Short term:
-- Make an on screen ship speed control module that it is and independent object that is movable on screen. It would be a small box or shape that has the Ship Speed bar in it. this would be a mouse over object that also allows my more control over your speed then GO, STOP and GO TOO Fast.
Short Term
Greater mission variety
Better help text explaining stats and their uses
Content
Medium Term
Additional playable factions
Ability to play the game from the bridge
Content
Long Term
Ability to replace bridge officers on a temporary or ongoing basis with human players
Greater "open world" content with opportunities for long term exploration
Content
To cut a long story short, I'd like this (clicky) please.
1. Increase server capacity. I hate login queus.
2. Better explainations for stats and skills. What exactly does my "Starship Sensors" skill do?
3. Ability to 'bind' your transwarp skill to any starbase you want.
Mid-Term:
1. Built in voice chat software. Since the game has an auto-grouping feature, this would be great to have. If you need an example of what I'm talking about, Turbine has implemented this feature into it's games very well.
2. Add a fleet recruiter on Starbases (put him next to the Fleet Creater). Let players browse through recruiting fleets. Get an idea how big it is, how active it is, and what the main play times are for the fleet.
3. "Shore Leave Bonus." Give some sort of bonus when players are logged out. Either give greater skill point gain or increase skill effectiveness. Afterall, shore leave did improve crew performance in the show.
Long-Term:
1. I want to explore the whole galaxy. There is a lot of content for the whole galaxy, do it.
2. Add more species.
3. Crew protocols. Can learn skills that increase your overall crew performance like "Battle Stations - Reduce ship weapons recharge" or "Medical Alert - Crew loss reduced." So that you can further refine your ships performance.
- More character creator options - long hairstyles, TOS updos, more fabric/less skintight leather, scoop necks, sleeveless, short sleeves, wrap tunics, etc. Off-duty casual clothing (including swimwear for Risa). Multiple uniform slots or just a "closet" system so we don't have to pay money to change clothes.
- Staffing - not an OMG cool thing to think about, but it'll make or break the game. In-game GM response time is abysmal. Offline CS is lacking. DO NOT UNDERSTAFF. This is the achilles heel of the entire industry. Be the team that does it right.
- Content, content, content - The weekly "raidisodes" are a great start, but they're just a start. You need alternate storylines for people who'd like to avoid, for example, violating Romulan soverignty. People who start another Fed character should be able to play through without repeating a single mission. There should be race-specific missions for each species as well. And I put this in the short-term goals because it needs to happen now, not two years from now.
Mid Term
- Branching storylines - Got that content pipeline humming yet? Good, because it's time to tackle something more ambitious. Take the missions off the rails... or at least, add some spurs and sidings to the rail line. I'm not here to sit back and watch somebody else's decisions play out. I'm here to forge my own path. That means if I decide to ignore the distress call and go hunting anomolies instead, I should come back to find the stranded freighter is a burned-out hulk and the raiders are long gone. That means that if I figure out that the Federation rep is an Undine infiltrator in chapter one, I should be able to confirm my suspicions and confront her then and there, instead of being forced to shoot up the peaceful research base before she reveals herself. Make my decisions count.
- New factions - That the Romulans will be a playable faction seems obvious. Get off the whole "thirst for revenge" meme. Revenge for what? The Romulans aren't that irrational. They have an empire to rebuild, and that's not going to be helped along by picking a fight with the biggest kids on the block.
- End the war - There will always be plenty of border skirmishes, black ops and other fun for PvP purposes. You might even split off a rogue Klingon house or two to square off against the newest incarnation of the Maquis. But PvP should always be a sideshow. Return the Federation to its diplomatic roots and forge a peace. There's challenge enough coming in from the Delta Quadrant, the Borg, and various criminal elements amongst all the factions. We don't need a Klingon / Federation war to provide conflict.
Long Term
- Colonization - Community building is the single most important element to the long-term success of any MMO. While there are many tools to build community, the most neglected are systems that allow players to build literal in-game communities. Designer-created social spaces are great, but they don't create the same level of player investment as ownership. Allow people to claim land (or orbital space) and build structures, and they will do what it takes to throw events, draw people in, even create their own adventures for each other - if you give them the tools to do so.
