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Season 8 Dev Blog #18

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  • ufpterrellufpterrell Member Posts: 736 Arc User
    edited November 2013
    Wait, so Cryptic aren't even sure when they'll be making this interior go live? Poor show Cryptic, new players will be really put off by this I feel. From day one I've always said to my friends that however "good" STO can be it lacks a certain polish and consistency in the quality of the work and this is just another example of that. Players will finish the new tutorial missions (which are great may I add), but then be given the old cathedral sized corridors we had at launch? Great new player experience Cryptic...

    On a slightly different topic, I saw someone mention how they'd like it if we could place our bridge officers in certain areas of the ship. Got me thinking how interesting it would be if Cryptic could implement a "red alert" type system to ship interiors (or at least the default one) wherein you might be in your ready room going through your duty officer contacts and then you get called to help with a holodeck malfunction or some other short but interesting side mission. Would be nice for interiors to actually become more functional.
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  • captainoblivouscaptainoblivous Member Posts: 2,284 Arc User
    edited November 2013
    I like the new corridors, but they still seem too huge. They're not as bad as the old ones height-wise, but they're still a little too tall. Width-wise, these new ones are still far far to big. However, they are still a huge improvement in terms of scale when compared to the old ones. But whatever happens, these new ones need to be smaller still.

    The bridge however is another matter. It is still cavernous with an immense amount of room that is wasted. Honestly, I'll be glad to not use this new bridge. I'm definitely not a fan of the asymmetrical/sleek look, I prefer a more clunky, utilitarian and practical look to things. Something that looks inspired by modern day CICs on nuclear powered submarines. Why a submarine? Because they are the closest thing we have to the ships of star trek in terms of interiors. Both are places where a group of people have to live and work in a sealed environment for months at a time while moving through a medium (water and space) and generally being bad-TRIBBLE :P.
    My ideal bridge would be along the lines of the defiant bridges in game, but smaller. A lot smaller.

    -I assume that the KDF are getting the same treatment as this?
    -I'd also like to know if there are any plans for more interior packs along the lines of the DS9 and the TOS interiors. TNG interior and TMP interior packs anyone?
    - Will the old interiors remain selectable in game, or will they be replaced wholesale by these new ones?

    But at least this is an improvement on the old interiors, even if it is rather belated.
    I need a beer.

  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited November 2013
  • bobogheimbobogheim Member Posts: 31 Arc User
    edited November 2013
    My thumbs up for TMP interior pack and TNG interior pack.

    Even also the Battle bridge pack for the Galaxy class and the Stargazer and Hathaway bridge for the Constellation class.

    Even also Excelsior and Ambassador interior pack.
  • hotstuff1701hotstuff1701 Member Posts: 45 Arc User
    edited November 2013
    I love about 95% of the new Origin bridge, but the one thing that would keep me from using it is the two "you don't get to sit down" consoles-without-chairs in front of the Captain's seat. I know there is a precedent for it and all, but I always feel bad for those poor guys. Everyone else on the bridge is relaxing in their seats, but the two people who are actually flying the ship have to stand up the whole time. ;-)

    Otherwise, it is beautifully done, and the hallways are outstanding! Great job!
  • claudiusdkclaudiusdk Member Posts: 561 Arc User
    edited November 2013
    Awesome! but I really wanna see what the KDF gets.. please say they get something ;_;
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  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited November 2013
    Thanks it looks great.

    While many of us would prefer a revamp to ground combat that would actually make combat in a close-quarters space more feasible I appreciate that the team acknowledges that as current ground combat stands it is more fair to have more open space. Hopefully a ground combat (with formation control for our team :D) and better use of cover mechanics (not that I'm expecting or even would want ground combat to morph into Gears of War, ,maybe Mass Effect 1) then the interiors could be scaled down. Though scaling them down anyway wouldn't get any complaints really.

