Unable to sleep and feeling sick is usually the last time I should be posting, but I'll still give this a shot.
These are the base of what I'd work with concerning exploration.
1) Meet new civilizations/species or find their ruins - When meeting new civilizations you can do this in one of two ways. You can have them being met in space while doing something, or arriving at their planet for the first time for diplomatic reasons. The space ones usually leaned more towards having to actually fight, whereas the ground ones usually leaned towards more intellectual means.
When finding the ruins of an ancient new civilizations, you'd usually have someone else show up when in space and a discussion begin concerning it. Whereas on ground, you'd have to solve what exactly may have happened to them.
2) Need to help someone out - this can also fall into the new civilization category, but usually there was a need to help someone out. Usually from distress. The ship would head there and try to solve the problem. Be it fixing a generator to blowing up the evil guys.
3) Mapping out an area/planet/science thing - This more plays out similarly to what was done to find New Romulus. Check different system, then move on and when you finally find something worth looking at, you beam down and check the planet out. Or if you are trying to find out why a star exploded or that, this is what usually happened.
4) Downtime - While not often, there is also just the general time when you were just travelling from one place to another. Nothing actually occurs besides normal day to day stuff, but this stuff is important to remind yourself that people live on these ships. It could be something as simple as "oh, Captain, we need help here, do you mind?" and doing it.
Also, there could be follow ups to the original one you started. Like if you meet so and so, they should remember you from the previous time.
I would wish for exploration on planets that are already in game, like New Romulus (especially!!!!), Vulcan, Andoria, Bajor, Nimbus and so on and on those planets several changing missions, maybe like investigating seismic activity, some wild life and possibly some negotiations/meetings with inhabits requiring diplomacy, mapping certain unknown areas or so on.
Also I would like all those planets (and maybe their systems) to be way bigger with the ability to find artifacts from the Dewans (for example) at NON random places which will give you an accolade and if you find all from this planet you get rewards for doing so. Doesn't have to be dil or EC... a really cool title or a really cool outfit would be sweet as well.
Also on those iconic planets I could see some locations where important or funny things from the shows happened and if you find them you get a title or something as well... for immersion it would be great for example to find places on Vulcan where Spock was revived or so and there were small hints to it... well something like that...
All just random thoughts anyway and possibly boring for most people
One aspect I would like to see is to have some kind of game-spanning "exploration project". Basically, you create an exploration area (I'd prefer it to be a large space zone, but a planet could work just as well) for players to explore.
And as people achieve certain objectives, the overall progress is recorded and at some point, the zone is considered "explored". The zone might then be changed in another game update to see the effect of Federation, Klingons and Romulans exploring or conquering it (there could even be a mild faction competition going on? But with the population imbalance, that could be difficult), and a new zone would be introduced.
If we go back to the old exploration clusters a bit - each cluster seemed to have different alien (non-canon) species. Part of the new exploration missions could be interacting with these, learning about their culture, and resolving conflicts. Maybe some of the old exploration cluster templates can be re-used or serve as inspiration for more or less "random" missions, and a few key story missions would be placed in it that set the relationships.
Cool would be if some of the missions had a branching storyline or at least alternate endings depending on the player choices, and Cryptic would evaluate the choices taken and use this to define the "explored" state. (Say, if most Klingons side with species A in one conflict and most Federation players side with species B, the final state would be that these races would become members or allies of the respective side - on the other hand, if both factions side with A, B might become antagonist for both sides, and A could become a trusted ally)
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Looking at the recently created [ongoing] poll results, there's no doubt about it that the choice for exploration is still favoured.
Well, I prefer to count my chickens after they hatch, but no matter.
Yes, I agree that exploration has been long overdue. The previous exploration clusters were, at best, a stopgap measure imo. If they can really bring out a true exploration system, then the effects of "content droughts" would be lessened, if not outright removed. And I don't mean "go to [insert random system here], shoot a few baddies and make Starfleet/KDF/Republique look good", or "scan this anomaly", but exploration that has consequences and decisions.
funny that I should find this thread. tl;dnr, but I had an idea on exploring. in most RPG's, when one enters a dungeon, underground or any other surface map, everything is blacked, out except for a certain radius around the toon. why can't future sector blocks be like that. there could be a .5-1 parsec, out to 3.26ly's, radius surrounding your ship, which would be the range of said ship's sensors. nothing would be seen beyond that radius, but would be revealed as each sector is traversed. to get an idea as to what may be beyond, probes could be launched to a range of up to 10ly's or 3 parsecs, but only in a set direction in that any probe would be uncontrollable. any star systems located would be surveyed at first to see if anything is noteworthy, and is so, and landing party would be dispatched for further investigation. yes, this may seem similar to the old way it was done, with areas to "explore" along the sides/ends of some sector blocks, but whose systems were already viewable. I always thought something was missing from STO, and I think this just might be it. while I don't know what has been voted on in the poll, I think this would bring a bit of a sense of "real" exploring the unknown, and after all, isn't that part of what Star Trek's all about?
WE SURVIVE!
aut vincere aut mori pro imperio
either to conquer or to die for the Empire
funny that I should find this thread. tl;dnr, but I had an idea on exploring. in most RPG's, when one enters a dungeon, underground or any other surface map, everything is blacked, out except for a certain radius around the toon. why can't future sector blocks be like that. there could be a .5-1 parsec, out to 3.26ly's, radius surrounding your ship, which would be the range of said ship's sensors. nothing would be seen beyond that radius, but would be revealed as each sector is traversed. to get an idea as to what may be beyond, probes could be launched to a range of up to 10ly's or 3 parsecs, but only in a set direction in that any probe would be uncontrollable. while I don't know what has been voted on in the poll, I think this would bring a bit of a sense of "real" exploring the unknown, and after all, isn't that part of what Star Trek's all about?
The problem with that is, that we don't really have open world roaming in STO.
Sector space is already charted territory. And even if not, we would just find empty space with generic looking star systems.
It would take maybe half an hour to "explore" it all. Not very exiting.
The adventure zones is where the exploration could happen.
they are for the most part uncharted and the player could discover what lurks in the shadows there with lots of easter eggs to find.
So a couple of Exploration Adventure zones are probably the way to go here. With the story happening there a bit of a mystery and actual sidequests to find if you go out of your way to stray off teh main mission course.
The problem with that is, that we don't really have open world roaming in STO.