- Civilian careers - closely related to colonization, there are a host of roles in the universe that are not appropriately filled by Starfleet or the Klingon High Command. Traders, pirates, miners, manufacturers... the list is virtually endless. Even Starfleet officers sometimes find themselves in command of a starbase rather than a starship. Move beyond the pew pew of a space combat game and become a virtual world.
- Player-created content - not a step to be undertaken lightly. With this property, you will have to exercise editorial control to insure that each piece of content conforms to the Star Trek universe (and weed out the overt slash). But there is an amazing wellspring of creativity among gamers and Star Trek fans alike. It's foolish not to tap into it -- in a controlled, moderated fashion.
Short Term
- Server stability and load improvements
- Level caps for rewards in fleet actions
- Bug fix for the issue where unlocked uniforms cannot be selected at the tailor (though they can in character creation itself); I can't get my unlocked uniforms to stick on my bridge officers at all
- Making the Delta Volanis "give the planet some commodity goods" missions require fewer commodities than 10
- Fixing group-unfriendly bugs, like the missions which repeat NPC dialogue popups
- Tweak solo space-combat difficulty up slightly to match the better overall difficulty of group-scaled missions
Mid Term
- Increased variety in exploration missions, including more diplomatic missions, preferably with some that have branching negotiation conversations of some sort
- Differentiate AIs some more across races -- not just available abilities, but also flight patterns and the like to give space fights more flavor and variety
- Integrated voice comms for teams. Ventrilo/TS are great for fleets, but if you want to foster pick-up groups and open teaming while providing a compelling challenge, we can't rely on typing
Long Term
- Increase opportunity for player ship differentiation, perhaps through customized modifications that could, for isntance, allow for promotion of a bridge officer station at later tiers (to allow a Lt.C of your secondary officer type, for instance) or modification of base stats
- Pile on the episodic content at all levels to both increase replayability and provide "end-game" content
- More fleet actions, possibly including ones with a more scripted feel of progression that require a bit more coordination and cooperation than current fleet actions
- Scripting in different "personality archetypes" for us to assign to our bridge crew, so that they would have different tones or responses to mission events when they report them to us. Also, revisit the bridge crew voices
I would love to be able to BE trained by bridge officer candidates, not just my BOs. "Mind if I tag along for that Tahyon Beam III seminar?" Probably game-breaking, but what the hey. Maybe being able to "cash them in" for a handful of skill points would work?
A real manual. What the hell do my skills do? I don't know until I actually get an ability and by then it's a moot point. How does Memory alpha work? Etc. The current "manual" is all about pew pew pew and nothing else.
Realistic space movement. I hate being 9km directly below a target and neither of us can do a damn thing until we spiral closer to one another instead of moving in a straight line.
Mid:
Stop with the "set phasers to burn-his-soul-from-within." When a Federation character defeats an opponent with an exploit attack, it disintegrates the living excrement out of the target (including with "lunge" which just makes no sense at all). which just doesn't feel right. I would like Federation "kills" to look like the target is passed out (still out of gameplay of course, just a cosmetic change) while perhaps all Klingon kills (with energy weapons) should maybe be disintegrations whether or not it's from an exploit attack. Even a toggle in the options somewhere would be great.
Bat'leths: Add uncommon, Rare, very rare, etc. Bat'leths. One with an exploit attack would rock. But no disintegrations, please! I don't care HOW hard you hit the guy!
An ear-worm-style mission where you have to fight your way past your own bridge officers, who are being controlled by a hostile force. (Again, no disintegrations. I don't want to hand the doctor a pile of ash and ask "is it serious?")
More tribble types! A genetics lab where you can mess with them! Maybe a mission where they take over the ship, or you accidentally create a giant one that tries to eat you and the crew. nom nom nom nom.
1. Auto-refire available for all weapons on the ship, - I am flying a super space ship and they can not macro that stuff?
2. Auto-holster weapon - Everyone agrees
3. Better scoring in fleet actions and the like, that takes into account not only DPS, but healing, tanking, and scaling based on rank/level, so Commander Escorts don't automatically beat Lt-Cmdr science ships, etc.
4. Speed up the ground combat a little. 20 phaser-shots to the face and the NPC baddies still aren't dead? I often feel it takes twice as long to get through a group of bad guys than it should.
5. Quicker reaction to bugs - I getting annoyed at the CE being one hit one killed all the time
Medium Term
Long Term
I want crafting, and I want my crafting affected by my BOs. So for example i can train an engineer, make him my head engineer and every now and again he improves something on my ship with stuff i have found. not so much trade more, I want this from that item and this from that.
