1. Fix Red Alerts. I'd rather run the risk of not finishing a sector space Red Alert because someone drops than have all of these false starts of entering an already completed instance.
2. Move transwarp speed from impulse engines to warp engines. Have the mark of the engine define its speed - let standard issue start at warp 5 and add .5 for each level beyond that. Mk V engines would be warp 7.5, Mk X engines would be warp 10, and Mk XII engines would be warp 11. Then add .25 for each quality level above common, bringing the maximum for a very-rare Mk XII warp core to warp 12. Leave the speed boost on the current impulse engines that have it, but make it an "or" - just use the fastest of the two. This would allow a lot more experimentation with other engines or sets, for people like me that want the faster warp speed in sector space but don't like the thought of swapping engines out before each mission.
3. Add a "buy stack" button. Instead of "click, drag slider, click OK", wash, rinse, repeat, just add a single button to buy a stack of the selected item. If it a stack is 20, the button buys 20; if a stack is 250, the button will buy 250. This would reduce much of the frustration of starbase and reputation projects.
4. Add a "fill all" button. I actually like the older reputation projects in terms of role-play or story - you're helping out by providing specifically needed resources. But the interface is highly annoying. It's the same "click, drag slider, click OK", wash, rinse, repeat, just to fill a project. I'd like to see a button added to the interface that automatically fills all of the project requirements with a single click. This would, again, reduce much of the frustration of reputation projects
5. Separate fleet holding projects from donated resources. Allow fleet members to donate to a general resource pool for fleet holdings, regardless of whether a project is running or not. The members get the fleet credits, and the fleet would get an equivalent in "Build points" (or something like that). Use the build points for the projects instead of directly donated resources. This fixes the problem of members in large fleets not having any opportunity to make fleet credits, and helps the smaller fleets that may have trouble getting a certain type of resource. All the time-gates can stay the same so that fleets that have excess build points can't finish a new holding immediately when it's introduced, and the costs don't actually change.
Uhh you cant go warp 11 the fastest warp possible is warp 9.9 warp 10 is a different speed entirely
We've seen more instances of ships going faster than Warp 10 than we have episodes reinforcing the Warp 10 speed limit.
Besides, the episode with the Warp 10 restriction in it was literally - not figuratively - the third worst episode of Trek* out of the 727 episodes and movies. We're enriched by pretending it never happened.
*The first and second worst being Tuvix and Dear Doctor respectively.
I'm looking forward to the release of the Constellation. Hopefully there will be more canon ships to follow. There have been too many of these "original" designs like the Dyson and the Chimera. Some of those that are yet to be included are:
Hermes
Niagara
Freedom
New Orleans
Springfield
Challenger
Norway
As well as the Melbourne and Phoenix variants on the Nebula, and the Soyuz, Lantree, and Saratoga variants on the Miranda.
Also I'm sure that it will probably happen at some point, but I'd like to see a playable Cardassian introduced as well as Cardassian ground weapons. The Cardassian phaser rifle is like the AK-47 of the 24th Century. It was everywhere, in use by numerous different factions and races, it deserves to be in game.
1. Fix Red Alerts. I'd rather run the risk of not finishing a sector space Red Alert because someone drops than have all of these false starts of entering an already completed instance.
2. Move transwarp speed from impulse engines to warp engines. Have the mark of the engine define its speed - let standard issue start at warp 5 and add .5 for each level beyond that. Mk V engines would be warp 7.5, Mk X engines would be warp 10, and Mk XII engines would be warp 11. Then add .25 for each quality level above common, bringing the maximum for a very-rare Mk XII warp core to warp 12. Leave the speed boost on the current impulse engines that have it, but make it an "or" - just use the fastest of the two. This would allow a lot more experimentation with other engines or sets, for people like me that want the faster warp speed in sector space but don't like the thought of swapping engines out before each mission.
3. Add a "buy stack" button. Instead of "click, drag slider, click OK", wash, rinse, repeat, just add a single button to buy a stack of the selected item. If it a stack is 20, the button buys 20; if a stack is 250, the button will buy 250. This would reduce much of the frustration of starbase and reputation projects.
4. Add a "fill all" button. I actually like the older reputation projects in terms of role-play or story - you're helping out by providing specifically needed resources. But the interface is highly annoying. It's the same "click, drag slider, click OK", wash, rinse, repeat, just to fill a project. I'd like to see a button added to the interface that automatically fills all of the project requirements with a single click. This would, again, reduce much of the frustration of reputation projects
5. Separate fleet holding projects from donated resources. Allow fleet members to donate to a general resource pool for fleet holdings, regardless of whether a project is running or not. The members get the fleet credits, and the fleet would get an equivalent in "Build points" (or something like that). Use the build points for the projects instead of directly donated resources. This fixes the problem of members in large fleets not having any opportunity to make fleet credits, and helps the smaller fleets that may have trouble getting a certain type of resource. All the time-gates can stay the same so that fleets that have excess build points can't finish a new holding immediately when it's introduced, and the costs don't actually change.
Brian/Perrin42
Just remembered number 6: Fix wall sliding. Give auto-navigation an extra waypoint so that our ships don't look so silly leaning and sliding against the edge of a sector. If I go from Sol to Beta Ursae, make my ship go straight down the map and then turn to reach my destination. Right now it just looks like the launch scene from Galaxy Quest, and that's just sad.
Comments
We've seen more instances of ships going faster than Warp 10 than we have episodes reinforcing the Warp 10 speed limit.
Besides, the episode with the Warp 10 restriction in it was literally - not figuratively - the third worst episode of Trek* out of the 727 episodes and movies. We're enriched by pretending it never happened.
*The first and second worst being Tuvix and Dear Doctor respectively.
Hermes
Niagara
Freedom
New Orleans
Springfield
Challenger
Norway
As well as the Melbourne and Phoenix variants on the Nebula, and the Soyuz, Lantree, and Saratoga variants on the Miranda.
Also I'm sure that it will probably happen at some point, but I'd like to see a playable Cardassian introduced as well as Cardassian ground weapons. The Cardassian phaser rifle is like the AK-47 of the 24th Century. It was everywhere, in use by numerous different factions and races, it deserves to be in game.
Just remembered number 6: Fix wall sliding. Give auto-navigation an extra waypoint so that our ships don't look so silly leaning and sliding against the edge of a sector. If I go from Sol to Beta Ursae, make my ship go straight down the map and then turn to reach my destination. Right now it just looks like the launch scene from Galaxy Quest, and that's just sad.