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Entering and Exiting Ship Bridge/Interior

avarseiravarseir Member Posts: 0 Arc User
edited November 2012 in Federation Discussion
Not sure if anyone has brought this up.. but i find it a little disturbing to be transporting into my bridge/interior.. i mean aren't i supposed to be in the ship in the first place and most likely be on my bridge, why then would i appear to be "transported" into my bridge.

Just kinda irks me..:eek:
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Post edited by avarseir on

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  • sumghaisumghai Member Posts: 1,072 Arc User
    edited October 2012
    This irks me as well.

    What I'd like to see is:

    - When entering from a space map, show the player Captain sitting his/her chair on the bridge

    - When entering from another ground map, beam into the Transporter Room.

    - When exiting to a space map, play a cutscene of the player Captain walking to his/her chair on the bridge

    - When exiting to another ground map, play a cutscene of the player Captain beaming out of the Transporter Room.

    Since this is a valid point you've bought up, I'm going to add this to my ongoing ship interior proposal.
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  • dareaudareau Member Posts: 2,390 Arc User
    edited October 2012
    From what I understand, the beam-in and beam-out steps/effects are part and parcel of the transition from space to ground.

    Just as if you "rush" onto a new level (before the computer gets a chance to populate due to a lag spike), you can watch your crew "beam in". Spawning = transporter effect...

    And, if I remember the last time this was mentioned, the statement was made that there is no feasible way to bypass this effect, without blowing up something, somewhere else.

    Also, if I am remembering correctly, entering one own's bridge is the only transition from space map to ground map where beaming in/out is not desired. Even joining a fellow player's bridge "deserves" the transporter effect, so the first though "hey, let's bypass the beaming effect from all bridge maps" is going to draw commentary...

    Now, I saw the "cutscene" bit. IIRC, the only other transition from space to ground where beaming is inappropriate is the early Vulcan Pilgrimage mission (taking the Undine Vulcan to P'Jem), because of the whole "shuttlecraft" bit. And that gets a bypass via cutscene. I wonder how bad a 1-second cutscene would be for self-bridge transitions (called from dropdown, those called by bridge-invite should still get beaming effect...)
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  • jevikfettjevikfett Member Posts: 1 Arc User
    edited October 2012
    The iconian gateway iirc bypassed transporter effect from space to ground.
  • k3ll3ndrak391k3ll3ndrak391 Member Posts: 4 Arc User
    edited October 2012
    i would love to see a Bridge commander, or Bridge Simulator for those who don't want to play as a ship at all, but actually command the ship from the bridge
  • anazondaanazonda Member Posts: 8,399 Arc User
    edited October 2012
    Old discussion... Never going to change...
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  • yreodredyreodred Member Posts: 3,527 Arc User
    edited October 2012
    avarseir wrote: »
    Not sure if anyone has brought this up.. but i find it a little disturbing to be transporting into my bridge/interior.. i mean aren't i supposed to be in the ship in the first place and most likely be on my bridge, why then would i appear to be "transported" into my bridge.

    Just kinda irks me..:eek:

    I fully agree, beaming on and off your bridge (while you are technically never left it) is completely anti-immersive.


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  • stargazer918stargazer918 Member Posts: 0 Arc User
    edited October 2012
    I agree!

    I find it a bit strange that commanding your own ship rom the bridge then beaming onto it! In that case you must have two ships then or it`s the many worlds interperation happening in STO!!!

    (Please can you check Wikipedia to make sure I got that right please!).


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  • topsettopset Member Posts: 0 Arc User
    edited October 2012
    i would love to see a Bridge commander, or Bridge Simulator for those who don't want to play as a ship at all, but actually command the ship from the bridge

    Has been suggested time and time again, and we've been repeatedly told by the Devs that this simply ISN'T POSSIBLE USING THE CURRENT GAME ENGINE so stop asking for it.

    The way the engine works you are either in space, or on the ground. Your bridge is a ground map. You cannot be in space, and on the ground, at the same time. It's a direct limitation of the engine.

    So basically... tough.
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  • archofwinterarchofwinter Member Posts: 215 Arc User
    edited November 2012
    topset wrote: »
    Has been suggested time and time again, and we've been repeatedly told by the Devs that this simply ISN'T POSSIBLE USING THE CURRENT GAME ENGINE so stop asking for it.

    The way the engine works you are either in space, or on the ground. Your bridge is a ground map. You cannot be in space, and on the ground, at the same time. It's a direct limitation of the engine.

    So basically... tough.

    In theory, you can have your computer running the space and ground 'engine' at the same time by running two engines.
    However, in practicality, the dev will have to make a system where data from the two can intertwine with each other and the player's computer must be able to handle running basically two game client at the same time.
  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited November 2012
    The interior may well be a ground map but it would be better if they got rid of the beam in effect both for your toon and crew spawns, but it's not a game breaker, I rarely go to the interior unless it's a mission requirement, interiors are just too generic.
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  • age03age03 Member Posts: 1,664 Arc User
    edited November 2012
    This is some what how the game was soppose to play out but it didn't.
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