1) Ya, we actually agree. We had tried this to emulate what was done in the Admiral's Office, and the front of the Exchange, but I think we're going to be putting the old entrances back in.
2) Ramps/Stairs was my call. I don't remember seeing a lot of stairs in any Starfleet facility. A few steps here and there are fine (and we've used that all over the place in new ESD), but large staircases were never shown. I made the call to use Ramps for large changes in elevation (primarily that central run). I don't think we'll be swapping them out. However there are stairs in Ops.
Christopher Pike's and and the Elaysians heirs thank you.
Seriously, accessibility might be a concern even in the 25th century, especially if you have some aliens with non-humanoid physiology.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
And that wasn't even today's build, which is even more impressive (in the parts we can't see quite yet)!!! I keep wondering how much more will be added, and then remember we don't even have Club 47 installed yet. Since it seems like it wouldn't make sense for it to be anywhere else other than at the elevation of the skywalk that is now called "Level 47", I have to imagine that it must be up there, above sickbay. (there's not much room for anything above the circular ramp/lounge area unless you want it poking outside the station -- which, technically since we're not supposed to be outside looking at the rest of the station, there's no reason to not have it there, but I think it would be even more awesome to have it fit within the constraints of the structure already set up.
I don't know what the object limits are for dev-produced maps like this, but it seems like if you guys had a ridiculous amount of time to dedicate to something like this (which I know you don't), eventually you could come pretty close to making the entire mushroom cap area of ESD with the structure that's set up so far.
Small, really minor nitpick: It seems like vertical turbolift shafts wouldn't go very far in a sloped structure like this. Any thoughts to making them slope with the ceiling? It's not a big deal, the current ones will serve the game just fine, since we'll just need them to go between the main floor, level 47, and the UGC floor (or wil we? :cool:) but just a thought toward making this thing feel even more real.
Thumbs up a lot for nice touch of seeing a movement on different decks of ESD Thats lovely touch
Just one comment. when you jump to that computer on the " balcony " of shuttles, from that computer, you can jump to shuttle area. Thats propably not intended option
Yeah, Taco told us that they'll be walling up the shuttlebay. Enjoy it while you can.
...talking to players is like being a mall Santa. Everyone immediately wants to tell you all of the things they want, and you are absolutely powerless to deliver 99% of them.
We have atleast three free, un-used starbases around earth.
Why not use one of them for a location of new ESD and another for the old?
Or, What about getting some use for those turbolifts in new ESD: add old ESD to another floor,"In top of another one", keeping bothold ESD and new ESD . Because I love both designs.
But if you do like i mentioned,there is no need for Quinn to be on both ESDs .
And that wasn't even today's build, which is even more impressive (in the parts we can't see quite yet)!!! I keep wondering how much more will be added, and then remember we don't even have Club 47 installed yet. Since it seems like it wouldn't make sense for it to be anywhere else other than at the elevation of the skywalk that is now called "Level 47", I have to imagine that it must be up there, above sickbay. (there's not much room for anything above the circular ramp/lounge area unless you want it poking outside the station -- which, technically since we're not supposed to be outside looking at the rest of the station, there's no reason to not have it there, but I think it would be even more awesome to have it fit within the constraints of the structure already set up.
The club is intended to be to the right of the transporter. There is the bubble room with the old Club contacts in it. That room is meant to be sort of the lobby to the club, with the actual club extending out that way. But it's a bit up in the air and may change depending on what kind of time we can get to complete it.
I don't know what the object limits are for dev-produced maps like this, but it seems like if you guys had a ridiculous amount of time to dedicate to something like this (which I know you don't), eventually you could come pretty close to making the entire mushroom cap area of ESD with the structure that's set up so far.
Small, really minor nitpick: It seems like vertical turbolift shafts wouldn't go very far in a sloped structure like this. Any thoughts to making them slope with the ceiling? It's not a big deal, the current ones will serve the game just fine, since we'll just need them to go between the main floor, level 47, and the UGC floor (or wil we? :cool:) but just a thought toward making this thing feel even more real.
