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  • revandarklighterrevandarklighter Member Posts: 0 Arc User
    edited February 2014
    thibash wrote: »
    There's a 'shuttle bay' map in one of the Jem'Hadar missions. You'd think making it part of the starship interior should be fairly simple, given that the map is pretty much finished already. You'd just need a turbolift connection and it'd be done.

    I think there are about 3 federation shuttle bays in game. The one from "of bajor" , then there is one in a Klingon episode (second star I think although that might be the same) and one in an early fed mission (on the uss Kirk, the episode where miral is captured).

    There are no kdf or rom shutle bays though.
    I'd really like a shutle bay, may be we could set up our purchased shuttles as "trophies" there somehow,,,,

    But also I'd say that things like default crew uniforms and Bo-position ruling or even a general function are more important concerning interiors.
  • xigbargxigbarg Member Posts: 0 Arc User
    edited February 2014
    Shuttle bay could be included as a means to include exclusive shuttle missions for shuttle gear, ect. Now that Shuttle PvP is a thing.

    May be a concern because then they would be asked to make a shuttle bay for the TOS and Defiant interiors.
    [SIGPIC][/SIGPIC]
  • firestorm10491firestorm10491 Member Posts: 109 Arc User
    edited February 2014
    A complete revamping of interiors wouldn't be a bad x.5 season thing. Interiors have been fairly useless since launch. With everything that's been done with the Dyson region there is no reason that couldn't be applied to ship interiors for mission purposes its fairly obvious that spawn points can be shifted around easy enough on any interior. There is no reason that interiors can't be fully upgraded and put to very good use. It is a very unexplored and un-monetized aspect to the game.

    The thing is this has been looked at from the wrong aspect by Cryptic. Fully developing interiors could be a way to expand content quickly while not needing to develop drastic graphical resources. New maps take a lot more resources to produce, the interiors would change a lot less and once they were put in place they would only need maintenance or occasional updates. In essence once developed these things would occur on the same set of maps and occasionally add a new map.

    Example:

    C-Store products of course include the bundles with the awesome bridges and interior types.

    The interiors could serve as a personal reputation area that could enhance abilities of the interior. Such as crafting which has been broken and worthless since F2P. Putting work into your ships engineering section could reduce need of resources to craft. Putting work into the ships labs and sensor systems could increase the yield of anomalies. A disaster of a doff assignment could trigger an inship mission. Limited customization of personal quarters could be a means of providing easy and effective player housing. Which could put small items for purchase in the C-Store to put in the quarters. Security could allow the player to use the ship interior like the contested zone for "boarding" and allow the player to enhance their security NPCs. An onboard holodeck could be used to generate unique scenarios like Captain Proton, or the Dixon Hill type of stuff and this could be slowly expanded on. A cargo bay could be used to try and make commodities and be used for the trade doffs.

    In addition to reputation, quarters customization and crafting, there is the mini mission and mini game aspects. The diplomacy stuff for the briefing rooms could be integrated. Here are some example mission types all triggered from the interior.

    Holodeck rescue - The holodeck has malfunctioned and you need to rescue your crewmates.
    Medical Emergency - Engineering accident that inundates sickbay and the doctor needs help.
    Fire suppression - EPS conduits have ruptured on Deck x and fire suppression is offline.
    Intruder alert - Find clues and capture the intruder.
    Prisoner Interrogation - Question a prisoner for information. (Klingons could make this interesting)
    Shuttle repair - A shuttle was recently damaged on a mission and needs repairs.
    Warp core diagnostic - mini games to properly get your warp core functioning better.
    Warp core breach! - Something has caused the warp core to go critical prevent the breach.
    First contact - Already in place but could be integrated
    Resolve a dispute between x and x - More diplomacy stuff (like the Bajor one)

    So on and so forth and this is based on systems that are currently in place. I would hope to see something new but this was an example of how it could be done using existing tech while also being feasible for Cryptic to invest the time and resources to capitalize on this. Interiors would need the following. Bridge, Ready Room, briefing Room, Sickbay, mess hall or Ten Forward, Captain's Quarters, , Holodeck, Shuttlebay, Astrometrics lab (not those crappy generic labs), Main Engineering and possibly a cargo bay.

