you're auto-swapped to when you do shuttle content.
As far as that goes, I can see two venues.
One would be a sector space race which you would queue for. Tour the Galaxy, in shuttles. First one back wins. I could even see TtG being turned INTO this. Anyone gets EC for completing a tour but first second and third get an extra something. And TtG would be tweaked to require a shuttle. (Maybe top racers would get a 2409 touch-up of the Voyager racing uniform? Needs a Klingon reward.)
The other would be a system space race, which would need to wait for the new PvP leaderboards from Neverwinter. I envision this using the slingshot speed up points from Night of the Comet and being a shuttle mission that is queued for and is cross faction. Maybe done up as a Fleet Mark event.
There is a lot of potential here for compelling repeatable content. But variables must be added so that if Cryptic was to create a space system map only, it wouldn't simply be a matter of staying within the boost speed rings. We'd need variable environmental factors initiated either at random, or by trigger.
An example of a triggered variable could be when the race leader passes a marker, and in doing so triggers environmental anomalies, such as gravitational distortions, which essentially divert the route of those following him. They can't easily follow his previous path and must decide to go around or weather the storm of going through it. Variables would depend on the section of the map the leader is on. A dynamic environment that gives people some variation each time they run it.
PvP should be a factor (maybe a pve training map/lower rewards)- but I'd rather have new gear and/or abilities be available for this environment. This gear could be earned by running the races a set amount (like a reputation system). You would get there faster by ending the race in a better place etc.
Modified items like grapplers, sub-system mines and shockwave pulses. Things that are easy to see (click on) and quick to understand. Perhaps expand the shuttle paper doll just for that purpose or add UI elements like the Environmental Suit jump-pack ability.
I would also suggest a ground map where crew supporters could assemble - akin to the audience looking out Voyager's mess hall windows. We know that a ground map can exist in space, once its ensured that the perspective will allow the races to see a ship with windows (or a little station) and the audience can see the ships every so often going past (even if they are far away). That would be a big map!
Id love races in general. Heres how you can set them up.
Races would not be traditional Mission setup/ui,
By adding a function i call Impulse Heat. Impulse heat works by building up while going fast. (based on throttle %) And full impulse making It go up extreamly fast. So at 25% Throttle Impulse heat increase at a rate of 0, at 50% by 10% at 75% by 30% and 100% by 50% (examples, every ship will have unique values displayed below) and full impulse blasting impulse heat up in a mater of seconds, When impulse heat reaches X Value (Dependant on ship) Your impulse engines blow out for a minute. and your stuck using auxillary (20% throttle) This adds an extra layer of stratagy.
Fuel could also be a factor, the faster your moving the faster it depleates.
When your fuel runs out your ship becomes dead and inactive while you attempt to replicate more slowly. Values also below
Shuttle Races:
Race length 120km to 340km, With very winding turns and strict Obsticles. (Navigating through a dense minefiend) Now since full impulse is prolly the best option here. Making full impulse only work for an extended period fo time before you blow out impulse. Fighters will have less efficent impulse engines. So the yacht will hold the most fuel and have the most effcient engine being the biggest slowest fightr. the pergrine with the least efficent and the least fuel. Say Yacht has an impulse that is cooler more efficent. The engine will be able to last longer before burning. While the fighter will be more boost speed but will burn out quickly. Delta Flyer will have the base engine. Ill use %'s for now since getting actual Number values will take too much work for an idea proposal.
(values represent SHUTTLES only)
Yacht will be 200% efficent engine. Burn 2 times slower then base
Delta Flyer will be 130% efficent
Runabout will be 100% efficent
Yellowstone 110% efficent
Pergrine 40% effcient
Type 8 20% efficent
Stalker will be 70% efficent
Ferengi Fighter will be 160% efficent
Tholian Fighter will be 150% efficent
Starship Races:
Length 750km-2350km
HUGE races spanning across solar systems. Some manuvering some turns. Not as much. Obsticles could include Asteriod fields, Planets gravity (acting as a gravity well) The star, Even pirate attacks.