I understand why you have needed to instant everything, but the game right now does not feel like a big space game, its 3-4 people on a map floating around. Improve perfomance and have LESS instances
I want internal ship stuff, fun interesting and allows some personalizion of the game enviroment and everyone like putting their mark on stuff. My only request here is to make it relative to the enviroment, So if i am in my ship out side a starbase I can see that starbase out of a window, This should not be that hard since the game must know where your ship is even if you are on the group (in your ship)
A better random mission generator that is split between the different mission times, For example an explore might have to map a whole system and mark all the planets down and scan them for life. I think exploring needs to feel more free range where as now i know i am on a grid about yay big. Tachical will be kill stuff, and engineer might be go to this base collect this parts, make them in to something (option of a few things) then use it to defeat the bad guys/
I like the idea of player created space, (yes eve(ish)) So fleets could form up and take on other fleets, the problem here is the IP, how much creative direction can to push the story? could you for instance create a whole new TEAR in space that opens in to a MIRROR univs that is unclaimed and the Fed and other races have left it to the fleets to desicide who gets it?
I want missions that conform to the prime directive, so i one day want to find a planet full of hot sexy dominating women (STNG:SE01:EP11?12?) and I have to assist in some way without killing. Also these missions of dispolacy, CAN BE FAILED and reflected. For example if i go to some world, kill someone, i doubt i would be that welcome back SO lets get some standings for Dispolamcy
I can see why i made captin on my first day, my crew can not think for themselfs, i mean they can not do anything without being told. For example on exploration missions (ground) why can not not split the away team in to smaller teams, and send them in different directions and get them to report back? I AM A LAZY CAPTIN i get other people to do the work
I am going to say it again, A better RANDOM mission generator, at present you have a system that select a mission from a list randomly and then do that mission. Might be different ground skin but the mission is the same. I would like to see longer missions that have different random selections, so break a long mission in to 4 parts. You do part 1, based on the outcome you then random part 2, part 1 and 2 completed ramdon 3. That way you could do the same mission a few times and at some point it is going to be different.
1, Let me see some info on my characters in the character list. Seriously, we can't even see what race we are. It's ridiculous!
2. Give us more character slots. You can't seriously expect me to first pay for the subscription, and then pay extra to play with more than three characters? What's next? Pay real money for fuel for the spaceships?
3. Fix the servers. I tried playing yesterday, but was disconnected literally one second after I logged in three times in a row and gave up.
Medium term
1. Give us more variation. I know it's Star Trek, but there has to be more than pew-pew. Right now it's not 'to boldly go where no one has gone before' as much as 'to boldly go to war with the rest of them.' Of course I know we are at war, but the story was made for the game, not the other way around.
2. Casual clothing. Uniforms are fun and all when you are on duty, but what about when you are off-duty? Do you sleep in your uniform? And btw lack of character customization is the number one reason why I left Dungeons & Dragons Online, and one of the biggest reasons why I stuck to Lord of the Rings Online.
3. Did I mention variation?
Long-term
1. Big, open planets: It's not that I don't like the game, I really do. But imagine a a planet with a huge, open world that takes thirty minutes minimum to cross on foot? Evendim and Forochel are just two huge areas that were added for free in LotRO. And what about an expansion the size of Mines of Moria, based entirely on a single planet? Now we're talking!
2. Please tell me there are different enemies... So far I've killed borg, klingon and a few other humanoids. This is supposed to be space, right? And you even get to create your own species? So where are all the aliens? I want to explore strange, new worlds and meet stranger friends and enemies. Not just the same enemies over and over. Of course, this point could easily fit into the first one. Maybe an expansion the size of Mines of Moria, complete with brand new enemies? And maybe a few giantic bosses?
3. Relax, I haven't forgotten space. I love that part, but it could have been much better. Ship vs ship combat is fun and all, but how about fighting off aliens? Organic spaceships, creatures living in space and so on, perhaps? Anything is possible. Imagine battling a huge boss that takes at least five or six ships to fight? And I mean boss as in 'ugly space creature', not 'spaceship with more pew-pew'.
Hey, thanks for this chance. Heres what first came to my mind.