    We should be reminded that the team that handles ground combat and the team that does the interior are in fact different. So they have to scale the bridges to the standards of the ground combat dev team, regardless of what we want at the outset. Hopefully though they have the tools to easily rescale everything. Things like the Prometheus and Belfast bridge and the TOS set are things that as it stands right now are not going to be used for combat that everyone has to go through. I remember I played the Spectres 6 Foundry mission which all the ground combat was in a TOS interior and it was a pain. It was still an excellent mission, but between control issues and the cramped space and angles I wasn't able to actually use the tactics that one would in a cramped space. There's not enough team control for that yet.

    I'm fairly certain that this bridge is the only one that will be used for mandatory combat as few other missions actually use the default bridge for ground combat. The original tutorial uses the huge cruiser bridges based (loosely) on the Sovereign, this is much smaller in comparison.

    My only desire is to hurry those corridors along to the rest of the ships and lets get to work on engineering!:D

    To those wondering why the Feds are getting a new interior, this is specifically to bring the Fed tutorial and basic interior to the standard of the brilliant Romulan version that we received in Legacy.



    tlamstrike wrote: »
    Maybe so they can install major upgrades without using hard patches thus extending the life of the ship, increasing the structural integrity all while simplifying refits.

    This is a real world issue on Submarines. On the Los Angeles class the designers didn't include hard patches because the hull was thinner than previous boats, a thin hull means it can't withstand as much pressure so they felt that having parts of the boat designed to be cut open could be dangerous at some depths combined with the fact that the LA boats only have two main compartments meant that any failure would doom the sub. As a result any upgrades have to fit though a 21 inch hatch near the bow of the submarine. Problem is now that the boats are 40 years old, and in need of upgrades that can only be done while refueling the reactor: a process where the submarine is cut in to three parts and a new reactor compartment is installed (a process that takes 2-3 years to complete). It has gotten to the point where the upgrade process to bring them to modern standards is so expensive and so long it is cheaper and faster to discard the subs and replace them with new ones, compared to the older boats where a refit of new equipment could be done separate from a refueling and thus could be modernized several times over their service life.

    Now compare the TOS Enterprise and her refit. They didn't just install new nacelles and a deflector dish, you can tell from the size changes that they had to remove the outer hull to lengthen and expand the hull volume to modernize the ship.
    To be complete the only thing that they really kept on the Constitution Refit was the saucer section, and that was built up along the edge.
    sunseahl wrote: »
    ^
    This.... Mostly, Modularizing the Warp Core chambers to reflect our currently fitted in-game warp core(maybe slightly modified with 2409 tech)

    Actually having the observation lounge as part of the ship interior set, finally...

    Agreed and agreed. There isn't any mention of revamped engineering (though the current Starfleet Engineering is a fair approximation of the Sovereign on to a certain point) but I'm hoping that integrating a variable warp core visual is the reason that it's taking time. They had to know that would be a frontline request for interiors when they integrated cores into the game. Though it would be challenging on something like the Belfast which is a true Defiant interior as it has a Class 7 warp core in there and adapting other cores for that space will be challenging at best since that runs counter to the Defiant design.

    And please attach the conference lounge to the bridge, I have absolutely no idea why it was separated anyway as it's already there fro First Contact missions and that cool investigation mission in orbit of Bajor. There's no good reason to not attach it to the bridge. (maybe a technical challenge but one that's worth surmounting for authenticity).

    Some KDF interior love to reflect the clean, not so "blood on everything," look the Bortasqu bridge gave us with its, admittedly, beautiful interior....
    It may be perfect for Klingons, but for human eyes, it's a bit hard to see. The Bortasqu is beautiful but it's also very open. All of the space vistas actually shed some light in there.

    Also have you guys read the Bird of Prey Owners guide? Very cool, and one thing it talks about is Klingon ships having dual warp cores for redundancy. Do you think that could be the standard when you guys redo Klingon engineering (fingers crossed).
      Glass panel? Last I checked all transparent materials were made of transparent aluminum in Star Trek. Why would the helm or Ops officer even need to see the view screen? The whole point of a bridge being on deck 1 at the top of the ship is ludicrous in itself, let alone having a personal window out in space. Realistically, a ship like this would have their CIC internal to the ship, somewhere in the middle of it, not in an easily targeted and destructible section of the ship, and a view screen is moot as a helm and ops officer would be reading information on their console. I hate to point it out, but honestly a realistic bridge would be more like how CIC was in the new BSG series (despite how awful that is) or just Ops in DS9 for an idea. And as a final point, all stations on a bridge are universal. Any station on the bridge can serve as ops, navigation, engineering, science, tactical, etc. Though the show typically gravitated to specific positions, it has been shown before and demonstrated. Brown is not a color I would choose, but making them stand out helps, I guess. Probably some technical issues trying to get a plaque in that would actually display your ship info instead of some generic or fuzzy image. Actually the panels usually showed a mix of Red Alert and lights. Dunno why the panel design would change any. Seemed to fit nicely in my play through.