    The feds would actually have the more complicated interiors to do seeing as there are quite a few examples Galaxy, Sovereign, Intrepid, Defiant, Origin (which is close to sovereign), TOS, TMP, ENT. The Dyson interiors could be duplicated for the new ships easily enough.

    Reposted from STO Discussion.
  • killdozer9211killdozer9211 Member Posts: 920 Arc User
    edited February 2014
    If they marketed an interior update bundle, sales would be off the chart.
    5K zen for the NX/Intrepid/Galaxy interiors. I would gladly buy all 3 if it meant they finally gave the playerbase some useful interiors, even if they were the useless, poorly scaled interiors we have currently.

    Along with other people's already mentioned Officer of the Watch style random "Active duty" dailies, I present....

    My proposed revamp for interiors

    Featuring:

    Shuttle bay:
    -Miniature shipyard for your small craft only.
    -Have one or multiple ships on display in the actual room, whatever.
    -Maybe a bank that can only hold small craft weapons or something, some kind of cargo bay.
    -Small craft selection, switching, repair, and customization takes place here.
    -A skipable cinematic of your shuttle lifting off and leaving the bay when you set your small caft to active would be awesome.
    -The boff(s) you have assigned to stations on this craft are around, performing flight checks and maintenance on the displayed ship.

    Conference Room:
    -This room would get a lot more use if they would fix first contact missions already.
    -Maybe move your department heads all in here via an intercom for a staff meeting.
    -Every once in a while, a story mission sends you to this room. Assuming we ever get more story missions, that's always a nice touch and should be continued.
    -Daily missions picked up by contacting a quest giver in the ready room, where you meet and negotiate with traders for commodities/equipment, mercenaries for consumable reinforcement fighter squadron or entourage devices in this room. Negotiating exceptionally awards Trade/Diplo/Marauding CXP.

    Holodeck:
    - Shooting gallery. Shoot targets to gain minute amounts of security CXP.
    -Obtaining different levels of enemy kill accolades unlocks different difficulty-level spawns of the enemies related to each accolade, if that makes sense? So if you get all three levels of the Nausicaan kill accolade, you can spawn a challenging group of Nausicaan NPCs to fight in your holodeck alone, with boffs, or teammates invited to your bridge.
    -Enable foundry authors to make their missions start points to be placed at the player's holodeck door/arch.

    Armory:
    -Weapons/satellite platform devices/consumable grenade crafting assignments are available here, but cost moderate sums of combined dilithium/particle traces/commodities/common weapons/devices, like doff upgrade assignments at the academy, awarding military CXP on completion. This could also be used to level up specific weapons with characters, so they can maintain a certain build as they level and progress through the story. Unlocking the recipies for nanoenergy cells from the dominion story would also make them craftable here.
    -An alternative to this would be a weapons locker that dispenses white, appropriate mark level weapons of the default faction's weapon type, or whatever other default option you've unlocked via point #4.
    -personal weapon/kit storage locker here, maybe in the form of an account bank, or maybe just limited to personal ground goods.
    -allow for customization of your crew's uniforms here, including security teams and medics spawned by hypo doffs.
    -Completion of ground damage-type accolades could allow for the unlocking of different damage types for your summoned in-game pets, IE, ground plasma damage accolade would give you the option for any turrets, security boffs, etc you spawn in to be issued plasma weapons instead of whatever else they would use by default.