Short Term
1. WoK Uniform and the other extra Uniforms fixed for BOFFs.
2. More and challenging diplomatic exploration missions. That means puzzles as well as sneaking missions. At least handcrafted episodes.
3. A system of choices in the episodes, so we can solve those without just shooting.
4. A stunning choice for the phasers so we dont have to kill every guy running around.
5. A littlebit more interaction with BOFFs and more action on the ships bridge
(I imageine the Bridge beeing the starting point for exploration missions, by talking to your Bridge officers you decide wether to approach a planet, searching for enemies in space or looking for some artifacts.)
Mid Term
1. New Mission Branches, not just the mainmissions as a closed story. 2. More RPG, Charaktershaping and full interaction with BOFFs
3. Risa this includes some Minigames for fun.
4. Ship interiors that are in a way interactive
5. Houses that can be visited.
6. Towns that are populated with NPCs you can interact with and find some extra quests on explore missions.
7. A system of moralreputation that is shaped through decisions you make would be awesome.
Long Term
1. Planets that have Fauna and Flora and can be fully explored by the player.
2. Regulary updated Explore missions to keep me interested.
3. New Mainmission Branches.
Some of the below items are constant requests some other are a wish list but I think we all would like to be able to sit in our Capt. chair on the bridge or walk into Engineering or just wonder around you ship.
Short Term:
- Server stability/capacity
- fix bugs in game and billing
- holster wpns as default action
- increase colour palette selection and uniform options
- increase customization choices ship/uniform
- increase dev/community communication- add the ability to instantly travel to sector systems as an option ( we do have warp drive ) and ship speed in general in sectors
- increase lvl cap
- add content PvP/PvE and for Klingon faction
- increase difficulty
Mid Term:
- increase customization choices ship/uniform - increase dev/community communication
- increase planet sizes for missions ( SWG style )
- trader/crafting system
Long Term:
- the ability to "walk around" your ships ie : actual interacting decks specifically Engineering/quarters/ready room
- the ability to be on our bridge while travelling through a sector and not having the ship "stop" in place.
- the ability to actually have a bridge crew (POB) on a ship while in combat ie: SWG POB ships had repair stations and turrets ie: ship owner is in tactical view and other see him/her in chair and they preform their related skills tasks at the appropriate stations ( POB SWG pilot/navigator seats repair points)
I'm doing a top 4, because I had too difficult a time limiting myself to just a top 3 in each category.
SHORT-TERM
+ Improve the functionality of Exchange searches. Make items sortable by price, for example.
+ Improve ground combat performance, frame-rate and control responsiveness. It often still feels clunky and slow.
+ Fix the UI so that it properly saves settings, especially the hotbar.
+ Make it so that when I holster my weapon, my entire away team holsters their weapons, too.
MID TERM
+ Overhaul Memory Alpha crafting with te following goals: make it more desirable to craft, and make it more clear what a player has to do in order to advance through the crafting tiers. Provide a progress bar that shows how much further a player needs to craft in the current tier, and make it very clear when a player has openened up the next tier.
+ Additional starships customization. Consider introducing the Ambasador, Nebula, Oberth and Excelsior classes to the Federation, and consider allowing players in the Klingon faction to play with the Gorn, Nausican, and Orion ships that are curently used an NPCs in the game.
+ Rebalance the space-to-ground mission ratio in the sector patrols. For instance, Mempa and Hromi sector patrols (Pi Canis sector block) are exclusively space missions, and when done back to back, put the player through some nine consecutive space missions. Every sector patrol should feature at least one of each type, to prevent the content from becomining repetitive and thus monotonous.
+Fleets are in need of some additional functionality and purpose. My suggestions include giving Fleets the ability to buy a base that can mine resources (IE, anamolous data for crafting or to sell on the exchange). Make the bases attackable by enemy faction Fleets, as in City of Villains. Allow the Fleet to deploy turrets and security redshirts to defend the base. Have smoe social options, like a casual clothing slot and a bar/lounge where Fleet members can hang out in and have Fleet meetings in. Etc etc.
LONG TERM
+ Incorporate more non-combat ground missions for the Federation, including diplomatic missions, investigations, first contacts, and so on. Blend in puzzle elements and other non-combat gameplay that can still be challenging and fun, without just talking to a lot of people. In fact, maybe it is even possible to fail these missions? Also, make it so that aliens in a fight surrender from time to time - don't make every battle have to end in death. That is too nihilistic for Star Trek. Have them surrecnder and drop loot, then become unattackable and warp away.