Sector space is already charted territory. And even if not, we would just find empty space with generic looking star systems.
It would take maybe half an hour to "explore" it all. Not very exiting.
The adventure zones is where the exploration could happen.
they are for the most part uncharted and the player could discover what lurks in the shadows there with lots of easter eggs to find.
So a couple of Exploration Adventure zones are probably the way to go here. With the story happening there a bit of a mystery and actual sidequests to find if you go out of your way to stray off teh main mission course.
I'm not sure you're seeing it. this would be unexplored/uncharted space, hence being blacked out, and I'm sure that in the STverse there are unexplored regions. granted it wouldn't be like "real" space where stars are visible, but when entering an underground dungeon in some fantasy RPG, nothing is seen there either. also, it would take far longer to explore however many blocks are created. you'll first have to located a star system, scan for any planets, then enter said system and survey any planets that MAY have been found. if none, then on to the next system. the sensors in addition to a range of up to a parsec, it would have a width of 2lys. also, why couldn't these exploration adventure zones, if that's what's been voted on, be adapted. the mission you would be given is to explore these zones that have never been visited. I wish I could get it across better.
everything thus far in STO has been served to us on a platter. there was nothing we didn't already know. hell, even Delta Rising really has nothing we didn't already know. I really think this idea could work
WE SURVIVE!
aut vincere aut mori pro imperio
either to conquer or to die for the Empire
Something like the TOS episode "Corbormite Manuever"
the episode had a navigator on the verge of burning out, spock being his usual self watching on with amusement, mccoy and kirk sparing over the red alert and the actions to the destruction of a probe blocking the enterprise and later about the navigator and the acts against the probe, the lack of interest in learning soon becomes paramount it was the bad choice when the first federation ship arrives and stops the enterprise cold in its tracks an accuses the federation of commiting an unwanted act of aggression and the thinking about how to beat your opponent in a psychological fight only to find out that the alien seen is not the one they were expecting.
the moral of that story is that a lack of understanding could lead to a bad situation, but confronting the lack of understanding by learning about the unknown instead of scorning and fearing it could lead to a better path.
that is still exploration, on interactions with the crew and an outside unknown. it may not be as good as coming in peace but shooting to kill instead, but it is another form cryptic devs could look into besides the others i mentioned previous and that from other people on this thread.
T6 Miranda Hero Ship FTW. Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
that is still exploration, on interactions with the crew and an outside unknown. it may not be as good as coming in peace but shooting to kill instead, but it is another form cryptic devs could look into besides the others i mentioned previous and that from other people on this thread.
Right. Exploration in Star Trek is what the ship is out doing when something else happens that the episode is about. I'm sure Cryptic could make some missions like that. I don't think they could really make something that's replayable without getting old fast, though.
They should definitely put the cluster exploration missions back in, they could simply put a second option at the clusters (besides the Doff missions) to Enter the Nebula or whatever, and then you enter an instance that is just like the old clusters.
I certainly miss the old missions, as they were true Trek, you never knew what you were going to get, Blow these Enemy Ships Up, Defend this Space Base Thing, or maybe Land on This Planet and Run Around Clicking the Glowies While Not Getting Your TRIBBLE Shot Off, etc etc. That was Trek. Far different from the mission arcs, where you know EXACTLY what is going to happen, every single time. That's not Trek, that's Linear Storyline Progression, as opposed to Open World Progression. Since the removal of the cluster exploration missions, I personally have felt like half the content in the game has just been dropped, in favor of directed, closed-in world, linear storylines, or "quests" if you will, that everyone has to do in order to get to the new shiny-shiny.
Dropping the clusters was a bad move. Hopefully they will bring it back, to keep people from getting bored if nothing else. I don't know what reason they may have given for dropping them in the first place, maybe it was server lag, I don't know, BUT... maybe they were planning on making something LIKE these missions show up in sector space? I mean, recently they did say something about Foundry missions showing up in sector space, well, what they NEED to do, is have RANDOM appearing NEW planetary systems that appear IN SECTOR SPACE, which look different, I dunno, all shiny and orange or something to get people's attention. THEN, you can fly into it for a random mission. Other players might not even see it! WHo KNows?? That's the beauty of Trek, baby!! To go where No One Has Gone Before!! :eek:
Honestly this is how we should have exploration clusters:
Feds can explor strange new worlds... basiclly just see this
Roms can cart their egos around, make contact with powerful races and enslave less powerful ones
KDFs: WARRIORS! If we encounter a more feeble race then they will be considered jegh'pwl, if we encounter a powerful opponant then we shall garrhh honor garrghh and asend into sto'vo'kor! QAPLA!
This sounds good to me
Captain Joseph Riker, U.S.S. Odyssey==General V'Mar, U.S.S. Blackwater-A==Admiral Laura Holmes, U.S.S. Forward Unto Dawn Grand Master Thotok, son of Koloth, I.K.S. Sompek==Dahar Master Shanara, I.K.S. Balth'Quv Admiral R'Tath V'Tirex, R.R.W. Dhael Glohha'enh==Commander Ta'eth Korval, R.R.W Hachae ch'Rhian==Admiral Vranuk, R.R.W Delevhas
I've been looking for Bottlecaps and other valeuables in containers in fallout 3 for longer than I've played STO...
I don't have much experience playing video games....but from reading what anazonda wrote here... I am going to assume this Bottle cap hunting in Fallout 3 is similar to the "Skill Nodes" on Neverwinter Online (the "sister" game to STO, which I have tried).
I can spend lots of time wandering the various location maps on NWO looking for those thievery, arcana, religion, nature and dungeoneering skill nodes that are hidden everywhere!! Why isn't this in STO??? It is kinda fun!
Granted, most of the nodes are in the same spots but finding them every single time is an interesting journey (thanks to Trolls, Skeletons, Ghosts, Zombies, obstacle courses of various types etc....not to mention brain fog issues). Sometimes they are already gone.
STO did something similar on in New Romulus with the rock, plant, radiation scans. And with the Anniversary and the Omega mini game. Never know where they would show up...nor how many one would find at a given time. And one would have to wander around, looking for the interact points.
Granted, on NWO, the "treasures" found are more USEFUL since they can be used all throughout the game for crafting or refining or healing or profit.