Agreed! If you look at the top of those vertical shafts, they hook up to large turbolift arteries that match the angle of the mushroom top. Those arteries are what actually carry you through the rest of the station. What you actually climb into is just a dead end stop for this area.
It seems a pity that the whole shuttle area is going to just be a vista area, it would have been nice to be able to wander around in there.
Here's the problem. We want this place to feel bigger than the what we can realistically build. That means we have to have inaccessible areas, that make the space feel bigger. Things like the docking bay, or the walkways up at the top of the concourse, etc. That shuttlebay is one of those things. If we let you get into it, then we'd just have to build another inaccessible area past that. Then you'd want to get in there. Etc. Etc. until we have all 740 decks of ESD built. And I said to Phoenix, I'm not building a full ESD interior.
The club is intended to be to the right of the transporter. There is the bubble room with the old Club contacts in it. That room is meant to be sort of the lobby to the club, with the actual club extending out that way. But it's a bit up in the air and may change depending on what kind of time we can get to complete it.
thats what i assumed when i first set foot on esd, however i think the doorway should be double the size. if its like a new nightclub for starfleet with lights and sounds, drinks and partying, its likely to be very popular as an attraction, it needs to look as such, so plenty of people hanging around, lots inside the club.
the whole new ESD has a mass effect feel to it.
T6 Miranda Hero Ship FTW. Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
i think the doorway should be double the size. if its like a new nightclub for starfleet with lights and sounds, drinks and partying, its likely to be very popular as an attraction, it needs to look as such, so plenty of people hanging around, lots inside the club.
I think small doorways would be most desirable...Starfleet would want to keep the noise contained within the club. The giant glass walls facing the rest of the zone should attract plenty of attention.
It's difficult-to-impossible to make a judgement on this until we see a final version (or something resembling a final version).
...talking to players is like being a mall Santa. Everyone immediately wants to tell you all of the things they want, and you are absolutely powerless to deliver 99% of them.
I noticed that the holographic LCARS displays around the outer edge of the shipyard area are still using the mauve/gold displays, and don't match the new "Origin" blue/gold colour scheme of the displays around the external windows where Admiral Quinn is located.
Incidentally, would it be possible to somehow retrofit these new blue/gold holographic displays onto the Aquarius bridge, which currently uses the mauve/gold holographic LCARS, as that would unify and match up better with the displays in our ready room when using that bridge.
EDIT: for some reason I can't seem to take pictures in-game anymore, so here's a couple of ones I found online referencing the mauve/gold holographic LCARS:
Incidentally, would it be possible to somehow retrofit these new blue/gold holographic displays onto the Aquarius bridge, which currently uses the mauve/gold holographic LCARS, as that would unify and match up better with the displays in our ready room when using that bridge.
Alas, Tacofangs told us yesterday (on Tribble) that they decided against updating the Aquarius holo-displays, as they don't want to put up with the inevitable backlash from players who liked the old ones better.
I'm paraphrasing, but that's basically it - people will complain if they change it, the old ones look fine, so they're not changing it.
...talking to players is like being a mall Santa. Everyone immediately wants to tell you all of the things they want, and you are absolutely powerless to deliver 99% of them.
Agreed! If you look at the top of those vertical shafts, they hook up to large turbolift arteries that match the angle of the mushroom top. Those arteries are what actually carry you through the rest of the station. What you actually climb into is just a dead end stop for this area.
Since player's won't experience story exposition within, we don't see the lit bars on the wall of the lifts. Indicating both the vertical and horizontal nature of our brief trip. Which is unfortunate. But I understand why this is the case.
(/\) Exploring Star Trek Online Since July 2008 (/\)
Alas, Tacofangs told us yesterday (on Tribble) that they decided against updating the Aquarius holo-displays, as they don't want to put up with the inevitable backlash from players who liked the old ones better.
I'm paraphrasing, but that's basically it - people will complain if they change it, the old ones look fine, so they're not changing it.
How about changing the ready room displays to use the colour scheme of the rest of the bridge set, at least it wouldn't then look so miss matched.