+ Add a third faction, preferably an alliance between the Romulans and Cardassians. There is a precedent for this - the Tal'Shiar and Obsidian Order teamed up to attack the Founders' homeworld in Deep Space Nine. Then, once you've got three factions, incorporate an "RvR' style territory-control end game such as that used in Dark Age of Camelot. This worked pretty well with three factions in DAoC, and would make sense if all three of these galactic powers were in a war with each other. it would provide a fun and compelling end-game option.
+ More Bridge Officer functionality. Allow players to deignate one of their Bridge Officers as a "First Officer". This Boff would grant some small additional static bonus to the ship and away teams. Allow players that attend social functions to bring their "XO" with them. Allow players to do "remote chat" or "remote emotes" through their bridge officers, for role-playing purposes. (This was a fun feature in Anarchy Online). Incorporate more Boffs of varying rarity. Let me have a bridge officer promotion ceremony where all of my other Boffs can attend and wear 'dress uniforms' that I design.
+ Beef up the social gameplay. Give players a reason to congregrate and hang out. Add more emotes, add a casual clothing slot and a dress uniform slot. Let me bring one Bridge Officer of my choosing to social occasions, to beef up the crowd a bit and add immersion. Let us put on swimsuits and go party on Rise. Give us silly social toys like fireworks, music players, strobe lights, stuff to party with. Let us play instruments. All of these things will help to build a stronger community and allow players to hold social events, parties, ceremonies, and so on. These social bonds give the players a reason to stay subscribed.
Whew! Please forgive any typos up there, I hammered this out pretty fast.
I could have gone on, but I've already taken up more than my fair share of time. Thanks for your ear, developers.
1 Finish the Klingon faction. They need to have the same amount of content that the feds have. Saying that they are the pvp faction doesn't work.
2. Increase server size.
3. Fix uniforms and add more uniform customization.
Mid Term
1. More mission variety please. Add real diplomacy missions, not just the silly "we need ten replicators" missions. Also more missions that challenge your way of thinking not just your phaser skills. Refer to "City on the Edge of Forever" for a good idea of what I mean.
2. More Klingon content.
Long Term
1. More factions such as Romulans are hopefully a given, but please don't try to make them "unique" like you did with the Klingons. Make the content unique, but not the amount or access to either pvp or pve unique.
2. Customizable ship interiors. I personally want a ready room where I can put a trophy or talk to starfleet if I want to do it from there instead of the comm badge by the map.
Short Term: "death" that's real (our ship can't blow up guys, we can't die, there aren't clones in STO nor soul recovery, respawning is an MMO concept that fails in STO so I have solutions): make your ship disabled and out of action (be it PvE or PvP, the latter of course the disabler(s) get full kill-like credit for, of course). You are dead in the "water" and even your communications are down (local, team and fleet...maybe even whisper). You even have "wounds" ala SWG that have to be "healed" at a proper repair facility...field repairs are basic and take a LONG time (remember, this is a "penalty" for being defeated) and hull repairs in general (be they in combat or after you're defeated) need to be more realistic...such as force fields put up to bandage gaping holes in your ship. So when you use Engineering Team for example, instead of magically fixing your ship like some lame MMO Cleric popping a heal on some High Elf you actually have a Star Trekky effect instead that mirrors true physics (you'll see this last theme about things being realistic repeated in everything I want and hope for regarding STO. This isn't EverQuest2 or WoW guys...Cryptic you should know this as game developers man, c'mon)! Basically make "death" more of a "defeat" instead, and factionally aligned players (be they grouped or not) can only help repair you OUT of combat, just like you can't warp out or use full impulse until combat conditions are cleared...so too can you not help a defeated/disabled ship until it's all clear to do so (by beaming over a repair crew, transmitting power from your emitters to the disabled ship's deflector array, etc). Again, even this in-zone healing after combat by other players (and perhaps your own remaining able-bodied crew) takes a LONG time and is VERY limited/basic, just enough to allow you to limp to a star base proper for full refit/repairs (and until then your abilities are limited/gimped, basically SWG-like "wounds" as it were that hurt your gameplay until fully resolved/removed). Maybe after a true in-zone defeat (be it PvP or especially PvE) you even get a hit on your Starfleet (or Klingon) record by losing merit points via having to spend them to repair your ship entirely...so that there's also a parallel "stigma" to losing by being defeated and having your ship busted up into near pieces (to the point you were fully disabled to mimic MMO death, remember). This way your "wounds" not only gimp your performance until "healed" (repaired) but they cost you as well, more than simple energy credits (which Starfleet wouldn't want, need or care about anyway...since it's a no-money Federation...thus merit/exploration points or even skill points are instead forfeited for proper Starfleet or Klingon Empire repairs @ a proper facility to mimic the shame or stigma of losing a battle and/or TRIBBLE up somehow). I'd say go so far as some kind of demotion for mulitple failures/defeats but that's a bit much (for now...let's revisit additional "death" tweaks in 3-6mos after implementing what I laid out further above first maybe).