Plus on NWO, sometimes you can hit a mother lode of crafting materials...other times not so much. THAT is how you use RNG to make things interesting. It makes me want to keep looking and see what can happen. (BTW...this is why I enjoy DOFFing, also...I want to see what can happen. But I hate crafting because RNG used for evil)
This sort of "exploring" with skill nodes (or minigames) is already possible to do with the program....just have to add it in more places. Maybe a good reason for people to drop in on Wolf 359, Vulcan, Andoria, Bajor, Risa or New Romulus or fly to the far side of Qo'nos once in a while (some of those have to be opened up to KDF side).
Hide them all over the "Battle Zone" ground maps, too (it might get more people out of the command center between VRexes).
Players like me (who are not traditional "video gamers") need a way to "farm" R&D materials and Rep currencies without causing conflicts and fights with those wanting a "good" STF run. I just can not get coordinated with all those buttons, so STFs is just not "my thing". Maybe one day.... with more time and tons of practice.
++++++++++++++++
Another thing already in the game that has possibilities for exploration is what you have done with ACCOLADES. Short "missions" within a story or with a progression (like Pavel on Risa). Stick them in different locations....these can be focused toward Classes, Schools, Careers, Races...etc... I know I am getting all my terms mixed up...sorry...I think Classes is NWO.
People can help each other out, too. I needed help from my friend to figure out most of the ones on New Romulus (I so suck at jumping and climbing)....I haven't even found all the ones on Nimbus....didn't start Delta Rising (I guess, that would be Kobali).
There really is no reason to get so complicated, or try to emulate some other, newer game platform...just use what is already there.
"Spend your life doing strange things with weird people." -- UNK
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
STO is currently focusing on the primary storyline it has, hence the culling of many "one off" episodes from various existing story arcs in-game in recent updates. To generate some different kinds of adventures with some random interaction and variations, I'm going to suggest as a part of the "Exploration System":
Investigations. A series of resource and information gathering scenarios, which can also be randomly obtained via the the DOFF system, divided into three basic fields:
Artifact: Use your ships ready room, science lab, and engineering factilites to aid you in piecing together what a particular artifact may be and/or how it operates and what its purpose is. This might even lead to furthering your investigation to locate other parts or companion pieces of said artifact; similar to what the mercenaries where doing in the episode "Gambit".
Intelligence: This will usually point you to a particular location to investigate unusual activity of some kind; "Tin Man" is a prime example of this, though they won't always include combat scenarios.
Anomaly: Encountered while traveling through the game world either through sector space, the DOFF system, and even some social hub maps. You need to analyze the anomaly and determine what it is, with random outcomes dependent on whether it is a natural phenomenon or an artificially generated one. Artificial ones may end up with something emerging from it that might need to be aided, contained, or even fought. It may even end up with you being pulled into another location; think Elachi, Solanae, and Undine abduction scenarios.
These investigations can even use a combination of two or even all three types; a piece of gathered intelligence might yield an artifact that then needs to be analyzed, which then opens up an anomaly.
In addition to having some of these investigations started by duty officer assignments themselves, you will also get new duty officer assignments during an investigation that may require your DOFFs to gather and locate new resources and/or intel on possible new locations and people who might aid you in your quest to unlock these mysteries. An example would be information about a buried artifact, or part of one, located somewhere on Androia's ground map which you'll need to investigate, locate and then excavate on the surface.
The byproduct of this is to also utilise areas and locations in the game that are either not used at all or see very little use, in the hope that resources might also be spent on updating and improving these areas of the game world.
I don't have much experience playing video games....but from reading what anazonda wrote here... I am going to assume this Bottle cap hunting in Fallout 3 is similar to the "Skill Nodes" on Neverwinter Online (the "sister" game to STO, which I have tried).
I can spend lots of time wandering the various location maps on NWO looking for those thievery, arcana, religion, nature and dungeoneering skill nodes that are hidden everywhere!!
Granted, most of the nodes are in the same spots but finding them every single time is an interesting journey (thanks to Trolls, Skeletons, Ghosts, Zombies, obstacle courses of various types etc....not to mention brain fog issues). Sometimes they are already gone.
STO did something similar on in New Romulus with the rock, plant, radiation scans. And with the Anniversary and the Omega mini game. Never know where they would show up...nor how many one would find at a given time. And one would have to wander around, looking for the interact points.
Granted, on NWO, the "treasures" found are more USEFUL since they can be used all throughout the game for crafting or refining or healing or profit.
Plus on NWO, sometimes you can hit a mother lode of crafting materials...other times not so much. THAT is how you use RNG to make things interesting. It makes me want to keep looking and see what can happen. (BTW...this is why I enjoy DOFFing, also...I want to see what can happen. But I hate crafting because RNG used for evil)
This sort of "exploring" with skill nodes (or minigames) is already possible to do with the program....just have to add it in more places. Maybe a good reason for people to drop in on Wolf 359, Vulcan, Andoria, Bajor, Risa or New Romulus or fly to the far side of Qo'nos once in a while (some of those have to be opened up to KDF side).
Hide them all over the "Battle Zone" ground maps, too (it might get more people out of the command center between VRexes).
Players like me (who are not traditional "video gamers") need a way to "farm" R&D materials and Rep currencies without causing conflicts and fights with those wanting a "good" STF run. I just can not get coordinated with all those buttons, so STFs is just not "my thing". Maybe one day.... with more time and tons of practice.
++++++++++++++++
Another thing already in the game that has possibilities for exploration is what you have done with ACCOLADES. Short "missions" within a story or with a progression (like Pavel on Risa). Stick them in different locations....these can be focused toward Classes, Schools, Careers, Races...etc... I know I am getting all my terms mixed up...sorry...I think Classes is NWO.
People can help each other out, too. I needed help from my friend to figure out most of the ones on New Romulus (I so suck at jumping and climbing)....I haven't even found all the ones on Nimbus....didn't start Delta Rising (I guess, that would be Kobali).
There really is no reason to get so complicated, or try to emulate some other, newer game platform...just use what is already there.
They kinda did that in STO. then undid it and half-way re-did it again...
It's how crafting mats work/used to work. Except that you don't normally find crafting mats in social zones.
They kinda did that in STO. then undid it and half-way re-did it again...
It's how crafting mats work/used to work. Except that you don't normally find crafting mats in social zones.
They added Omega crafting materials in social zones for the Anniversary Omega mini game. So, they CAN do it if they wanted to. Although, it made every place laggy as heck.... so...it needs work.