DS9 has the spiral staircase on the Promenade but that was Cardassian. Isnt there suppose to be some stair case that runs the spine of the either the galaxy class or the Constitution class? but for starbases there is two reasons no stairs 1 handicap access wheel chairs ARE still used, and 2 a one off two story set with stairs was costly and pointless heck rarely was anything more then a 1 meter height change.
Both have staircases for emergencies in the spine.
Starfleet does ramps. I would also think that it's easier for maglev and antigrav to operate on a smooth surface than steps.
Most large public spaces use both where there's space, and will default to a ramp to remain handicap accessible.
Other species that would appreciate a flat ramp surface, Horta.
Will there also be civilian traffic in ESD? I am not entirely sure if it's intended (by lore or Cryptic) to be a pure Starfleet facility, or if there will also be the occassional freighter docking inside ESD.
I wonder what the chances are that we'll ever see a station (if not ESD, then maybe DS9) with an occassional influx of civlian traffic (in DS9, Jake and Nog liked to hang out and watch incoming passengers.)
ESD should have plenty of civilian traffic. The question is how much would we have in this section? Probably a fair amount. There's nothing restricted in this area, no weapons systems, no advanced science labs, heck we have civilian commodity brokers hanging around.
Here's the problem. We want this place to feel bigger than the what we can realistically build. That means we have to have inaccessible areas, that make the space feel bigger. Things like the docking bay, or the walkways up at the top of the concourse, etc. That shuttlebay is one of those things. If we let you get into it, then we'd just have to build another inaccessible area past that. Then you'd want to get in there. Etc. Etc. until we have all 740 decks of ESD built. And I said to Phoenix, I'm not building a full ESD interior.
740 decks of spacedock is a game unto itself, and talk about people getting lost.
Hey Taco, just a ball park, how much memory would a full spacedock build be, wild guess?
What would we be downloading? :lmao
And a last question, will any of the assets you guys have come up with for this new Spacedock end up in any of our ship interiors or bridges (thank you for updating the bridge LCARS). Or how about the new tutorial interiors are they ever gonna become available?
And to throw on the wish list, the TMP TNG Diamond shaped corridors for the rest of the ship?
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
I noticed that the holographic LCARS displays around the outer edge of the shipyard area are still using the mauve/gold displays, and don't match the new "Origin" blue/gold colour scheme of the displays around the external windows where Admiral Quinn is located.
Incidentally, would it be possible to somehow retrofit these new blue/gold holographic displays onto the Aquarius bridge, which currently uses the mauve/gold holographic LCARS, as that would unify and match up better with the displays in our ready room when using that bridge.
EDIT: for some reason I can't seem to take pictures in-game anymore, so here's a couple of ones I found online referencing the mauve/gold holographic LCARS:
We specifically didn't replace the old texture, because we didn't want to modify the existing Odyssey bridge. Generally, changing something like that has not gone over well in the past.
We specifically didn't replace the old texture, because we didn't want to modify the existing Odyssey bridge. Generally, changing something like that has not gone over well in the past.
Wasn't the original plan to alter all of the existing LCARS displays on all player bridges with the new Origin bridge style anyway? Wouldn't this change be in keeping with that intention?
Oh I miss the Tribbel-Trader for the IDIC-Tribble on the new ESD. Does he get his own shop?:D or we create an Tribble-Exchange for Trading rare Tribbles like a Footballcards xD
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
Wasn't the original plan to alter all of the existing LCARS displays on all player bridges with the new Origin bridge style anyway? Wouldn't this change be in keeping with that intention?
That's what I was thinking too. Maybe it's the engineer in me, but I love upgrades.
OH. Taco, while we have your attention, and I apologize for going off subject. But the Zaria system....in Sector space. It has Earth and the Moon in orbit of it. Really? Unless...is that where Miri's Planet is located? :eek: (Which as I understand it is just called Miri.)
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
Here's the problem. We want this place to feel bigger than the what we can realistically build. That means we have to have inaccessible areas, that make the space feel bigger. Things like the docking bay, or the walkways up at the top of the concourse, etc. That shuttlebay is one of those things. If we let you get into it, then we'd just have to build another inaccessible area past that. Then you'd want to get in there. Etc. Etc. until we have all 740 decks of ESD built. And I said to Phoenix, I'm not building a full ESD interior.
