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[GENERIC] Structural changes could fix quite some bugs

kurukaze#7201 kurukaze Member Posts: 23 Arc User
edited June 2017 in PS4 Gameplay Bug Reports
DISCLAIMER: This is about some immersion-breaking, not game-breaking bugs related to some inner structure approaches in the programming. However, since Star Trek is very rich immersion-wise, this should be reconsidered.

It looks like the game structures/functions utilize the inert faction to decide about functionalities and animations. For example: in the animated transporter sequences, an away team consisting of the captain and the 4 BOFFs can get different transporter animations. If you play the 23rd century mission at Babel, at some point your character (captain) will be beamed out with the fitting 23rd century animation while the BOFFs will be beamed out with the standard starfleet 2409/10 animation. The same bug can be produced after being faction aligned with a romulan captain when using starfleet or klingon BOFFs - the romulan group members will be transported with the green romulan transporter animation while the starfleet or klingon BOFFs get transported with their respective faction animation in starfleet blue or klingon red - to or from or by the same ship and the same transporter room.

The suggestion to fix this would be simple: define functionality and animations etc. by the type of the active ship, not the faction. That would allow to e.g. add the Kelvin timeline transporter animations as well as solve the ship registry problem (23rd century characters cannot change the NCC registration - at least last time I checked - due to that being limited to starfleet faction only as it seems). Done right, it could allow for different registry functionality depending on the ship even (like allowing shuttles the use of a different registration format as seen in the series/movies and as seen in the preview images of shuttlecraft) and disable the registration setting at ships not making sense (Ferengi, Vaudwar, Herald etc. ships) even though the starfleet captain faction enables it currently. Starships would basically have to carry two additional pointer parameters in their data (that is in the range of 2 bytes more data required) storing the rename/registration interface form to use with that type of ship and the transporter animation. Done right, a later update could allow to customize the transporter animations by players' choice. The effort needed is in the range of changing a couple of internal functions, maybe a couple of hardwired locations, and the registry form pop-up for shuttle-type crafts.

If a source to re-finance this is needed, add the kelvin timeline transporter animation to the c-store for somewhere between 100-500 ZEN. Pretty sure it will sell ;)
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