Why can't they hide these interact nodes all over the un-named parts of the universe and make people hunt them down in low activity areas?
You can't tell me people visit Wolf 359 or Vulcan or Andoria regularly...or Risa...in the off season. (Well, I do with my Ferengi once in a blue moon for commodities, Entertainment provisions and regular Provisions).
Or stick nodes in already made battle zones which should already be optimized for large groups (should, I said, should).
Exploration in a video game....without adding an entire new "unexplored system" and associated maps (which, to me, sounds like something Cryptic does NOT want to do, because they just took all that out).....what else is there?
You have to make people feel like they are getting "out" and "exploring" IN locations that are already there but not often used. Maybe it will look different when the sectors merge and there is more space in "outer space".
There could be a point that becomes the "unknown universe" out on the edges of the new merged space. I think in Dyson they called it "Allied Zone" and "Contested Zone"...there is "stuff" to do in both places but it is a border that is really not a border (fly between them), isn't it?
There are, also, tons of places on maps that don't seem used or NPCs that just sit there. I play KDF and I know there are labyrinths of corridors in First City that are, well, just there, as far as I know. It was part of the tutorial when I first started my KDF (at level 20)....but I think that is obsolete now. Maybe it is still used for the foundry??? Doubtful.
On the old ESD there was an entire second level with just hallways and doors, not sure if they did that with the new one, I hardly ever go there. You don't have to have "First Encounters" with alien species in the far reaches of space or while on board a ship. Ask that Egg Head guy who got turned into an Undine while hanging out in the rotunda of the old ESD.
"Spend your life doing strange things with weird people." -- UNK
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
I don't have much experience playing video games....but from reading what anazonda wrote here... I am going to assume this Bottle cap hunting in Fallout 3 is similar to the "Skill Nodes" on Neverwinter Online (the "sister" game to STO, which I have tried).
I can spend lots of time wandering the various location maps on NWO looking for those thievery, arcana, religion, nature and dungeoneering skill nodes that are hidden everywhere!! Why isn't this in STO??? It is kinda fun!
Granted, most of the nodes are in the same spots but finding them every single time is an interesting journey (thanks to Trolls, Skeletons, Ghosts, Zombies, obstacle courses of various types etc....not to mention brain fog issues). Sometimes they are already gone.
STO did something similar on in New Romulus with the rock, plant, radiation scans. And with the Anniversary and the Omega mini game. Never know where they would show up...nor how many one would find at a given time. And one would have to wander around, looking for the interact points.
Granted, on NWO, the "treasures" found are more USEFUL since they can be used all throughout the game for crafting or refining or healing or profit.
Plus on NWO, sometimes you can hit a mother lode of crafting materials...other times not so much. THAT is how you use RNG to make things interesting. It makes me want to keep looking and see what can happen. (BTW...this is why I enjoy DOFFing, also...I want to see what can happen. But I hate crafting because RNG used for evil)
This sort of "exploring" with skill nodes (or minigames) is already possible to do with the program....just have to add it in more places. Maybe a good reason for people to drop in on Wolf 359, Vulcan, Andoria, Bajor, Risa or New Romulus or fly to the far side of Qo'nos once in a while (some of those have to be opened up to KDF side).
Hide them all over the "Battle Zone" ground maps, too (it might get more people out of the command center between VRexes).
Players like me (who are not traditional "video gamers") need a way to "farm" R&D materials and Rep currencies without causing conflicts and fights with those wanting a "good" STF run. I just can not get coordinated with all those buttons, so STFs is just not "my thing". Maybe one day.... with more time and tons of practice.
++++++++++++++++
Another thing already in the game that has possibilities for exploration is what you have done with ACCOLADES. Short "missions" within a story or with a progression (like Pavel on Risa). Stick them in different locations....these can be focused toward Classes, Schools, Careers, Races...etc... I know I am getting all my terms mixed up...sorry...I think Classes is NWO.
People can help each other out, too. I needed help from my friend to figure out most of the ones on New Romulus (I so suck at jumping and climbing)....I haven't even found all the ones on Nimbus....didn't start Delta Rising (I guess, that would be Kobali).
There really is no reason to get so complicated, or try to emulate some other, newer game platform...just use what is already there.
Bottlecaps are the equivalent of Dilithium...
What makes it worth looking for them, is that regardless of your level, you can always get something for it...
Food, water, Ammo, Weapons, gear... Bribes...
That, combined with a wonderful mechanic of wear on gear, along with random encounters makes you want to go back to places that you know is dangerous, because they often yield more caps (Fallout is set in a post-apocalyptic scenario).
Don't look silly... Don't call it the "Z-Store/Zen Store"...
What makes it worth looking for them, is that regardless of your level, you can always get something for it...
Food, water, Ammo, Weapons, gear... Bribes...
That, combined with a wonderful mechanic of wear on gear, along with random encounters makes you want to go back to places that you know is dangerous, because they often yield more caps (Fallout is set in a post-apocalyptic scenario).
That is nice. Opening an instant grand prize.
Although, part of the problem on Neverwinter Online is all the "gold sellers" out there "hunting" those Nodes, too.
And, thinking about it, now, even though it is fun for me to look for skill nodes for half an hour or so....there are others who do it for profit. Not sure STO economy would survive that change.
"Spend your life doing strange things with weird people." -- UNK
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
Perhaps part of this is down to expanding other content, so for example you could go to the Dyson Spheres and do a sweep and clear on some smaller towers to make sure they're safe to explore further, or even tie it into a wider system where you help ambassadors from new worlds with tasks to help their people. That could result in new unique tech for the R&D system when you've done enough to help that world or minor power you met while out exploring somewhere.
Honestly though, I think exploration would benefit from being tied into as many parts of the game as possible so it feels like it is a big part of the game, that's the main thing as far as I see it because after all, Trek was mainly about the exploring.
Ten soldiers wisely led will beat a hundred without a head. - Euripides
I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
I want exploration to be more than just that. I want to be cruising along, and get a random message from starfleet that my ship is needed to transport an ambassador from one place to another, and run into some difficulties or have it go on without a hitch. I want to run across a random anomaly and investigate it. Exploration, to me, should be similar to being in an actual episode of star trek. But instead of running on rails to do it, as we do now with every mission, I want to be able to find my own way out of a situation. I want multiple options, and failure conditions, that either result in my ships destruction or the loss of some of my crew, or making an enemy of a new species. This is exploration.