I can understand what you are saying, I don't necessarily agree that granting access to the shuttle area would increase demands for more explorable areas, but given your reasons why build a walkway into that area with only a handrail and I'm assuming an invisible wall cutting off access rather than leaving that corridor blocked with only windows to access the view? I doubt I will be the last person asking the question why the shuttle area is inaccessible when it is presented is such a way that it is just out of reach. Maybe making that platform an enclosed space would re-enforce the idea that the shuttle area is inaccessible because it's too dangerous to enter.
But all that aside the ESD interior is looking amazing.
If something is not broken, don't fix it, if it is broken, don't leave it broken.
I can understand what you are saying, I don't necessarily agree that granting access to the shuttle area would increase demands for more explorable areas, but given your reasons why build a walkway into that area with only a handrail and I'm assuming an invisible wall cutting off access rather than leaving that corridor blocked with only windows to access the view? I doubt I will be the last person asking the question why the shuttle area is inaccessible when it is presented is such a way that it is just out of reach. Maybe making that platform an enclosed space would re-enforce the idea that the shuttle area is inaccessible because it's too dangerous to enter.
But all that aside the ESD interior is looking amazing.
What about in the platform area, instead of a railing it was large windows & one of them had a glass door (closed) with steps leading down to the shuttlebay? That way it gives the area a reason to be there (in lore) but not really useable as a player.
It swapped places with the Prometheus (roughly). It's to the left, near the central column. However, we haven't done our LOD pass yet, so it may be invisible at the moment. She's out there though.
It swapped places with the Prometheus (roughly). It's to the left, near the central column. However, we haven't done our LOD pass yet, so it may be invisible at the moment. She's out there though.
It swapped places with the Prometheus (roughly). It's to the left, near the central column. However, we haven't done our LOD pass yet, so it may be invisible at the moment. She's out there though.
I'm very lazy, and as such I will not go back and check every possible issue mentioned on the new ESD and only post the couple I've found (that, yes, most likely have been found already by someone else).
Before that, I must admit it now already looks very, very well. Definitely much better then the last time (before the bloody launcher freezing patch) I've been there.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Question for Taco... If the Ship Art Team where to ever redo the model for the Danube would you be able to update the shuttle bay with that one easily, or is it kinda set in stone at launch? I DO like the Danube, just not the dated version we have in game that imo stands out(not in a good way) in the shiny new shuttle bay.
"Sometimes we're freakin idiots, and that's fun"-Fleetmate
[SIGPIC][/SIGPIC] One of many reminders that i'm not a REAL Romulan. >_<
Comments
Christopher Pike's and and the Elaysians heirs thank you.
Seriously, accessibility might be a concern even in the 25th century, especially if you have some aliens with non-humanoid physiology.
And that wasn't even today's build, which is even more impressive (in the parts we can't see quite yet)!!! I keep wondering how much more will be added, and then remember we don't even have Club 47 installed yet. Since it seems like it wouldn't make sense for it to be anywhere else other than at the elevation of the skywalk that is now called "Level 47", I have to imagine that it must be up there, above sickbay. (there's not much room for anything above the circular ramp/lounge area unless you want it poking outside the station -- which, technically since we're not supposed to be outside looking at the rest of the station, there's no reason to not have it there, but I think it would be even more awesome to have it fit within the constraints of the structure already set up.
I don't know what the object limits are for dev-produced maps like this, but it seems like if you guys had a ridiculous amount of time to dedicate to something like this (which I know you don't), eventually you could come pretty close to making the entire mushroom cap area of ESD with the structure that's set up so far.
Small, really minor nitpick: It seems like vertical turbolift shafts wouldn't go very far in a sloped structure like this. Any thoughts to making them slope with the ceiling? It's not a big deal, the current ones will serve the game just fine, since we'll just need them to go between the main floor, level 47, and the UGC floor (or wil we? :cool:) but just a thought toward making this thing feel even more real.
Raptr profile
Mail brings up bank:
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-11-57.jpg~original
There are still NPC placement issues.
