This proposal is simple: Considering the fact that if you're using Quantum Slipstream Drive at all, it'll probably still be on when you reach your destination. So, if it is... why do we drop out of warp? We're not actually AT warp. So, I propose a simple addition: If you have Slipstream active when you enter a system, you get a different spawn animation.
Those of you who actually saw the first Voyager episode that featured the Quantum Slipstream Drive, Hope and Fear (Season 4, episode 26), and remember the Deadalus, probably know where I'm going with this. If not, then
this picture (demonstrating an exit from Slipstream drive) will tell you. It'd also be cool if the Slipstream animation did this in Sector Space, doing a proper Slipstream activation from the show. "But Ice," I can already hear you say, "how would this happen?"
Easy. When you enter a star system, an extra behind-the-scenes bit of code would go on. It simply asks, "did this player have a quantum slipstream buff active when he transferred maps?" If "no," you get the default warp-in. If "yes," you get the Quantum Slipsream-in. I don't know the engine itself, but I am taking a computer programming class and, from what I understand, this could be handled with a simple pair of Boolean variables (the smallest kind of variable known to coding - Literally yes or no, true or false, 1 or 0). So, conceptually, this should be a piece of cake.
And, for the sake of intellectual property concerns, this is an official disclaimer by me: I hereby authorize all concerned parties use of the intellectual property above. (I hope that's sufficient, I'm no lawyer)
Comments
Look at all the past stuff they have done, relatively simple stuff (like sitting in a chair or any other easy bug fix) usually commands "new tech" and a season or 2 to come out.
So i doubt you will ever see this happen unless cryptic gets desperate and sells custom warp in animations on the Z-store..... TRIBBLE, im giving them ideas !!!!
At least they're not forcing you to buy basic necessities, like TOR does. Free-players don't even get a BANK there. Here, you get everything you need. But, I doubt this will be a Z-unlock. It's too universally applicable. And no, it's not hard, even by Cryptic's standards. If they can make it so that you use a Borg/Klingon/Romulan transporter animation when using Borg/Romulan/Klingon transporters (See the mission Assimilation), they can do this.
And how about a transwarp gate animation that isn't just the standard warp in/out sequence aimed in the general direction of the gate?
The transwarp/slipstream entry animations don't really look like on TV, either.
And while the Bajoran wormhole itself looks great, the animation for flying through it is...standard warp in the general direction of the wormhole. I can only hope they make a real animation for it if/when they add a playable gamma quadrant. They can, but that doesn't mean they will. Visit New Romulus. When Federation players use the Romulan transporter pads, they use the Fed transporter effect. When Klingon players use them, there is no transporter effect at all, the character just disappears.
It would also be a nice touch if, when flying an alien lockbox ship, your transporter effect would match the ship. But the developers probably have more important things to work on.
Speaking of funny transporter bloopers, when you go to your bridge while in space, your captain arrives and leaves with the transporter. But when you go to your bridge from a ground map, there is no transporter effect. Shouldn't it be the other way around? And most hilariously, sometimes when going to the other decks on your ship, if you get out of the turbolift fast enough, you can see your entire crew suddently beam in and try to look busy (this is a particularly spectacular view in the dark corridors of the Klingon ships). We can only guess where they go to slack off when the boss is not looking.
I'm aware of the many transporter bloopers and the faction-animation issues on Mol'Rihan (which I consider a bug). And I agree, they should do one for transwarp (gate in and drop out). And I agree with the points you made. However, it doesn't disagree with my idea. None of this should be that hard. Here's how it could be done:
Transwarp gate - Once the option is selected, it acts like a trigger in a Foundry mission, turning it on for a few seconds. Then you get an animation SIMILAR to a standard warp-out, but with no nacelle flash (and maybe make it come in from the side). Code-wise, it's just adifferent animation input.
Transwarp Exit - Code asks, "Was map transition done with transwarp?" If "Yes," special animation (like my idea for Quantum drive, but green or red to distinguish it). If no, check for other parameters. If ALL no, standard warp-in.
Entering the Bajoran Wormhole is a little trickier. Since we have TWO missions that take you through it, and nothing else, it's just a matter of implementing associated cutscenes.
As for the special animation for Alien ships... that WOULD be a nice perk.I always preferred the Jem'Hadar animation. And it WOULD make the ships more unique. It'd also be nice if, when you're leaving DS9's Promenade, you could get the Cardassian animation (Cardassian Transporter, after all).
Not really, if you are just leaving from the promenade, then most likely you are using your ship's Transporter, if you left from the transporter pad then yes use a Cardassian animation....
Why do you think we have to assign Doff missions? "Get to work, you drones, and stop slagging off to play Dabo and poker!"
Romulans: left one homeworld, lost another, third time's the charm?
I would also like to add that we should be able to see more of the slipstream dimension.
The effect should be extremely simple, basically anytime you enter the slipstream the effect would be like when you fly near the Badlands, that gray void. It would perfect the slipstream visual.
I wouldn't mind seeing this, but I suspect that it would cause a TRIBBLE ton of lag. Also, it isn't a "dimension" per se, it's a quantum-power tunnel through space. I'd still like to see it, but it strikes me as unfeasible.