Say, any chance we could add 'knife' fighting to ground combat?
I know a LOT of characters wear knives of various types as uniform options, so it would be great to actually be able to use them. The animations for knife fighting are already in the game (see Worf's son Alexander/K'mtar in 'Manhunt' (
sto.gamepedia.com/Mission:_Manhunt). Really all that would be needed is to 'hook up' this animation to the 3 attack buttons like swords currently have.
Seems like a simple request that a lot of folks would really enjoy. Thanks!
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...not sure about bringing a knife to a disruptor/phaser fight.
And not so sure that all of the animations are really already in the game. Wouldn't we need 3 different knife-fighting animations for every character frame? Even the basic humanoid model comes in male and female. Not sure about the other races, but pretty sure Gorn would be a third model variation.
And that's a thing for me, the number of things that aren't rule-breaking or faction-specific that remain locked to players. Mek'leth animations, NPCs can but players can't. Letheans, Romulans, etc. with hoods, NPCs can but players can't (FED: "Doomsday Device" and anything on Nimbus III). and so forth...
^Words that every player should keep in mind, especially whenever there's a problem with the game...
Yep, there are already so many in-game short bladed weapons that are already coded.
If they can have them show as 'cosmetic' uniform pieces, they can certainly move them to a weapon hand for fighting with.
https://arcgames.com/en/forums/startrekonline#/discussion/1275673/my-improvement-polish-wish-list-for-sto
The models may come in all shapes and sizes but it seems to me that they all use the same animation skeleton. I don't think there's any visible difference between melee combat in any of these groups, or other single animations. What sets male and female apart is having or not having a few individual animations (ex. feminine, cute, and seductive poses on female, different default sitting animations). The gorn simply have an extra lunge attack.
Where I think multiple sets of animations would be needed is if we wanted to give Undine, Elachii ground drones, or Voth raptors combat knives (which in the last case would be absolutely hilarious, but probably not cost effective.)
There may still be missing components that don't factor for an NPC. There may only be the one stabbing animation, which wouldn't be sufficient by itself to equip all the various ways you can attack with a melee weapon (primary, secondary, standard, and the combos.) So, while we have some components in the game already, to make them sufficiently playable may still require more dev time.
If that turns out to be a huge problem, a way one stabbing animation could be used is another type of ground weapon which replaces the default melee attack with a combat knife. Primary/secondary fire would be that other weapon. It might be possible to arrange this (carefully) with a disruptor pistol/D'ktahg combo (with both visible when holstered).
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That doesn't sound like it correlates with the Devs' past explanations of how animations are created.
Everything I've ever read makes it sound like introducing new animations is a huge headache that has to be applied to (way) more than one model.
I could be wrong, but pretty confident in my recollection.