So, how do you propose we "explore" the universe, without having to make a million custom maps/missions?
What would actually be enjoyable to do, that doesn't involve fighting. Scanning rocks and trees is going to get old.
Space: the final frontier. These are the voyages of the starship Enterprise. Its continuing mission: to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no one has gone before.
IMHO - Without exploration it's not really Star Trek, but that does not mean the exploration of a planet could not turn into an adventure that also includes action and adventure (read as space combat/ground combat). 28 seasons of Star Trek proved it can be done. Not all episodes begin with exploration, but so many do and then it turns out that there is an adventure on the other side of the hills that they have been scanning or down in a cave in that hill or maybe a bunny hops out from behind a tree and exclaims, "Oh, I'm late! I'm very, very late!" before disappearing down a large rabbit hole. Forget that last one, it's been done. And done with lots of adventure I might add.
If STO wants to be only all about the movies then it's going to be nothing but space combat and ground combat and that's it.
Still, I see your point. Who would want to be the guy who's job it is to create new planets/systems for every single unexplored system. Well, that WOULD be a boring. So take a page out of the original Star Trek. Reuse the planets. Same planet, different color.
Or is that what The Foundry is for? Now that I think about it, maybe this is a task better suited for those guys who can use The Foundry. One of my fav Foundry eps begins with exploration and leads to a whole different mission.
They added Omega crafting materials in social zones for the Anniversary Omega mini game. So, they CAN do it if they wanted to. Although, it made every place laggy as heck.... so...it needs work.
Why can't they hide these interact nodes all over the un-named parts of the universe and make people hunt them down in low activity areas?
You can't tell me people visit Wolf 359 or Vulcan or Andoria regularly...or Risa...in the off season. (Well, I do with my Ferengi once in a blue moon for commodities, Entertainment provisions and regular Provisions).
Or stick nodes in already made battle zones which should already be optimized for large groups (should, I said, should).
Exploration in a video game....without adding an entire new "unexplored system" and associated maps (which, to me, sounds like something Cryptic does NOT want to do, because they just took all that out).....what else is there?
You have to make people feel like they are getting "out" and "exploring" IN locations that are already there but not often used. Maybe it will look different when the sectors merge and there is more space in "outer space".
There could be a point that becomes the "unknown universe" out on the edges of the new merged space. I think in Dyson they called it "Allied Zone" and "Contested Zone"...there is "stuff" to do in both places but it is a border that is really not a border (fly between them), isn't it?
There are, also, tons of places on maps that don't seem used or NPCs that just sit there. I play KDF and I know there are labyrinths of corridors in First City that are, well, just there, as far as I know. It was part of the tutorial when I first started my KDF (at level 20)....but I think that is obsolete now. Maybe it is still used for the foundry??? Doubtful.
On the old ESD there was an entire second level with just hallways and doors, not sure if they did that with the new one, I hardly ever go there. You don't have to have "First Encounters" with alien species in the far reaches of space or while on board a ship. Ask that Egg Head guy who got turned into an Undine while hanging out in the rotunda of the old ESD.
Uh... what you're describing is the way searching for crafting mats used to work. Got to exploration cluster scan for particles.... ad nauseum.
Scanning for crafting mats is still doable, just not quite as quick since it's largely confined to story missions now.
IMO the biggest fault of the old clusters was that you went looking but you never really found anything. Today I might catalogue gaseous anomalies in a previously unknown system.... but tomorrow I won't remember where the system was. Is it really exploration if you don't bother to chart where you've been? It seems more like aimless wandering.
Uh... what you're describing is the way searching for crafting mats used to work. Got to exploration cluster scan for particles.... ad nauseum.
Scanning for crafting mats is still doable, just not quite as quick since it's largely confined to story missions now.
IMO the biggest fault of the old clusters was that you went looking but you never really found anything. Today I might catalogue gaseous anomalies in a previously unknown system.... but tomorrow I won't remember where the system was. Is it really exploration if you don't bother to chart where you've been? It seems more like aimless wandering.
Well....you are just describing "Episodes".....Skip, Hail, or Replay....various buttons grayed out if you already did it or not. Keeping track for you.
Or Accolades that get checked off on the "accolades" tab....another list. There were accolades in there for visiting Clusters...but I don't think that is what we are looking for either.
"Spend your life doing strange things with weird people." -- UNK
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
I'm never sure how to reply to threads like these without being highly inflammatory. IMHO, they tend to be full of folks that have watched the opening credits a million times but have never actually watched a single Star Trek episode nor movie. The disconnect is that huge...in how they say that STO is not like Star Trek because of the lack of exploration. STO is very Star Trek in it's lack of exploration...we tuned in each week for some adventure, where the show cut to the chase, and the exploration was just a possible backdrop/backstory leading up to the adventure. We didn't sit there through months upon months or years upon years of any actual exploration...Star Trek cut to the chase. STO cuts to the chase.
That doesn't mean every adventure in Star Trek was a pew-pew fest like it tends to be in STO, but asking for different types of adventures isn't the same as asking for exploration. I think different types of adventures would be cool - problem solving things that don't involve giving the command to fire everything! A first contact mission where there is no conflict, no drama, is not something we saw on Star Trek...there was the conflict, the drama, the action, the adventure.
I'm just oft befuddled by folks asking for exploration as the missing aspect, when it was missing from the IP in the first place...rather than asking for a wider assortment of adventures, which were part of the IP and are kind of lacking in STO.
Thanks guys, lots of good ideas. Keep em coming. I guarantee people (besides me) are reading them.
Thank you guys for looking at this thread. It is a long one with good ideas.
I personally liked the Romulus walk through mission where you shoot the bottles. It is little details like that which make an exploration mission. Just something random and fun to do. As mentioned in the poll you did, I mentioned player made and voted exploration zone content. It wouldn't hurt having your own in there. The concern is the content needs to be controlled some how. some maps aren't exploration based that players make.
I'm never sure how to reply to threads like these without being highly inflammatory. IMHO, they tend to be full of folks that have watched the opening credits a million times but have never actually watched a single Star Trek episode nor movie. The disconnect is that huge...in how they say that STO is not like Star Trek because of the lack of exploration. STO is very Star Trek in it's lack of exploration...we tuned in each week for some adventure, where the show cut to the chase, and the exploration was just a possible backdrop/backstory leading up to the adventure. We didn't sit there through months upon months or years upon years of any actual exploration...Star Trek cut to the chase. STO cuts to the chase.