    I disagree. While you're correct that you don't HAVE to see the screen or outside to navigate it does make it easier. You don't want the person navigating to lose orientation. On my Aircraft Carrier there were three command centers where you could drive the ship. The Bridge which is where the Captain was up on the Conn tower, Damage Control in the core of the ship under the hangar deck and behind some heavy armor, and the aft steering compartments which is essentially "manual" steering directly attached to the rudder. The CIC wasn't involved in steering they took care of flight ops. And the bridge you could see everything. Captain on one end and the Gator on the other.

    But the Navy actually came to the Enterprise sets to check out their designs back during the original series. Why? Because the design is efficient.
    Jefferies' taking a cue from the Navy's operating procedures had a real life reciprocated effect as the Navy took a cue form his bridge design, "Gene called me one day and said there were some navy officers that wanted information on the bridge and why we did it the way we did. So they came in ? a commander and a lieutenant ? and we treated them to lunch, and I showed them the drawing and pulled the blueprints for them, and they got to look at he bridge itself. We got a nice letter the following week thanking us, and about a year later another thank-you letter saying that the information had led to the design of a new master communications center at NAS San Diego. And they would like to invite me down to see it, but unfortunately it was classified. I didn't bother to tell them that I still had an ultra top secret clearance from work I had done when I was in Washington before coming out here!".~ (Star Trek: The Magazine Volume 1, Issue 11, p. 21)

    Now that said, I agree with you having an actual transparent aluminum window at the front of the bridge is a horribly stupid idea. You can get more functionality with the armored shell that seems to be the actual standard on Starfleet ships and a holographic wide screen. The reason that the bridge is on the top of the saucer from a production standpoint is to provide scale for the ship (which the Abramsverse Enterprise ignored) and in universe to facilitate easy systems upgrade by having a bridge that can be easily swapped out. It made even more sense in the TOS era when the computer core stack was directly below the main bridge meaning you could pull it all out as a unit if you needed to.

    Also we should remember that under normal circumstances Starfleet vessels aren't primarily combat vessels. But when you look at one that is like the Defiant, recessed bridge.

    Yes any station can be reconfigured to do every job. Starfleet tends to use ergonomics a lot and they came to the conclusion that Conn and Helm needed to sit while the tactical officer would do better standing. Yeah I don't understand it either. To make it worse they gave Worf a stool in Generations but by First Contact Tac officers were back on their feet. :( And it makes it all the more dumbfounding that the forward positions in front of the Captain the conn and ops don't have chairs. It violates all Starfleet design philosophy. Conn and Ops in front of the captain, sitting down, it's been that way for 48/280 years.

    As for the Ship's dedication plaque that's something I would like to see implemented. Now you can't actually have the image for every plaque actually in the ship interior, I would make it the same as the dedication plaques at Starfleet Academy. You walk up to it, interact and then see the ships plaque info. Added bonus, let us all write in the quote, so anyone who we invite to our bridge gets to see the plaque we wanted.
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  • luddimusluddimus Member Posts: 133 Arc User
    edited November 2013
    I would love to see a shuttlebay with the active shuttle ready on the deck and inactive shuttles dormant in the background. you could have an interactive box to select active shuttle and also a launch option where a cutaway has the character disappears and the shuttle launces through a forcefield. just saying it could be cool.
  • mutualcoremutualcore Member Posts: 0 Arc User
    edited November 2013
    wow this looks so nice! Are they redoing other old textures in the game too? many of the starbases and interiors look....dated.
  • vengefuldjinnvengefuldjinn Member Posts: 1,521 Arc User
    edited November 2013
    Wait !