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-13-40.jpg~original
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-35-24.jpg~original
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-35-44.jpg~original
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-36-07.jpg~original
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-36-28.jpg~original
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-46-34.jpg~original
For this one, you gave her a chair, why not have her use it?
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-45-03.jpg~original
Repetitious ships
the 'trophy' ships have a bunch of duplicates, maybe we could get some of the newer ships on there as well. Like the Odyssey?
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-45-34.jpg~original
I'm not sure what this reflection is of or if it's something outside.
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-48-11.jpg~original
Could we get these railing edges to meet somehow, or have a transition?
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-42-27.jpg~original
This doorway is the same as all the 'locked' ones around but we can actually use it. Would it be possible to hook it up to some animated doors, so it's closed when you enter the tailor but they open when approached?
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-39-41.jpg~original
Blank walls,
These walls seem oddly blank.
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-39-51.jpg~original
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-16-34.jpg~original
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-17-18.jpg~original
Balcony walls
There are reversed walls on the balcony over the shipyard, if you hop over the railing, you can get around them.
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-17-27.jpg~original
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-17-40.jpg~original
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-20-55.jpg~original
But don't hop over the railing to get down into the shuttlebay, or you'll get stuck!
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-21-25.jpg~original
There are some weird bits, that look like parts of lighting coming thru the ceiling over by the shuttlebay from the balcony.
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-17-40.jpg~original
In the Shuttlebay there are some ships stuck in the wall.
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-28-08.jpg~original
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-26-51.jpg~original
as well as some containers floating outside in space.
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-30-32.jpg~original
The shuttlebay door doesn't line up to the wall correctly. (force field visible thru crack)
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-30-19.jpg~original
The edging around this water feature (on both ends of it) is incomplete.
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-33-40.jpg~original
Floating plant
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-34-52.jpg~original
Strange shadows
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-30-07.jpg~original
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-42-42.jpg~original
These consoles are in benches
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-25-11.jpg~original
The infirmary is off the map:
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-15-37.jpg~original
And finally some more glamour shots:
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-18-37.jpg~original
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-20-35.jpg~original
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-41-02.jpg~original
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-43-32.jpg~original
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-44-32.jpg~original
http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-42-14.jpg~original
peter
Yeah, Taco told us that they'll be walling up the shuttlebay. Enjoy it while you can.
any better?
The club is intended to be to the right of the transporter. There is the bubble room with the old Club contacts in it. That room is meant to be sort of the lobby to the club, with the actual club extending out that way. But it's a bit up in the air and may change depending on what kind of time we can get to complete it.
No, we won't be building the rest of ESD. :P
Agreed! If you look at the top of those vertical shafts, they hook up to large turbolift arteries that match the angle of the mushroom top. Those arteries are what actually carry you through the rest of the station. What you actually climb into is just a dead end stop for this area.
Here's the problem. We want this place to feel bigger than the what we can realistically build. That means we have to have inaccessible areas, that make the space feel bigger. Things like the docking bay, or the walkways up at the top of the concourse, etc. That shuttlebay is one of those things. If we let you get into it, then we'd just have to build another inaccessible area past that. Then you'd want to get in there. Etc. Etc. until we have all 740 decks of ESD built. And I said to Phoenix, I'm not building a full ESD interior.
But a resum
thats what i assumed when i first set foot on esd, however i think the doorway should be double the size. if its like a new nightclub for starfleet with lights and sounds, drinks and partying, its likely to be very popular as an attraction, it needs to look as such, so plenty of people hanging around, lots inside the club.
the whole new ESD has a mass effect feel to it.
Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
I think small doorways would be most desirable...Starfleet would want to keep the noise contained within the club. The giant glass walls facing the rest of the zone should attract plenty of attention.
It's difficult-to-impossible to make a judgement on this until we see a final version (or something resembling a final version).
Incidentally, would it be possible to somehow retrofit these new blue/gold holographic displays onto the Aquarius bridge, which currently uses the mauve/gold holographic LCARS, as that would unify and match up better with the displays in our ready room when using that bridge.
