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Scale down in Sector Space?

elandarkskyelandarksky Member Posts: 1,013 Arc User
edited September 2013 in Romulan Discussion
Its just a suggestion, but could some of the larger romulan ships (ahem) pretty much all of the romulan ships (and a few of the other factions) get a scale down in sector space? its getting a bit cramped in space when leaving/entering a sector

That or increase the randomness of where abouts in the sector wall we pop into/out of please? :D

I felt kinda guilty that a romulan free escort ship (hafeh?) couldnt get its bulky size past my fat assed voquv in sector space, had to move forward a bit to let him out :O
[Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
Post edited by elandarksky on

Comments

  • roxbadroxbad Member Posts: 695
    edited September 2013
    That, reduce the size of the ships, or increase the size of the sectors and system entry points. Either way, more space would be nice. I mean... that's like the most obvious thing about space, the space.
  • vengefuldjinnvengefuldjinn Member Posts: 1,521 Arc User
    edited September 2013
    And people are always saying space is so big .....:P

    Sorry, couldn't resist
    tumblr_o2aau3b7nh1rkvl19o1_400.gif








  • gthaatargthaatar Member Posts: 0 Arc User
    edited September 2013
    Or just make it possible for ships to go through each other in sector. Be a pretty practical way of dealing with this presuming Cryptic can't make the the sectors larger. (actually having multiple sizes for the same model is probably not practical)
  • kintishokintisho Member Posts: 1,040 Arc User
    edited September 2013
    its getting a bit cramped in space

    ROFL this is rediculous...
  • senatorvreenaksenatorvreenak Member Posts: 0 Arc User
    edited September 2013
    Honestly I don't understand why Cryptic does not do like most other MMO's and turn off "collision detection" in non-combat areas.
    Solves a lot of crowding problems right off the bat.
  • atalossataloss Member Posts: 563 Arc User
    edited September 2013
    Honestly I don't understand why Cryptic does not do like most other MMO's and turn off "collision detection" in non-combat areas.
    Solves a lot of crowding problems right off the bat.

    I ask myself the same question every time entire/exit Deep Space 9 or Earth Space Dock.
    One day Cryptic will be free from their Perfect World overlord. Until that day comes, they will continue to pamper the whales of this game, and ignore everyone that isn't a whale.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited September 2013
    gthaatar wrote: »
    Or just make it possible for ships to go through each other in sector. Be a pretty practical way of dealing with this presuming Cryptic can't make the the sectors larger. (actually having multiple sizes for the same model is probably not practical)
    Honestly I don't understand why Cryptic does not do like most other MMO's and turn off "collision detection" in non-combat areas.
    Solves a lot of crowding problems right off the bat.

    Both of these in sector space. Suddenly I won't have to hit QSD just to get clear or New Romulus when I am in my Scimitar.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • trhrangerxmltrhrangerxml Member Posts: 0 Arc User
    edited September 2013
    You know you can fly over and under in sector space, right?
    Hi, my name is: Elim Garak, Former Cardassian Oppressor

    LTS, here since...when did this game launch again? :D
  • roxbadroxbad Member Posts: 695
    edited September 2013
    You know you can fly over and under in sector space, right?

    My helmsman does not appear to know this.

    then again, that doesn't solve the aesthetic problem of entry points that look like crowded parking lots.
  • elandarkskyelandarksky Member Posts: 1,013 Arc User
    edited September 2013
    Honestly I don't understand why Cryptic does not do like most other MMO's and turn off "collision detection" in non-combat areas.
    Solves a lot of crowding problems right off the bat.

    Sounds good, tht or allow us to beam directly to station,

    I mean after the 70 000th time i've entered/exited sol/ds9 i would rather like to cut out the middle loading screen and go from sector straight to starbase (obviously have a toggle option for newbies to experiance the warp to and from), but after a few years of it, its gotten tiersome D:
    [Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
  • mvp333mvp333 Member Posts: 509 Arc User
    edited September 2013
    Just scale everything way up, so that the stars that have a diameter of about the length of a medium-large Starfleet ship get a diameter equaling the length of maybe 1.5 times the wingspan of a Scimitar, and make ships go way faster to compensate, and randomize the exit points more. Problem solved.
  • trhrangerxmltrhrangerxml Member Posts: 0 Arc User
    edited September 2013
    One thing I have to comment on and this is something you can only really see if you run the game on 3 monitors, there is a lot of unused space in this game. If you have an ultra wide set up you'll see that all the ships are bunched up on to parts of any social hub and it really does not look good. In sector space its a little different and I can agree that the ship models at say about a 10th the size they are now would probably look awesome, but what would that mean to travel time and distance? Here is a hint, try it in a type 10 shuttle.
    Hi, my name is: Elim Garak, Former Cardassian Oppressor