    Those fancy interiors (corridors) you're showing us WON'T be included for OUR ships?

    I mean they are VERY nice, but if they are only going to be for the tutorial, then they really shouldn't be included in this blog to get us all excited about them. We won't be enjoying them now will we?
    tumblr_o2aau3b7nh1rkvl19o1_400.gif








  • kianazerokianazero Member Posts: 247 Arc User
    edited November 2013
    Wait !

    Those fancy interiors (corridors) you're showing us WON'T be included for OUR ships?

    I mean they are VERY nice, but if they are only going to be for the tutorial, then they really shouldn't be included in this blog to get us all excited about them. We won't be enjoying them now will we?

    I think this is a preview of things to come later. Like how Boldly They Rode was a preview of using EVA suits for other missions. And can you remember how the forum looked when we first got our EVA suits?

    "You're giving them for one mission and that's it?! No combat at all? What good is that?! Why is there no Uncommon or Rare or Very Rare suits? Why no suits as part of a set with set bonuses?"

    I really doubt that the new corridors and bridge will NEVER be made available to us. Putting it into the tutorial is just how they can give us a preview of it and make sure it works right (for things like combat) before they bring it out for general use on our ships.
  • captainoblivouscaptainoblivous Member Posts: 2,284 Arc User
    edited November 2013
    kianazero wrote: »
    I think this is a preview of things to come later. Like how Boldly They Rode was a preview of using EVA suits for other missions. And can you remember how the forum looked when we first got our EVA suits?

    "You're giving them for one mission and that's it?! No combat at all? What good is that?! Why is there no Uncommon or Rare or Very Rare suits? Why no suits as part of a set with set bonuses?"

    I really doubt that the new corridors and bridge will NEVER be made available to us. Putting it into the tutorial is just how they can give us a preview of it and make sure it works right (for things like combat) before they bring it out for general use on our ships.

    iirc, it was mentioned earlier by Bran that the new sets are going to be the default ones, replacing the current default bridge and corridors.
    I need a beer.

  • vengefuldjinnvengefuldjinn Member Posts: 1,521 Arc User
    edited November 2013
    reyan01 wrote: »
    It's quite amusing really.

    Snazzy new and improved corridors - surely they must be for the likes the best ships that Starfleet has to offer, such as the Vesta, Odyssey or the Avenger (etc)?

    Nope. The only ship that receives such upgrades is a battered old Miranda class. Laughable.

    I really like the new bridge and I'm grateful to have that as a new choice for my ships.
    kianazero wrote: »
    I really doubt that the new corridors and bridge will NEVER be made available to us. Putting it into the tutorial is just how they can give us a preview of it and make sure it works right (for things like combat) before they bring it out for general use on our ships.

    I mean, it's nice that the tutorial is getting reworked again and all, but......it would be better if it was an improvement for the players who are actually reading the blog to enjoy too. Last I checked, there wasn't a lot of combat going on inside my ship interior.
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  • slickrick1707eslickrick1707e Member Posts: 75 Arc User
    edited November 2013
    aegon1ice wrote: »
    Credit where credit is due. The interior looks amazing and not that plastic. Especially the hallways/corridors. Great job!

    1 question how long will it take to get these wall assets into the foundry?
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited November 2013
    Glass panel? Last I checked all transparent materials were made of transparent aluminum in Star Trek.

    Why would they have transparent aluminum right there?
    Why would the helm or Ops officer even need to see the view screen? The whole point of a bridge being on deck 1 at the top of the ship is ludicrous in itself, let alone having a personal window out in space. Realistically, a ship like this would have their CIC internal to the ship, somewhere in the middle of it, not in an easily targeted and destructible section of the ship, and a view screen is moot as a helm and ops officer would be reading information on their console. I hate to point it out, but honestly a realistic bridge would be more like how CIC was in the new BSG series (despite how awful that is) or just Ops in DS9 for an idea.