Another short term (immediate really) fix is we need better targetting reticles on both the map and on the screen (seriously, especially in space. It's WAY too hard to figure out which target you have active and even harder when there are enemy ships eveywhere. They should be VERY CLEARLY MARKED on both your screen and especially your MAP, both the mini-map and especially the main "M" map). Why aren't enemies better highlighted in STO space battles? Finding which ship you have targetted is currently a huge issue. Currently the best way to sort out which ship you have selected (especially when you can't see the [very weak and cheesy slightly-brighter] orange border) is to watch where your phaser/torpedo fire is actually going (???) that's crazy!!
Mid-term goals, better travel scheme including truer time-passage (still not a TON so you don't gimp the casual player who has a family and can't spend 4hrs a week travelling across the servers). Basically in warp you can meet your Bridge Officers in a Ready Room (ala the Bridge instance within your own ship) and others in your Team can be invited as well as you all conduct your warp to your intended destination. Here you can prepare for battle, go over space/ground tactics, etc (basically, like the idea above and the ones coming below, it allows for proper/realistic IMMERSION and ROLEPLAYING which are sorely lacking right now)! Let our Bridge Officers shine more, not just in ground combat or the basic/cheesy bridge zone we have now. Expand our combined universe to include Ready Rooms, Captain's Quarters (see below) and perhaps even give our BOs their own quarters on our ships that we can also customize and visit just like we can w/their outfits.
Long term goals, housing in the form of a cabin on your ship (DUH)!!! Player housing in STO is a slam dunk grade school solution that a zero year old could solve...we're commanders of our own SHIPS people (our "player housing" should be a fully customizable cabin, Captain's Quarters, on our given ships baby, and just like SWG and Eq2 we can fully customize the interiors w/decorations, loot and crafted items, etc...and best of all, OF COURSE, just like Star Trek, we can have guests)!! You can even expand this idea to have player housing "zones" that are situated in orbit around special planets/zones to keep the population currently in their "homes" out of harms way...and off the main servers for gameplay/performance issues (housing instances in strategic and logical locations, including in orbit around earth and her space station or other major stations/planets/systems galaxy wide...AWESOME)! Also, like othe combat condition restrictions mentioned above re: defeat repairs (and those already in place re: warping out or full impulse) you cannot be in your cabin or Ready Room instances if combat parameters are in place for your vessel.
Lastly on a similar note I'd like to see pulling into a space station to feel more real, more visceral (like parking lot spots, not this overlapping crashing into other ships fire drill we have now). When we "put in" to port (space station or planetary orbit) it should "fit" and feel real. Let's expand the inside of ships (and for a REAL long term goal how about letting us PLAY and fight [PvEvP] on our BRIDGE, please please please)! a 3D tactical map on-screen or something and have we as player Captain's issue button-click orders in verbal format to our BOs who then actually execute the battle commands (just like...well....Star Trek and/or real life)!
This is NOT a high fantasy game (Dark Elves and Dragons and soul binding) this like SWG and many other MMO games should adhere strictly to true reality/physics and that includes "dying" and combat as well as travel and player housing!
I have LOTS more ideas where this came from, and with a passion for games (online and otherwise) and a very crafty mind for both mechanical and social aspects of STO and other huge/global games I think my voice and those of other intelligent folks should not only be heard but elevated/escalated to get these things explored and implemented...this is just the tip of the idea iceberg, I have tons of voicenotes on my Blackberry about STO already and these are but a few of the biggest and most important. There's ideas around more content (a major issue, your cut/paste missions are fooling no one) and even around having a neutral faction that can deal w/all sides, smuggle, etc (heck maybe even the limited/epic/one-time ability to betray or change factions someday)!!! Let's just be blunt ok? This fanbase is the best ever short of Star Wars perhaps...let US help you develop and groom STO for 3-5 years to come and you will make one of the greatest games of all time and TONS of money (Atari).