That doesn't mean every adventure in Star Trek was a pew-pew fest like it tends to be in STO, but asking for different types of adventures isn't the same as asking for exploration. I think different types of adventures would be cool - problem solving things that don't involve giving the command to fire everything! A first contact mission where there is no conflict, no drama, is not something we saw on Star Trek...there was the conflict, the drama, the action, the adventure.
I'm just oft befuddled by folks asking for exploration as the missing aspect, when it was missing from the IP in the first place...rather than asking for a wider assortment of adventures, which were part of the IP and are kind of lacking in STO.
Yeah, exploration in Star Trek really meant looking for dangerous things, then figuring out how to deal with them. They seemed to succeed quite well at that.
Problem is... how do you make a random near-disaster for the player to somehow avoid? Maybe a giant minigame that's like parkour for starships? heheh...
Comments
These are the base of what I'd work with concerning exploration.
1) Meet new civilizations/species or find their ruins - When meeting new civilizations you can do this in one of two ways. You can have them being met in space while doing something, or arriving at their planet for the first time for diplomatic reasons. The space ones usually leaned more towards having to actually fight, whereas the ground ones usually leaned towards more intellectual means.
When finding the ruins of an ancient new civilizations, you'd usually have someone else show up when in space and a discussion begin concerning it. Whereas on ground, you'd have to solve what exactly may have happened to them.
2) Need to help someone out - this can also fall into the new civilization category, but usually there was a need to help someone out. Usually from distress. The ship would head there and try to solve the problem. Be it fixing a generator to blowing up the evil guys.
3) Mapping out an area/planet/science thing - This more plays out similarly to what was done to find New Romulus. Check different system, then move on and when you finally find something worth looking at, you beam down and check the planet out. Or if you are trying to find out why a star exploded or that, this is what usually happened.
4) Downtime - While not often, there is also just the general time when you were just travelling from one place to another. Nothing actually occurs besides normal day to day stuff, but this stuff is important to remind yourself that people live on these ships. It could be something as simple as "oh, Captain, we need help here, do you mind?" and doing it.
Also, there could be follow ups to the original one you started. Like if you meet so and so, they should remember you from the previous time.
Also I would like all those planets (and maybe their systems) to be way bigger with the ability to find artifacts from the Dewans (for example) at NON random places which will give you an accolade and if you find all from this planet you get rewards for doing so. Doesn't have to be dil or EC... a really cool title or a really cool outfit would be sweet as well.
Also on those iconic planets I could see some locations where important or funny things from the shows happened and if you find them you get a title or something as well... for immersion it would be great for example to find places on Vulcan where Spock was revived or so and there were small hints to it... well something like that...
All just random thoughts anyway and possibly boring for most people
And as people achieve certain objectives, the overall progress is recorded and at some point, the zone is considered "explored". The zone might then be changed in another game update to see the effect of Federation, Klingons and Romulans exploring or conquering it (there could even be a mild faction competition going on? But with the population imbalance, that could be difficult), and a new zone would be introduced.
If we go back to the old exploration clusters a bit - each cluster seemed to have different alien (non-canon) species. Part of the new exploration missions could be interacting with these, learning about their culture, and resolving conflicts. Maybe some of the old exploration cluster templates can be re-used or serve as inspiration for more or less "random" missions, and a few key story missions would be placed in it that set the relationships.
Cool would be if some of the missions had a branching storyline or at least alternate endings depending on the player choices, and Cryptic would evaluate the choices taken and use this to define the "explored" state. (Say, if most Klingons side with species A in one conflict and most Federation players side with species B, the final state would be that these races would become members or allies of the respective side - on the other hand, if both factions side with A, B might become antagonist for both sides, and A could become a trusted ally)
Well, I prefer to count my chickens after they hatch, but no matter.
Yes, I agree that exploration has been long overdue. The previous exploration clusters were, at best, a stopgap measure imo. If they can really bring out a true exploration system, then the effects of "content droughts" would be lessened, if not outright removed. And I don't mean "go to [insert random system here], shoot a few baddies and make Starfleet/KDF/Republique look good", or "scan this anomaly", but exploration that has consequences and decisions.
http://www.arcgames.com/en/games/star-trek-online/news/detail/10052253
Why are you not rejoicing?
aut vincere aut mori pro imperio
either to conquer or to die for the Empire
The problem with that is, that we don't really have open world roaming in STO.
Sector space is already charted territory. And even if not, we would just find empty space with generic looking star systems.
It would take maybe half an hour to "explore" it all. Not very exiting.
The adventure zones is where the exploration could happen.
they are for the most part uncharted and the player could discover what lurks in the shadows there with lots of easter eggs to find.
So a couple of Exploration Adventure zones are probably the way to go here. With the story happening there a bit of a mystery and actual sidequests to find if you go out of your way to stray off teh main mission course.
I'm not sure you're seeing it. this would be unexplored/uncharted space, hence being blacked out, and I'm sure that in the STverse there are unexplored regions. granted it wouldn't be like "real" space where stars are visible, but when entering an underground dungeon in some fantasy RPG, nothing is seen there either. also, it would take far longer to explore however many blocks are created. you'll first have to located a star system, scan for any planets, then enter said system and survey any planets that MAY have been found. if none, then on to the next system. the sensors in addition to a range of up to a parsec, it would have a width of 2lys. also, why couldn't these exploration adventure zones, if that's what's been voted on, be adapted. the mission you would be given is to explore these zones that have never been visited. I wish I could get it across better.
everything thus far in STO has been served to us on a platter. there was nothing we didn't already know. hell, even Delta Rising really has nothing we didn't already know. I really think this idea could work
aut vincere aut mori pro imperio
either to conquer or to die for the Empire
worse then it was? care to elaborate about what you mean?
Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
the episode had a navigator on the verge of burning out, spock being his usual self watching on with amusement, mccoy and kirk sparing over the red alert and the actions to the destruction of a probe blocking the enterprise and later about the navigator and the acts against the probe, the lack of interest in learning soon becomes paramount it was the bad choice when the first federation ship arrives and stops the enterprise cold in its tracks an accuses the federation of commiting an unwanted act of aggression and the thinking about how to beat your opponent in a psychological fight only to find out that the alien seen is not the one they were expecting.
the moral of that story is that a lack of understanding could lead to a bad situation, but confronting the lack of understanding by learning about the unknown instead of scorning and fearing it could lead to a better path.
that is still exploration, on interactions with the crew and an outside unknown. it may not be as good as coming in peace but shooting to kill instead, but it is another form cryptic devs could look into besides the others i mentioned previous and that from other people on this thread.
Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
Right. Exploration in Star Trek is what the ship is out doing when something else happens that the episode is about. I'm sure Cryptic could make some missions like that. I don't think they could really make something that's replayable without getting old fast, though.
I certainly miss the old missions, as they were true Trek, you never knew what you were going to get, Blow these Enemy Ships Up, Defend this Space Base Thing, or maybe Land on This Planet and Run Around Clicking the Glowies While Not Getting Your TRIBBLE Shot Off, etc etc. That was Trek. Far different from the mission arcs, where you know EXACTLY what is going to happen, every single time. That's not Trek, that's Linear Storyline Progression, as opposed to Open World Progression. Since the removal of the cluster exploration missions, I personally have felt like half the content in the game has just been dropped, in favor of directed, closed-in world, linear storylines, or "quests" if you will, that everyone has to do in order to get to the new shiny-shiny.
Dropping the clusters was a bad move. Hopefully they will bring it back, to keep people from getting bored if nothing else. I don't know what reason they may have given for dropping them in the first place, maybe it was server lag, I don't know, BUT... maybe they were planning on making something LIKE these missions show up in sector space? I mean, recently they did say something about Foundry missions showing up in sector space, well, what they NEED to do, is have RANDOM appearing NEW planetary systems that appear IN SECTOR SPACE, which look different, I dunno, all shiny and orange or something to get people's attention. THEN, you can fly into it for a random mission. Other players might not even see it! WHo KNows?? That's the beauty of Trek, baby!! To go where No One Has Gone Before!! :eek:
Feds can explor strange new worlds... basiclly just see this
Roms can cart their egos around, make contact with powerful races and enslave less powerful ones
KDFs: WARRIORS! If we encounter a more feeble race then they will be considered jegh'pwl, if we encounter a powerful opponant then we shall garrhh honor garrghh and asend into sto'vo'kor! QAPLA!
This sounds good to me
Grand Master Thotok, son of Koloth, I.K.S. Sompek==Dahar Master Shanara, I.K.S. Balth'Quv
Admiral R'Tath V'Tirex, R.R.W. Dhael Glohha'enh==Commander Ta'eth Korval, R.R.W Hachae ch'Rhian==Admiral Vranuk, R.R.W Delevhas
My character Tsin'xing
I don't have much experience playing video games....but from reading what anazonda wrote here... I am going to assume this Bottle cap hunting in Fallout 3 is similar to the "Skill Nodes" on Neverwinter Online (the "sister" game to STO, which I have tried).
I can spend lots of time wandering the various location maps on NWO looking for those thievery, arcana, religion, nature and dungeoneering skill nodes that are hidden everywhere!! Why isn't this in STO??? It is kinda fun!
Granted, most of the nodes are in the same spots but finding them every single time is an interesting journey (thanks to Trolls, Skeletons, Ghosts, Zombies, obstacle courses of various types etc....not to mention brain fog issues). Sometimes they are already gone.
STO did something similar on in New Romulus with the rock, plant, radiation scans. And with the Anniversary and the Omega mini game. Never know where they would show up...nor how many one would find at a given time. And one would have to wander around, looking for the interact points.
Granted, on NWO, the "treasures" found are more USEFUL since they can be used all throughout the game for crafting or refining or healing or profit.
Plus on NWO, sometimes you can hit a mother lode of crafting materials...other times not so much. THAT is how you use RNG to make things interesting. It makes me want to keep looking and see what can happen. (BTW...this is why I enjoy DOFFing, also...I want to see what can happen. But I hate crafting because RNG used for evil)
This sort of "exploring" with skill nodes (or minigames) is already possible to do with the program....just have to add it in more places. Maybe a good reason for people to drop in on Wolf 359, Vulcan, Andoria, Bajor, Risa or New Romulus or fly to the far side of Qo'nos once in a while (some of those have to be opened up to KDF side).
Hide them all over the "Battle Zone" ground maps, too (it might get more people out of the command center between VRexes).
Players like me (who are not traditional "video gamers") need a way to "farm" R&D materials and Rep currencies without causing conflicts and fights with those wanting a "good" STF run. I just can not get coordinated with all those buttons, so STFs is just not "my thing". Maybe one day.... with more time and tons of practice.
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Another thing already in the game that has possibilities for exploration is what you have done with ACCOLADES. Short "missions" within a story or with a progression (like Pavel on Risa). Stick them in different locations....these can be focused toward Classes, Schools, Careers, Races...etc... I know I am getting all my terms mixed up...sorry...I think Classes is NWO.
People can help each other out, too. I needed help from my friend to figure out most of the ones on New Romulus (I so suck at jumping and climbing)....I haven't even found all the ones on Nimbus....didn't start Delta Rising (I guess, that would be Kobali).
There really is no reason to get so complicated, or try to emulate some other, newer game platform...just use what is already there.
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
Investigations. A series of resource and information gathering scenarios, which can also be randomly obtained via the the DOFF system, divided into three basic fields:
Artifact: Use your ships ready room, science lab, and engineering factilites to aid you in piecing together what a particular artifact may be and/or how it operates and what its purpose is. This might even lead to furthering your investigation to locate other parts or companion pieces of said artifact; similar to what the mercenaries where doing in the episode "Gambit".
Intelligence: This will usually point you to a particular location to investigate unusual activity of some kind; "Tin Man" is a prime example of this, though they won't always include combat scenarios.
Anomaly: Encountered while traveling through the game world either through sector space, the DOFF system, and even some social hub maps. You need to analyze the anomaly and determine what it is, with random outcomes dependent on whether it is a natural phenomenon or an artificially generated one. Artificial ones may end up with something emerging from it that might need to be aided, contained, or even fought. It may even end up with you being pulled into another location; think Elachi, Solanae, and Undine abduction scenarios.
These investigations can even use a combination of two or even all three types; a piece of gathered intelligence might yield an artifact that then needs to be analyzed, which then opens up an anomaly.