    And as a final point, all stations on a bridge are universal. Any station on the bridge can serve as ops, navigation, engineering, science, tactical, etc. Though the show typically gravitated to specific positions, it has been shown before and demonstrated.

    Why would Ops or Helm need to see the view screen? Because they are driving the starship?
    :rolleyes:
    Brown is not a color I would choose, but making them stand out helps, I guess.

    You completely missed the point. I was talking about the appropriate-sized TNG-style sliding doors that were replacing the original flat doors of STO. Now we reverted back to big ugly doors that actually opens.
    Probably some technical issues trying to get a plaque in that would actually display your ship info instead of some generic or fuzzy image.

    1) The point was that they would add a generic plaque, not one you could read.

    2) They have the technology that can easily have the text of the ship and the registry show up on the map as easily as it does in conversation text. (As a clickable pop window object).

    Actually the panels usually showed a mix of Red Alert and lights.

    Funny, don't recall seeing them. All I saw was LCARs with Red Alert or offline. :rolleyes:
    Dunno why the panel design would change any. Seemed to fit nicely in my play through.

    Because it's not as detailed compared to the new ones? It's a low resolution graphics next to better quality resolution. Not to mention the monotonous blue doesn't go good as the LCARs, it supposed to be "like the Odyssey", yet why isn't it using any of the Orange LCARs?
  • soverignredsoverignred Member Posts: 1 Arc User
    edited November 2013
    looks amazing! now please give us an updated Klingon interior, we get so little on our side these days and there is so much canon material you guys can draw from to make it truly authentic! bridge wise i would love to see mabye some Orion, Nuasicaan, and gorn varient KDF bridges; it feels so weird flying their ships and having no other choice except a Klingon design bridge! hell i would even take all of this as a money grab in the Z-store if it mean't it actually coming to the game! PLEASE PLEASE PLEASE DEVS HEAR OUR CRIES!!!

    PS. you guys also did a fantastic job on the romulan interiors, but i would love to see some more bridge varients, including most importantly a Reman version of the current bridge with a light level changer for special effects!

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  • liquinliquin Member Posts: 28 Arc User
    edited November 2013
    The quality & designs are awesome. I still disagree with the need for MASSIVE doors & MASSIVE hallways. Games like Guild Wars 2 (which has far,far more frenetic, movement-oriented combat) have tiny areas you navigate though & fight in. It's NOT that big a deal. Small environments are fantastic for immersion & provide a atmosphere.
  • broadnaxbroadnax Member Posts: 340 Arc User
    edited November 2013
    only they have made smaller bridge layouts before. both the belfast and D'kora mainly the D'kora have vastly smaller bridge without having any problems with (fun) or (camera) so using them as an excuse seems to be contradicting when you look at these bridges.

    And how much combat have you done on those bridges?

    That's the point. This bridge is also used in the tutorial and I'd bet eventually in the Foundry to create missions on. As such, space is necessary. That's where we sacrifice a little "realism" for gameplay.

    I prefer smaller bridges too, but understand that the tech and gameplay side of things have to be accounted for as well.
  • direphoenixdirephoenix Member Posts: 0 Arc User
    edited November 2013
    ufpterrell wrote: »
    Corridor designs, cool. Bridge, looks pretty neat.

    HOWEVER...

    - Doors are far too big unless you plan on having T-rex's roam the ship?

    DON'T GIVE THEM ANY IDEAS! Stop giving them reasons to justify this!
    ufpterrell wrote: »
    - LCARS is the horrible blue again, should have gone for something more akin to the holographic consoles from the Odyssey or at least use that colour palette for a flat surface. Just makes things look too blue overall.
    This is supposed to be an intermediate stage between the past 'Treks and the Odyssey. The orange holo-displays are "state-of-the-art", only placed on the flagship(s) and/or maybe any "experimental" or "prototype" 2409 ships. If you put it on the starter ship, it's not new and shiny by the time you can fly the flagship.
    ufpterrell wrote: »
    - No new ready room? Don't leave a job half finished.