EDIT: for some reason I can't seem to take pictures in-game anymore, so here's a couple of ones I found online referencing the mauve/gold holographic LCARS:
Image 1
Image 2
Commanding Officer: Captain Pyotr Ramonovich Amosov
Dedication Plaque: "Nil Intentatum Reliquit"
Alas, Tacofangs told us yesterday (on Tribble) that they decided against updating the Aquarius holo-displays, as they don't want to put up with the inevitable backlash from players who liked the old ones better.
I'm paraphrasing, but that's basically it - people will complain if they change it, the old ones look fine, so they're not changing it.
How about changing the ready room displays to use the colour scheme of the rest of the bridge set, at least it wouldn't then look so miss matched.
Commanding Officer: Captain Pyotr Ramonovich Amosov
Dedication Plaque: "Nil Intentatum Reliquit"
Starfleet does ramps. I would also think that it's easier for maglev and antigrav to operate on a smooth surface than steps.
Most large public spaces use both where there's space, and will default to a ramp to remain handicap accessible.
Other species that would appreciate a flat ramp surface, Horta.
ESD should have plenty of civilian traffic. The question is how much would we have in this section? Probably a fair amount. There's nothing restricted in this area, no weapons systems, no advanced science labs, heck we have civilian commodity brokers hanging around.
That is sane.
740 decks of spacedock is a game unto itself, and talk about people getting lost.
Hey Taco, just a ball park, how much memory would a full spacedock build be, wild guess?
What would we be downloading? :lmao
And a last question, will any of the assets you guys have come up with for this new Spacedock end up in any of our ship interiors or bridges (thank you for updating the bridge LCARS). Or how about the new tutorial interiors are they ever gonna become available?
And to throw on the wish list, the TMP TNG Diamond shaped corridors for the rest of the ship?
https://pbs.twimg.com/media/BjMDTK4CAAAOdvC.jpg:large
We specifically didn't replace the old texture, because we didn't want to modify the existing Odyssey bridge. Generally, changing something like that has not gone over well in the past.
Wasn't the original plan to alter all of the existing LCARS displays on all player bridges with the new Origin bridge style anyway? Wouldn't this change be in keeping with that intention?
Commanding Officer: Captain Pyotr Ramonovich Amosov
Dedication Plaque: "Nil Intentatum Reliquit"
oooooooooooooooooooooooooooooooooooooo preeeeettyyyyyyyy
Joined January 2009
That's what I was thinking too. Maybe it's the engineer in me, but I love upgrades.
That is incredible.
OH. Taco, while we have your attention, and I apologize for going off subject. But the Zaria system....in Sector space. It has Earth and the Moon in orbit of it. Really? Unless...is that where Miri's Planet is located? :eek: (Which as I understand it is just called Miri.)
But all that aside the ESD interior is looking amazing.
What about in the platform area, instead of a railing it was large windows & one of them had a glass door (closed) with steps leading down to the shuttlebay? That way it gives the area a reason to be there (in lore) but not really useable as a player.
peter
It swapped places with the Prometheus (roughly). It's to the left, near the central column. However, we haven't done our LOD pass yet, so it may be invisible at the moment. She's out there though.
I found her with Demo record
Phew! I was worried!
Before that, I must admit it now already looks very, very well. Definitely much better then the last time (before the bloody launcher freezing patch) I've been there.
Now to the issues:
- Some small clipping down from the northernmost tip of the upper promenade ring.
- An unfinished ending to the southernmost tip of the upper promenade ring.
- Oh, and crates floating in space in front of the hangar bay entrance.
And the apparent WIP is most of the bank consoles around ESD have only an 'interact' button appear when near, instead of bank.
EDIT: I'd almost forget the lower part of the interior shipyard has a black texture, seems definitely out of place.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
Question for Taco... If the Ship Art Team where to ever redo the model for the Danube would you be able to update the shuttle bay with that one easily, or is it kinda set in stone at launch? I DO like the Danube, just not the dated version we have in game that imo stands out(not in a good way) in the shiny new shuttle bay.
[SIGPIC][/SIGPIC]
One of many reminders that i'm not a REAL Romulan. >_<