In addition to having some of these investigations started by duty officer assignments themselves, you will also get new duty officer assignments during an investigation that may require your DOFFs to gather and locate new resources and/or intel on possible new locations and people who might aid you in your quest to unlock these mysteries. An example would be information about a buried artifact, or part of one, located somewhere on Androia's ground map which you'll need to investigate, locate and then excavate on the surface.
The byproduct of this is to also utilise areas and locations in the game that are either not used at all or see very little use, in the hope that resources might also be spent on updating and improving these areas of the game world.
STO is capable of at least some of basics of this idea already, in missions like: "Standoff"; "Ancestral Sin"; "Cold Case"; and "Cold Comfort".
Commanding Officer: Captain Pyotr Ramonovich Amosov
Dedication Plaque: "Nil Intentatum Reliquit"
It's how crafting mats work/used to work. Except that you don't normally find crafting mats in social zones.
My character Tsin'xing
They added Omega crafting materials in social zones for the Anniversary Omega mini game. So, they CAN do it if they wanted to. Although, it made every place laggy as heck.... so...it needs work.
Why can't they hide these interact nodes all over the un-named parts of the universe and make people hunt them down in low activity areas?
You can't tell me people visit Wolf 359 or Vulcan or Andoria regularly...or Risa...in the off season. (Well, I do with my Ferengi once in a blue moon for commodities, Entertainment provisions and regular Provisions).
Or stick nodes in already made battle zones which should already be optimized for large groups (should, I said, should).
Exploration in a video game....without adding an entire new "unexplored system" and associated maps (which, to me, sounds like something Cryptic does NOT want to do, because they just took all that out).....what else is there?
You have to make people feel like they are getting "out" and "exploring" IN locations that are already there but not often used. Maybe it will look different when the sectors merge and there is more space in "outer space".
There could be a point that becomes the "unknown universe" out on the edges of the new merged space. I think in Dyson they called it "Allied Zone" and "Contested Zone"...there is "stuff" to do in both places but it is a border that is really not a border (fly between them), isn't it?
There are, also, tons of places on maps that don't seem used or NPCs that just sit there. I play KDF and I know there are labyrinths of corridors in First City that are, well, just there, as far as I know. It was part of the tutorial when I first started my KDF (at level 20)....but I think that is obsolete now. Maybe it is still used for the foundry??? Doubtful.
On the old ESD there was an entire second level with just hallways and doors, not sure if they did that with the new one, I hardly ever go there. You don't have to have "First Encounters" with alien species in the far reaches of space or while on board a ship. Ask that Egg Head guy who got turned into an Undine while hanging out in the rotunda of the old ESD.
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
Bottlecaps are the equivalent of Dilithium...
What makes it worth looking for them, is that regardless of your level, you can always get something for it...
Food, water, Ammo, Weapons, gear... Bribes...
That, combined with a wonderful mechanic of wear on gear, along with random encounters makes you want to go back to places that you know is dangerous, because they often yield more caps (Fallout is set in a post-apocalyptic scenario).
That is nice. Opening an instant grand prize.
Although, part of the problem on Neverwinter Online is all the "gold sellers" out there "hunting" those Nodes, too.
And, thinking about it, now, even though it is fun for me to look for skill nodes for half an hour or so....there are others who do it for profit. Not sure STO economy would survive that change.
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
Honestly though, I think exploration would benefit from being tied into as many parts of the game as possible so it feels like it is a big part of the game, that's the main thing as far as I see it because after all, Trek was mainly about the exploring.
IMHO - Without exploration it's not really Star Trek, but that does not mean the exploration of a planet could not turn into an adventure that also includes action and adventure (read as space combat/ground combat). 28 seasons of Star Trek proved it can be done. Not all episodes begin with exploration, but so many do and then it turns out that there is an adventure on the other side of the hills that they have been scanning or down in a cave in that hill or maybe a bunny hops out from behind a tree and exclaims, "Oh, I'm late! I'm very, very late!" before disappearing down a large rabbit hole. Forget that last one, it's been done. And done with lots of adventure I might add.
If STO wants to be only all about the movies then it's going to be nothing but space combat and ground combat and that's it.
Still, I see your point. Who would want to be the guy who's job it is to create new planets/systems for every single unexplored system. Well, that WOULD be a boring. So take a page out of the original Star Trek. Reuse the planets. Same planet, different color.
Or is that what The Foundry is for? Now that I think about it, maybe this is a task better suited for those guys who can use The Foundry. One of my fav Foundry eps begins with exploration and leads to a whole different mission.
Scanning for crafting mats is still doable, just not quite as quick since it's largely confined to story missions now.
IMO the biggest fault of the old clusters was that you went looking but you never really found anything. Today I might catalogue gaseous anomalies in a previously unknown system.... but tomorrow I won't remember where the system was. Is it really exploration if you don't bother to chart where you've been? It seems more like aimless wandering.
My character Tsin'xing
Well....you are just describing "Episodes".....Skip, Hail, or Replay....various buttons grayed out if you already did it or not. Keeping track for you.
Or Accolades that get checked off on the "accolades" tab....another list. There were accolades in there for visiting Clusters...but I don't think that is what we are looking for either.
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
That doesn't mean every adventure in Star Trek was a pew-pew fest like it tends to be in STO, but asking for different types of adventures isn't the same as asking for exploration. I think different types of adventures would be cool - problem solving things that don't involve giving the command to fire everything! A first contact mission where there is no conflict, no drama, is not something we saw on Star Trek...there was the conflict, the drama, the action, the adventure.
I'm just oft befuddled by folks asking for exploration as the missing aspect, when it was missing from the IP in the first place...rather than asking for a wider assortment of adventures, which were part of the IP and are kind of lacking in STO.
I promise I will come back and read it after I grab Q-mendations on my Tac and Sci.
EDIT: Colonelmarik....I just took a look at the post in your siggy....I think I am gonna just have to print it out and get back to you tomorrow.
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
Thank you guys for looking at this thread. It is a long one with good ideas.
I personally liked the Romulus walk through mission where you shoot the bottles. It is little details like that which make an exploration mission. Just something random and fun to do. As mentioned in the poll you did, I mentioned player made and voted exploration zone content. It wouldn't hurt having your own in there. The concern is the content needs to be controlled some how. some maps aren't exploration based that players make.
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Problem is... how do you make a random near-disaster for the player to somehow avoid? Maybe a giant minigame that's like parkour for starships? heheh...
My character Tsin'xing