    It was stated long ago (pre-Season7) that they were planning a revamp of the interior system, where we would be able to customize our interiors through a tool like the Foundry (or more importantly, the UPDATED Foundry like the one we see in Neverwinter). Individual rooms could be made as modules, so you may one day in the future be able to upgrade specific rooms like bridges, ready rooms, engineering, quarters, hallway sections, etc.
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  • cook1701acook1701a Member Posts: 9 Arc User
    edited November 2013
    I like the new look, but what I really would like is to be able to place my bridge officers where I want them on the bridge and maybe through out the ship. Tacatical officer at tactical, First office sitting in a chair next to the captain.... I also would like a shuttle bay not transporter room to usher me to a shuttle. I also think it would be nice to be able to have duty officer missions that could tweek ship performance. Like on the real star trek, or maybe going to engineering in ship interiors and doing it.
  • championshewolfchampionshewolf Member Posts: 3,162 Arc User
    edited November 2013
    captaind3 wrote:
    I disagree. While you're correct that you don't HAVE to see the screen or outside to navigate it does make it easier. You don't want the person navigating to lose orientation. On my Aircraft Carrier there were three command centers where you could drive the ship. The Bridge which is where the Captain was up on the Conn tower, Damage Control in the core of the ship under the hangar deck and behind some heavy armor, and the aft steering compartments which is essentially "manual" steering directly attached to the rudder. The CIC wasn't involved in steering they took care of flight ops. And the bridge you could see everything. Captain on one end and the Gator on the other.

    But the Navy actually came to the Enterprise sets to check out their designs back during the original series. Why? Because the design is efficient.

    Why would they lose orientation? A view screen would not help with that, at all. In fact, a view screen would be detrimental to orientation not beneficial. Space there is no level plane that people fly to, there is no up, down, or really any direction space is space. The big empty black hole that we find ourselves in.

    You also seem to be confusing sea ship with a space vessel. Space is ridiculously big, it's not an ocean. The best you can give a space vessel is a submarine and even that analogy is completely wrong. Having a view screen is completely pointless because you have things at tens of thousands of kilometers distance, so looking out the window to spot something that isn't even a spec in the distance would do nothing to help a navigators views. In other words saying ten thousand kilometers that would be the equivalent of about two US distances from east to west coast distance between you and a target. The shortest distance, in the show, that the Enterprise ever engaged another space vehicle was 1,000 kilometers, or about the distance from Boston, MA to Wilmington, NC.

    Navigation in space would be completely reliant on what your instruments tell you, not what your eyes tell you on a view screen that can't even see a tenth of the space in front of you. The view screen was there in the show for the audiences benefit, not the crews, that's it. Navigators and Ops would not even use that view screen they would have their own instruments telling them what they need to know.

    And while the Navy might have used the TOS series bridge as inspiration before the navy has since then redesigned it and uses their own make ups now still. Then again, there are many myths and legends about Star Trek that tend to get embellished more than they actually are, or how the events actually happened.

    In short, what you know of sea travel would hardly qualify for space travel. A space vehicle is not even remotely close to what an aircraft carrier is.
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  • saurializardsaurializard Member Posts: 4,404 Arc User
    edited November 2013
    Something I'd love, apart from the new awesome corridors being implemented by default to all Fed ships is the ability to LEAVE the bridge for any non-Fed/Klink/Rom ships.

    Even if it's just the Fed/Klingon/Romulan version of the interior and ready room for now or forever, but please, at least, give us the ability to leave those darn bridges and visit our sickbay, warp core and Ten Forward once and for all.

    I'm sick of standing there in my bugship bridge with only two people to talk to, with no viewscreen, no ready room, no chair and no way to leave this claustrophobia-inducing room!

    I feel like Worf trying to escape in "Where Silence has Lease"! ONE RIKER, ONE BRIDGE!
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  • derrico1derrico1 Member Posts: 281 Arc User
    edited November 2013
    everything looks great yet all these new places example shuttlebay weapons room torpido room hallways and even transporter room . if we cant have them or use them then why make them ??? id pay for them so please release them in c store and if possible can u please let us assign our boffs in different parts of the ship ... my chief medical officer is never in sick bay were he should be .. and my boffs who r off duty id love to see them hanging around ten forward ...
  • jonathanlonehawkjonathanlonehawk Member Posts: 674 Arc User
    edited November 2013
    Over 140 posts and no one mentions that when you look out the viewscreen on the new Origins bridge, it appears you are going in reverse. The stars are flying away from you NOT toward you.