Cruisers Are the most efficent downright. being able to run long times at high speeds before needing to slow down
Escorts are not efficent at all. Requiring to slwo down quickly after starting high speeds.
Science ships All around balanced Not quite as efficent but not as slow as a cruiser.
Assault Cruiser: 280%
Star Cruiser:295%
Galaxy-R:320%
Galaxy X:460% (the most efficent cruiser)
Soverign Refit:290%
Atrox:200%
Intrepid: 240%
Etc
WAYYY to many ships to go into. Galaxy X having its design made for Sustained impulse. is usper efficent
Making it super awesome for awesomenes
This design allows all ships to have a shot
Escorts will get a clear headstart, but cruisers and sci ships will be able to easily pass after a while, science will pass cruiser but cruiser will be too efficent, the escort will catch up. cruiser will eventualy have to slow down. Its anyones game at this point. Might i point out that the cooling will cool down faster then heat up while at low speeds. So strtagy will play a part. This could be a very very cool twist to PvP. RacePvP maps.
Comments
Legendary Starfleet Captain
STO Forum Member since December 2010
Long time ago, people wanted the shuttle races from Voyager (which the new outfits are inspired from), and that became the Tour the Galaxy race. But to have actual shuttle races, that would be something really fun.
Now the trick is how to do the races, where it's fair, fun, and something repetitive?
To me, the best thing about the Tour the Galaxy race, was that essentially we were given basic objectives and we can run the race however we wanted. And the rewards were rewarding, but not in a way it mandated us to repeat it as an unfun grind (like the Vault mission). So if starship or shuttle racing makes it's way into STO, I think the rewards should be similar with the Tour the Galaxy race. Good enough you want to do it over and over again, but not be so rewarding that it becomes a new grind.
With the shuttle race course, I could see that similar to the Tour the Galaxy, but on a smaller scale. Except instead of the sector, it's all within a single space zone, the largest Cryptic could manage. Like in Voyager, fill it up with some interesting quirks. And use the technology from the Winter Event's ice race, to ensure there is no cheating with people straying off the course. (BTW, there were some areas in the Ice Race that allowed you to gain a little advantage. Which be interesting quirks as well).
Now for the shuttles.
Since all shuttles and fighters are virtually the same, be nice if each had somekind of quirk that allowed certain parts of the race to be easy and others hard. For instance the Caitian fighter's stealth feature, could be handy in lets say passing through a detection net. Or the Tal'kyr's science lets you survive something nasty, like a gravitational flux. Or a fighter's manuverability in helping you dodge asteroids (which btw, be great if collisions were turned on for the race to spice things up).
Of course the big trick would be the engines. Likely everyone plug in MK12 [Spdx3] Engines or the Yellowstone's Tetryon Engines to gain an early lead. So gotta figure up a way to make everything fair, yet each engine has a quirk that could gain advantages. After all, everyone going the same speed isn't fun.
Then there is the reward.
The basic reward, well I'll leave that up to the Devs. But like the Bat'elth competition on Forcas, perhaps various places can get Trophies to put on their ships or on their Fleet Starbases. And it doesn't have to be just placement trophies, perhaps other types can be rewarded too.
Well, that's my 2 cents on the possibilities.
I think they're waiting on the tech Dstahl mentioned about having a "default shuttle" set that you're auto-swapped to when you do shuttle content.
As far as that goes, I can see two venues.
One would be a sector space race which you would queue for. Tour the Galaxy, in shuttles. First one back wins. I could even see TtG being turned INTO this. Anyone gets EC for completing a tour but first second and third get an extra something. And TtG would be tweaked to require a shuttle. (Maybe top racers would get a 2409 touch-up of the Voyager racing uniform? Needs a Klingon reward.)
The other would be a system space race, which would need to wait for the new PvP leaderboards from Neverwinter. I envision this using the slingshot speed up points from Night of the Comet and being a shuttle mission that is queued for and is cross faction. Maybe done up as a Fleet Mark event.