[edited] Two more long range ideas: have the Ferengi Cargo Ships (or Merchants on base) buy items from us for MORE than Starfleet (offering the BEST price) after a certain amount of transactions, gaining their trust almost like a criminal element would watch a newcomer suspiciously for a time (say 60k Energy Credits worth of gear sold, possibly taking weeks to accomplish, to "unlock" Ferengi merchant benefits in due course). Secondly, to help make the game "bigger" let's stretch OUT each sector block (expand by say, 4x's larger than now) and brush in some content to fill the void as well as increasing the immersion by increasing the time to travel (mitigated however by the best part of this idea: you can have the Exploration Arm type instances dotted across regular sector space [no cheesy overdue of the enemy signals needed]. This way we get a random roll of what we encounter should we decide to detour in as we travel the new, larger sector blocks in warp. Best of all, if you're in a full group you have a rare chance of unlocking "Wargames" where all team ships are in "full simulator" mode and you get to DUEL your own faction to have fun, test/practice tactics, whatever)! Pretty awesome stuff huh? Admit it
[edited again] 2 more long-term ideas. I just got a Science slanted award set to pick from for completed mission in Pi Canis Sector. 2 were Deflectors with +12 and +19 Science Systems buffs and I can't recall the other 2 choices. We should be (and it can be roleplayed) allowed to have our Engineering Officers "customize/modify" the given award pieces to choose which actual systems get buffed but @ the default values currently offered (say for the +12 slot pick Emitters and for the +19 pick Sensor Arrays so you can truly focus your pathing/skills for you and your crew even down to the items you install on your vessel and have your awesome/talented crew "modify" them to explain how/why you pick as you do in the NPC reward/dialog menus)! Secondly, instead of the current force-fed ship templates regarding Bridge Officers (who can sit where, and when they can finally sit there) make it so that you at LEAST can pick which secondary Lieutenant Chairs to install (of the two "off" professions that don't align w/the ship type [Engineering, Tactical, Science as it were]). This way you allow even more skill focus via reward items and ship types by letting us tweak current offerings (by getting a choice of system buffs within the current loot table and by allowing us to manually pick the off-profession Lieutenant/Commander NPC chairs available as we level up. Example: instead of one Lt Chair for Tactical and one for Science we could pick two Tactical or two Science based on how we want to sub-focus our crew and snipe further and cleaner into our builds when also factoring in skill boxes). Best yet, these last two ideas could consume Merit Points because in order to allow modified/custom Starfleet-issued components (since coming from reward/promotion) you have to have some weight w/them via your accomplishments...energy credits are foolish to consider here.
Short Term: Server Stability. Respecs, More Bo Skills. Skills tree needs More info. And TO KEEL THE GOLD SPAMMERS.
Mid Term: More content, Ship customization, More Content, Better Player customization(I.E. More Skins, Skin Shininess, Multiple arms legs, No Nose. ETC), More Content.
Long Term: Ready Room, more Ship access( I dont need the whole ship just the important parts like engineering and Medical.) More Content.
- Reward healing and damage taken and not just damage done in fleet actions
- Add "Klingon Available!" upon unlocking the Klingon playable faction OR
- Simply remove the requirement for unlocking the Klingon playable faction
- A way to identify key vendors / quest givers via the map/mini-map in non-mission situations
- Differentiation between "Ground" and "Space" skills for officers in the officer training vendor
- More character slots
- "Match ship speed" option in space
- Option to show uniforms when in non-combat situation - the armor is not nearly as cool or customizable as those uniforms that we never see after we get armor.
Mid Term
- Increase the radius in which ships can move on the z (i.e. up/down) axis to make it easier for us to reach objects directly
- Fix grouping to allow a pre-made party to all participate in the same missions/fleet actions
- Options for increased difficulty (a slider or command prompt perhaps) for solo or premade/fleet groups
- Better documentation on skills and bridge officer skills - currently learning by trial-and-error
- Memory Alpha crafting needs status updates to let us know when other vendors are available
- Memory Alpha needs to have more meaningful rewards - in the time it takes to collect everything for level II/IV weapons, it is possible to have gotten to the next tier of gear via leveling
- More fleet actions in general, especially at end-game.
