I do find it mildly irritating to have to (for example) reskin a Terran Empire ship if I want to have a rogue Fed vessel.
"Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
— Sabaton, "Great War"
"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
Totally agree. Would also be helpful to have total freedom on mixing up costumes across species. Don't know why they have built such a restrictive system.
Totally agree. Would also be helpful to have total freedom on mixing up costumes across species. Don't know why they have built such a restrictive system.
Probably because they simply didn't thought about the storytelling possibilities we've come up.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
It would be nice, and I think we've asked for it in the past, to have the ability to flag any mob for any 'alliance'.
In other words, if you wanted a group of Klingons to be friendly to a Federation player, you would flag them as 'Federation' instead of their default 'Klingon' alliance. That way they still use all their native attacks (not just reskinned Feds shooting phasers) against other non-Federation targets - even other Klingons.
It sure would save a lot of time having to re-costume mobs AND give a better, more realistic outcome/visual effect since they would be using their 'real' weapon types for their race.
I don't think the engine is set up to have factions dynamically change their allegence. I think the devs, when the want to make say KDF fight Gorn, have to create a new faction that looks and behaves like traditional Gorn except allegence.
If they were to attempt to implement this into the Foundry, it would most likely be them creating a multitude of factions with all the different possible combinations than could be.
Friendly: Can Attack Enemy Flagged Groups, Will Not Attack You
Enemy: Can Attack, Attacks As Usual Combat Would Be
*+* Make It So It Can Swicth, Like In This Instance, They will Be Friendly/Enemy
I.E. : Gorn Friendly, You Say Wrong Thing, They Are Enemies
*+* Knock Out Instead Of Death Might Be nice Too.
I know what your're asking, I'm just saying that making something like a Gorn faction that's hostile to KDF players would require making a duplicate Gorn faction that has different allegences than regular Gorn. This is where things like the rebel Gorn faction come from in the game.
As to making a hostile group turn friendly after defeat, that's an NPC behavior and one that's in Neverwinter's foundry. Hopefully we'll get it eventually.
What I would love and would think would be awesome (but never going to happen).
Would be a faction system. That is the ability to create factions, set relationships between factions (enemy or friend) and set factions relationship with the player (enemy friend).
Then you assign an NPC group a faction and they treat things as friendly or enemy based on their faction not on any inherit group properties.
Comments
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
I think it's much simpler to give authors the ability to set a mob as a friendly/enemy.
"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
Probably because they simply didn't thought about the storytelling possibilities we've come up.
I call it, the Stoutes paradox.
Basically, we're so much more awesome than they thought we would be?
Yes
roflol
I call it, the Stoutes paradox.
In other words, if you wanted a group of Klingons to be friendly to a Federation player, you would flag them as 'Federation' instead of their default 'Klingon' alliance. That way they still use all their native attacks (not just reskinned Feds shooting phasers) against other non-Federation targets - even other Klingons.
It sure would save a lot of time having to re-costume mobs AND give a better, more realistic outcome/visual effect since they would be using their 'real' weapon types for their race.
arcgames.com/en/forums/startrekonline/#/discussion/1203368/pve-content-a-list-of-gamewide-polishing-pass-suggestions
If they were to attempt to implement this into the Foundry, it would most likely be them creating a multitude of factions with all the different possible combinations than could be.
Lets Say You Have Any Kind Of Group:
Borg , Gorn , Federation , Etc
Chose Threat:
Friendly / Enemy
Friendly: Can Attack Enemy Flagged Groups, Will Not Attack You
Enemy: Can Attack, Attacks As Usual Combat Would Be
*+* Make It So It Can Swicth, Like In This Instance, They will Be Friendly/Enemy
I.E. : Gorn Friendly, You Say Wrong Thing, They Are Enemies
*+* Knock Out Instead Of Death Might Be nice Too.
I know what your're asking, I'm just saying that making something like a Gorn faction that's hostile to KDF players would require making a duplicate Gorn faction that has different allegences than regular Gorn. This is where things like the rebel Gorn faction come from in the game.
As to making a hostile group turn friendly after defeat, that's an NPC behavior and one that's in Neverwinter's foundry. Hopefully we'll get it eventually.
Team 1 = Allied with the Player
Teams 2 - # = Enemies
so if i had Tholians and Breen as Team 2 and the Borg as Team 3.... the Tholians and Breen would work with each other against the borg.
Sure?
My character Tsin'xing
Would be a faction system. That is the ability to create factions, set relationships between factions (enemy or friend) and set factions relationship with the player (enemy friend).
Then you assign an NPC group a faction and they treat things as friendly or enemy based on their faction not on any inherit group properties.
Again, its like this, if it makes sense...
[CHOSE STATE]
ENEMY
ALLY
-- Triggers
Is Ally/Enemy (Immediate, Until ____ Is Done etc.)