So, while sector space has had an overhaul or two since then, the scales of the ships in sector space doesn't seem to have been adjusted since launch. At launch though, no player ship available was larger than a Galaxy class*, and since then, we got the Odyssey, Bortasqu', Caitian Carrier, Jem'Hadar battleship, the latest Borgulan monstrosity and a whole lot of Romulan wide-loads.
The result has been pile-ups. Zoning into Sector space from a social or faction, like ESD, Qo'noS, Drozana, DS9, etc, now tends to put you right in the middle of a cluster of idling players, in ships that block an awful lot of space, and can make breaking free quite the hassle if you're in a big ship yourself. (My Assault Cruiser never before felt so dainty.)
Anyway, I propose all ships have their dimensions halved in sector space. (Or make sector space bigger, same principle.) That should put it all back roughly where it was. (And it'll make it look like we're going faster, which is always good. Maybe.)
Edit: * I forgot about the KDF carriers there. Still, those were relatively few and far apart compared to the current state of the game, and with the RR ships the width is where most of the problem lies.
Either scale them down, lower the collision hit box or make it so that there is no collision at all in sector space will solve the traffic clog/jam. And I know it's very annoying when you want to go some place and someone is in your way.
"Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them." -Thomas Marrone
The worst offender is the mogai. Due to it being so wide, when it warps into a map alongside another ship their collision boxes overlap catastrophically.
What happens is both ships will shunt sideways at high speed locked together because they are too deeply clipped together for the usual physics bouncing to separate them.
I've ended up strafing across an entire sector at about warp 15 before I managed to free myself from an odyssey.
It did get interesting right after LOR was launched to get in and out of ESD with a few dozen mogai and derp'dex ships all idling about. Never before have i gotten stuck in traffic with my fleet tactical escort until i had romulan ships surrounding me. was a minigame of find the hole in the colission and I lost that game.
Then the other day a fleet mate was level 29 and excited he would be getting a new ship. told him "I hope you enjoy getting stuck in traffic" An hour later "Augh I'm stuck trying to get to ESD".
What I think would be another solution is make the spawn locations larger and multiple different ones in different spots. This way there is no huge crowd in one spot but smaller groups in multiple. This way you wont warp into the center of 20-30 idling ships.
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"I'm drunk, whats your excuse for being an idiot?" - Unknown drunk man. :eek:
The worst offender is the mogai. Due to it being so wide, when it warps into a map alongside another ship their collision boxes overlap catastrophically.
What happens is both ships will shunt sideways at high speed locked together because they are too deeply clipped together for the usual physics bouncing to separate them.
I've ended up strafing across an entire sector at about warp 15 before I managed to free myself from an odyssey.
i had the same thing happen to me on more than one occasion, fixing this would be nice.
I also agree with scaling down ships in sector space and while they are at it, increasing the padding between spawning ships, to give them a little more space to move around like having a wider space between spawnpoints such that even the biggest ships fit in between
I have found that the D'ridthau's phasing console is incredibly useful in system space for getting through the traffic jam of the massive Romulan ships and their excessive bounding boxes. ..If only I could use it in sector space.
So, while sector space has had an overhaul or two since then, the scales of the ships in sector space doesn't seem to have been adjusted since launch. At launch though, no player ship available was larger than a Galaxy class*, and since then, we got the Odyssey, Bortasqu', Caitian Carrier, Jem'Hadar battleship, the latest Borgulan monstrosity and a whole lot of Romulan wide-loads.
The result has been pile-ups. Zoning into Sector space from a social or faction, like ESD, Qo'noS, Drozana, DS9, etc, now tends to put you right in the middle of a cluster of idling players, in ships that block an awful lot of space, and can make breaking free quite the hassle if you're in a big ship yourself. (My Assault Cruiser never before felt so dainty.)
Anyway, I propose all ships have their dimensions halved in sector space. (Or make sector space bigger, same principle.) That should put it all back roughly where it was. (And it'll make it look like we're going faster, which is always good. Maybe.)
Edit: * I forgot about the KDF carriers there. Still, those were relatively few and far apart compared to the current state of the game, and with the RR ships the width is where most of the problem lies.
Agreed for all kinds of reasons. I already thought ships in sector space should be 1/4 the size, to increase the feeling of speed, size of the sector, etc. These new pile-ups are just one more reason.
♪ I'm going around not in circles but in spirographs.
It's pretty much this hard to keep just one timeline intact. ♪
How about smaller ships and no collision boxes at all? Even with planets. It is very annoying when one is doing the tour and inadvertently hits some planet, slowing them to a standstill.
How about smaller ships and no collision boxes at all? Even with planets. It is very annoying when one is doing the tour and inadvertently hits some planet, slowing them to a standstill.
Let's just shrink down the cruisers so they take up less space (and double their turn rate while your at it!) :P
Regarding hitting planets...
There needs to be a "emergency override zone" that forces your ship to not get closer to the planets. BOffs are supposed to be smart enough to not let the ship crash, right? Through their training in Starfleet, right?
The game engine can "deflect" the ship BEFORE it touches the planet, instead of grinding along the surface. This will also help with the immersion, you won't realize that most planets are just a little bigger than ESD.
Star Trek Battles Channel - Play Star Trek like they did in the series!Avatar: pinterest-com/pin/14003448816884219Are you sure it isn't time for a "colorful metaphor"? --Spock in 'The Voyage Home' SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
I like the idea of shrinking ships in sector space, then we would not feel so oversized as we approach a system and it would feel more like 'space', instead of a mall parking lot at Christmas.
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"Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them."
-Thomas Marrone
What happens is both ships will shunt sideways at high speed locked together because they are too deeply clipped together for the usual physics bouncing to separate them.
I've ended up strafing across an entire sector at about warp 15 before I managed to free myself from an odyssey.
Then the other day a fleet mate was level 29 and excited he would be getting a new ship. told him "I hope you enjoy getting stuck in traffic" An hour later "Augh I'm stuck trying to get to ESD".
What I think would be another solution is make the spawn locations larger and multiple different ones in different spots. This way there is no huge crowd in one spot but smaller groups in multiple. This way you wont warp into the center of 20-30 idling ships.
"I'm drunk, whats your excuse for being an idiot?" - Unknown drunk man. :eek:
i had the same thing happen to me on more than one occasion, fixing this would be nice.
I also agree with scaling down ships in sector space and while they are at it, increasing the padding between spawning ships, to give them a little more space to move around like having a wider space between spawnpoints such that even the biggest ships fit in between
Agreed for all kinds of reasons. I already thought ships in sector space should be 1/4 the size, to increase the feeling of speed, size of the sector, etc. These new pile-ups are just one more reason.
It's pretty much this hard to keep just one timeline intact. ♪
Let's just shrink down the cruisers so they take up less space (and double their turn rate while your at it!) :P
Regarding hitting planets...
There needs to be a "emergency override zone" that forces your ship to not get closer to the planets. BOffs are supposed to be smart enough to not let the ship crash, right? Through their training in Starfleet, right?
The game engine can "deflect" the ship BEFORE it touches the planet, instead of grinding along the surface. This will also help with the immersion, you won't realize that most planets are just a little bigger than ESD.
SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.