An example of a triggered variable could be when the race leader passes a marker, and in doing so triggers environmental anomalies, such as gravitational distortions, which essentially divert the route of those following him. They can't easily follow his previous path and must decide to go around or weather the storm of going through it. Variables would depend on the section of the map the leader is on. A dynamic environment that gives people some variation each time they run it.
PvP should be a factor (maybe a pve training map/lower rewards)- but I'd rather have new gear and/or abilities be available for this environment. This gear could be earned by running the races a set amount (like a reputation system). You would get there faster by ending the race in a better place etc.
Modified items like grapplers, sub-system mines and shockwave pulses. Things that are easy to see (click on) and quick to understand. Perhaps expand the shuttle paper doll just for that purpose or add UI elements like the Environmental Suit jump-pack ability.
I would also suggest a ground map where crew supporters could assemble - akin to the audience looking out Voyager's mess hall windows. We know that a ground map can exist in space, once its ensured that the perspective will allow the races to see a ship with windows (or a little station) and the audience can see the ships every so often going past (even if they are far away). That would be a big map!
Races would not be traditional Mission setup/ui,
By adding a function i call Impulse Heat. Impulse heat works by building up while going fast. (based on throttle %) And full impulse making It go up extreamly fast. So at 25% Throttle Impulse heat increase at a rate of 0, at 50% by 10% at 75% by 30% and 100% by 50% (examples, every ship will have unique values displayed below) and full impulse blasting impulse heat up in a mater of seconds, When impulse heat reaches X Value (Dependant on ship) Your impulse engines blow out for a minute. and your stuck using auxillary (20% throttle) This adds an extra layer of stratagy.
Fuel could also be a factor, the faster your moving the faster it depleates.
When your fuel runs out your ship becomes dead and inactive while you attempt to replicate more slowly. Values also below
Shuttle Races:
Race length 120km to 340km, With very winding turns and strict Obsticles. (Navigating through a dense minefiend) Now since full impulse is prolly the best option here. Making full impulse only work for an extended period fo time before you blow out impulse. Fighters will have less efficent impulse engines. So the yacht will hold the most fuel and have the most effcient engine being the biggest slowest fightr. the pergrine with the least efficent and the least fuel. Say Yacht has an impulse that is cooler more efficent. The engine will be able to last longer before burning. While the fighter will be more boost speed but will burn out quickly. Delta Flyer will have the base engine. Ill use %'s for now since getting actual Number values will take too much work for an idea proposal.
(values represent SHUTTLES only)
Yacht will be 200% efficent engine. Burn 2 times slower then base
Delta Flyer will be 130% efficent
Runabout will be 100% efficent
Yellowstone 110% efficent
Pergrine 40% effcient
Type 8 20% efficent
Stalker will be 70% efficent
Ferengi Fighter will be 160% efficent
Tholian Fighter will be 150% efficent
Starship Races:
Length 750km-2350km
HUGE races spanning across solar systems. Some manuvering some turns. Not as much. Obsticles could include Asteriod fields, Planets gravity (acting as a gravity well) The star, Even pirate attacks.
Cruisers Are the most efficent downright. being able to run long times at high speeds before needing to slow down
Escorts are not efficent at all. Requiring to slwo down quickly after starting high speeds.
Science ships All around balanced Not quite as efficent but not as slow as a cruiser.
Assault Cruiser: 280%
Star Cruiser:295%
Galaxy-R:320%
Galaxy X:460% (the most efficent cruiser)
Soverign Refit:290%
Atrox:200%
Intrepid: 240%
Etc
WAYYY to many ships to go into. Galaxy X having its design made for Sustained impulse. is usper efficent
Making it super awesome for awesomenes
This design allows all ships to have a shot
Escorts will get a clear headstart, but cruisers and sci ships will be able to easily pass after a while, science will pass cruiser but cruiser will be too efficent, the escort will catch up. cruiser will eventualy have to slow down. Its anyones game at this point. Might i point out that the cooling will cool down faster then heat up while at low speeds. So strtagy will play a part. This could be a very very cool twist to PvP. RacePvP maps.