    Seriously, take a look on tribble.
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  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited November 2013
    derrico1 wrote: »
    everything looks great yet all these new places example shuttlebay weapons room torpido room hallways and even transporter room . if we cant have them or use them then why make them ??? id pay for them so please release them in c store and if possible can u please let us assign our boffs in different parts of the ship ... my chief medical officer is never in sick bay were he should be .. and my boffs who r off duty id love to see them hanging around ten forward ...

    Afraid the shuttlebay isn't new, it's been around a few years in one KDF mission and Bajor hologram missions. Transporter Room, same assets, different layout. :P

    And they said in the past that having BOFFs outside of the Bridges, wasn't feasable. Perhaps someday.
  • derrico1derrico1 Member Posts: 281 Arc User
    edited November 2013
    Afraid the shuttlebay isn't new, it's been around a few years in one KDF mission and Bajor hologram missions. Transporter Room, same assets, different layout. :P

    And they said in the past that having BOFFs outside of the Bridges, wasn't feasable. Perhaps someday.

    yes but they could make these rooms available to us if they wanted sometimes its the small stuff that keeps players happy ....
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited November 2013
    Over 140 posts and no one mentions that when you look out the viewscreen on the new Origins bridge, it appears you are going in reverse. The stars are flying away from you NOT toward you.

    Seriously, take a look on tribble.

    Ya, I've fixed that already, just didn't make it into the build.
    derrico1 wrote: »
    yes but they could make these rooms available to us if they wanted sometimes its the small stuff that keeps players happy ....

    To play Devil's Advocate for a moment: We put in the Transporter Room, and Shuttle Bay, etc. Now instead of complaints about their lack of inclusion, we get complaints about the lack of anything to do there.

    Yes, it would be great if they were in, and had something fun/exciting to do in each, but that's not as easy as everyone would like.
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  • wufangchuwufangchu Member Posts: 778 Arc User
    edited November 2013
    Frankly Taco, I'm just glad they're there.. So any ships have just a big room.. Oh and Thank you for updating the viewscreen on the scimitar too.. would have been nice if it were animated as well, but i'm glad it wss changed period.. ( no, i'm not being sarcastic. i do truly mean what i say )..
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  • superherofansuperherofan Member Posts: 342 Arc User
    edited November 2013
    Well, I walk around my Romulan interior sometimes and just bask at its magnificence. I'd like to do the same thing with my Fed ship too.
  • direphoenixdirephoenix Member Posts: 0 Arc User
    edited November 2013
    tacofangs wrote: »
    To play Devil's Advocate for a moment: We put in the Transporter Room, and Shuttle Bay, etc. Now instead of complaints about their lack of inclusion, we get complaints about the lack of anything to do there.

    Yes, it would be great if they were in, and had something fun/exciting to do in each, but that's not as easy as everyone would like.

    I prefer having the interiors with "nothing to do" than not having interiors at all.

    Also, part of the reason there's "nothing to do" in ship interiors is that the game has almost made everything "too convenient" to do everywhere else. No need to skill up BOffs, pick up missions, or check mail in your ready room b/c you can do that anywhere. No need to go to a replimat or cargo bay b/c you can just hit "I" anywhere. Don't need to go to your quarters to change clothes b/c you can change outfits anywhere.

    You could actually kill two birds with one (possibly hard-to-swallow) stone: You know those sector block border walls that are a pain to everyone's immersion? You could put an end to that by (wait for it...) getting rid of sector space. This would mean you would need to be on your bridge to plot course (and possibly speed) to the next star system, giving players "something to do" on their bridge, and with no sector space, there would be no need for arbitrary sector walls for people to trip up on. Just plot a course, then while your ship makes its way, run around and do all the other things on your ship until it gets there, then hop back into system space when you're ready to start/continue your mission.
    [SIGPIC][/SIGPIC]
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