    LTS, here since...when did this game launch again? :D
  • senatorvreenaksenatorvreenak Member Posts: 0 Arc User
    edited September 2013
    One thing I have to comment on and this is something you can only really see if you run the game on 3 monitors, there is a lot of unused space in this game. If you have an ultra wide set up you'll see that all the ships are bunched up on to parts of any social hub and it really does not look good. In sector space its a little different and I can agree that the ship models at say about a 10th the size they are now would probably look awesome, but what would that mean to travel time and distance? Here is a hint, try it in a type 10 shuttle.

    Easily solved by increasing travel speed.

    Honestly I would like to see a massively scaled universe that makes you feel "small", but at the same time maintain the same travel time.

    So if you were to increase the scale of space by a factor 10, then you would increase the speed by a factor of 10 as well.
  • feiqafeiqa Member Posts: 2,410 Arc User
    edited September 2013
    roxbad wrote: »
    then again, that doesn't solve the aesthetic problem of entry points that look like crowded parking lots.

    Where do you park that has cars rammed together and on top of each other? New York?

    Originally Posted by pwlaughingtrendy
    Network engineers are not ship designers.
    Nor should they be. Their ships would look weird.
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited September 2013
    Easily solved by increasing travel speed.

    Honestly I would like to see a massively scaled universe that makes you feel "small", but at the same time maintain the same travel time.

    So if you were to increase the scale of space by a factor 10, then you would increase the speed by a factor of 10 as well.

    Please dont... Star Wars Galaxies:Jump to Lightspeed space was like a massive void where you could never find anyone or anything. Everything was dependent upon memorizing coordinates or relying on waypoints. It was realistic and in a full XYZ 3 dimensional axis (each sector was a cube of space 16000km to a side - you typically traveled at about 50-100 m/s, so it took three to five minutes or so to cross the whole map).... but for the sake of this game (and not some kind of pseudo flight simulator, which is basically what jump to light speed was trying to be), this would do a lot more harm than good.

    ive been in big empty space.. it... kinda sucks to be honest.
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  • yreodredyreodred Member Posts: 3,527 Arc User
    edited September 2013
    Please dont... Star Wars Galaxies:Jump to Lightspeed space was like a massive void where you could never find anyone or anything. Everything was dependent upon memorizing coordinates or relying on waypoints. It was realistic and in a full XYZ 3 dimensional axis (each sector was a cube of space 16000km to a side - you typically traveled at about 50-100 m/s, so it took three to five minutes or so to cross the whole map).... but for the sake of this game (and not some kind of pseudo flight simulator, which is basically what jump to light speed was trying to be), this would do a lot more harm than good.

    ive been in big empty space.. it... kinda sucks to be honest.

    Wow that sounds awesome. I know most ppl would hate it but i would love to get a slight glimpse of how big space really is.
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • roxbadroxbad Member Posts: 695
    edited September 2013
    Please dont... Star Wars Galaxies:Jump to Lightspeed space was like a massive void where you could never find anyone or anything. Everything was dependent upon memorizing coordinates or relying on waypoints. It was realistic and in a full XYZ 3 dimensional axis (each sector was a cube of space 16000km to a side - you typically traveled at about 50-100 m/s, so it took three to five minutes or so to cross the whole map).... but for the sake of this game (and not some kind of pseudo flight simulator, which is basically what jump to light speed was trying to be), this would do a lot more harm than good.

    ive been in big empty space.. it... kinda sucks to be honest.

    If only there was something that could manage information like full XYZ 3 dimensional axis coordinates or waypoints. Something that could also visually represent that information on a map and maybe even automate the process of navigating from one point to another. Maybe something computational. We can call it a "computer".

    This is an opensource effort at sourceforge.net that does a pretty good job with the scale issue. http://vegatrek.sourceforge.net/

    I'd love to see STO adopt this style of space travel.
  • cdiederichscdiederichs Member Posts: 134 Arc User
    edited September 2013
    I've been spamming my Quantum SlipStream since it disables collision in sector space. Even warping as short as from DS9 to the Dilithium mines requires it these days.
  • tpolebreakertpolebreaker Member Posts: 266 Arc User
    edited September 2013
    roxbad wrote: »
    My helmsman does not appear to know this.

    then again, that doesn't solve the aesthetic problem of entry points that look like crowded parking lots.

    You mean like this? ;)
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