    Sick bay
    -Craft regenerators here out of commodities/dilithium
    -Heal your captain and boffs for medical CXP

    Science Lab
    -Tribble aquarium. If it gets full up, tribbles infest your hallways like the starbase tribble trader.
    -Memory alpha catalogue: Relay collected data to Memory Alpha administration: Turn in stacks of accumulated traces and samples for meager EC or crafting XP rewards, obviously a fraction of what they would yield if actually used/earned at Memory alpha.
    -Experiments console: Minigame like dilithium mining where you take a stack of data samples and turn them into either particle traces or consumables depending on degree of success.
    -Mission and doff chain reward items are unlocked for crafting here (ketrecel white from the seggis doff, bataret sedatives and ketrecel stimulants from their respective chains, etc)

    Engineering
    -Precise power plan setting: Alternate, not instead of, the sometimes inaccurate sliders in space, this would allow you manually input numerical power levels, lock them, and set them for the ship.
    -Shield projection: Set similar custom values to how your shield is default projected. Maybe you're a slow cruiser who needs extra strength at the rear from flanking enemies, or maybe you're a quick escort who needs more power at the front for straifing runs.
    -Warp cores displayed in engineering should coincide with the warp core your ship has equipped.
    -Craft components here from commodities/data samples/EC/dilithium and use them to repair ship injuries for engineering CXP.
    -Damage control plan: Devise a standard operating procedure for your damage control personnel in combat. Choose to either conserve manpower for prolonged fights by having crews repair cautiously and safely, readily retreating to med bay when nessecary, or will they keep the ship held together above all else, at any cost? (Slightly slower/ineffecient repair/regen rate at the benefit of increased crew protection and recovery, or more easily decimated crew in exchange for more effective repairs)
    -Capacitor and systems inspection: spend ec/data samples/dilithium/commodities for small temporary skill buffs similar to certain Doff assignment crits or fleet assets.

    Transporter Room
    -Transport to team leader's location. Requires willing suspension of disbelief, but it's a needed feature, might as well stick it here.

    Ready Room
    -Set your default preferred hub here, from any available transwarp destination.
    -Trophies
    -Daily watch mission pickup
    -Remote department head access
    -Display your favorite screenshot on the wall or your desk.
    -Account bank access


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    That's it. It's all faily conventional, simple stuff. It's all made relevant and useful to CXPers, and Crafters. It's not required, nobody has to go through a loading screen and go to their bridge to do all this if they don't want to, it can all for the most part be done elsewhere, and not doing any of this won't mess anything up for you. It doesn't obsolete hubs severely. It builds off the light, sporadic and random pop-ups you see in the campaign of things like mission-awarded CXP and accolades.

    The majority of the assets are already in game, or could be added feasibly. Someone mentioned KDF needs a shuttle bay, there's a decent non-starfleet shuttle bay map in the Fed mission where you rescue Riker, it just happens to have a danube in it.

    As for lock box ships, either don't include this or just stick in factional interiors connected to the ship's unique bridge, I'm not going to lobby for entirely unique interiors, that's impossible.

    I didn't mention boarding actions because those would be kind of hard to implement, I think. If they can work it in, that'd be awesome, but I wouldn't expect much more than a series of scattered spawn points for hostile NPCs in key corridors/rooms that I would have to sweep and clear with boffs/teammates.
  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited February 2014
    Well we can dream guys, but I think that's all it will be.
    I don't need corridors, give me a turbolift with a menu of destinations: engineering, sickbay, science lab, security, crew lounge, cargo bays, holodeck, hanger, transporter room, officer quarters, conference room.
    That way I get to where I need to go, I don't have to run through giant hallways, and it could fit in any ship since it has no floor plan attached to it.
    Some of them could be clustered together if laid out sensibly, but not like what we're using now which is just a ton of wasted space.
    If something is not broken, don't fix it, if it is broken, don't leave it broken.
    Oh Hell NO to ARC
  • firestorm10491firestorm10491 Member Posts: 109 Arc User
    edited February 2014
    Killdozer that is an awesome approach too either would work.
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