- More PVE content for Klingons
- Heavier scripted missions - if we are defending a ship, give it the chance of actually dying so that there's something at stake.
Long Term
- Non-combat missions that involve more than reading text and hitting "x" five times. As other posters mentioned, some kind of decision-making that can change the outcome would be nice.
- "Exploration" overhaul. I want to "feel" like I've gone to the edges of the galaxy, far away from Sol, finding a system no one else has visited. Flying around in a box "scanning" random phenomenon does not accomplish this
- Ability to operate missions from the bridge, espcially non-combat.
- Ability to visit other ships and potentially help run a specific sub-system.
- - Make sector maps a navigation tool and give us WARP. Starfield Warp!!!!!!! First person preferred.
- Fix currency - energy is currently devalued and other forms of currency are hard to get and usually not worth the paltry rewards.
- Crafting - we need something to do and a reason to interact with other people when we aren't shooting things on the ground or in space. Give us something like "explorers" who can find rare artifacts, "engineers" who can do things with those artifacts to create useful items, etc etc
- More playable factions
- BIGGER everything - bigger planets, bigger systems, bigger sector maps. Everything feels way too box-like.
Short-Term:
Complete auto-fire accessibility in space. The game can handle it, we know it can since there's a bug where people can set all their weapons to auto-fire! But the game won't let us do it normally?!
More missions for Level 40+
Mid-Term:
More mission content overall, CHOICES in missions that affect the mission(Diplomacy versus violence, for example)
Long-Term:
Holodecks :: Let us play "Classic Events" such as the Kobayashi Maru test, the battle at Wolf 359 and the battle against the Borg Cube at the start of First Contact. Let us play "Test run" missions where we get to try out different types of ships at lower levels(Obviously little to no experience for these, it's just so you can see what you like).
Reputation :: Attached to the "Choices" of mid-term, as you choose peace or violence the NPCs will respond to you differently. Possibly offer up different missions based on how the player has acted in other missions, for example "Violent" captains would be more likely to get "Go murder/kill a space station of possible badguys for us" whereas diplomats would get more "Escort so and so to here".
SHORT TERM
1. Additional playable races (within the Federation/Klingon factions)
2. Additional costumes, character modifications, equipment, items, etc. (Original Series Outfits, miniskirts, TNG/DS9 uniforms, alien outfits.)
3. Additional ship designs/pieces within each class of ship. (For example, more "pieces" to be able to configure your Science Vessel, Escort Vessel, etc.)
4. The ability to set a course and travel from one planet to another across sector blocks without having to constantly replot your course.
5. Improved functionality of Exchange (better search, sorting, filtering)
6. Fix the UI so it saves your setting and works right
7. The ability to see quest rewards (items, skill points, etc) after you have accepted the quest. (Currently, you can only see this when you accept the quest and when you turn it in.)
MID TERM
1. VOICE dialogue! The handful of missions with true audio are so much better than the ones where you just have to read the text. It helps to immerse you in the game if the dialogue is all spoken, instead of read.
2. Additional story missions in existing maps (these are the best missions in the game!)
3. Additional Patrol/Defend/Explore mission in existing maps at each level (Lt. Com, Com, Capt, etc.)
4. New/Added Skills & Character Traits for yourself and bridge officers
5. The ability to create an office Hierarchy and assign a First Officer, Chief Engineer, Doctor, etc., with skills/traits associated with those positions.
6. Better crafting system (Memory Alpha sucks)
LONG TERM
1. Additional playable factions (Romulans, Cardassians & Dominion)
2. Expansion of the "Universe" to be able to visit additional locals seens in Star Trek that area not yet in the game.
3. Ship interactivity: The ability to interact with you ship, walk to engineering, maybe take a shuttle from Space Dock to your ship and fly around the exterior like those great scenes in so many Star Trek movies!
short term:
weapon groupings with expanded autofire function. basically you can link weapons into groups so one button toggles that groups autofire on and off.
medium term:
real pvp with territory control and a reason to play, this was what the game was advertised to us as. but it's a war that doesn't feel like a war at all.
Now:
Fix the "Server Not Responding" and rubber-banding!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Mid:
Fix the weapons instant pop ups when hovering over them at a shop. I'd like to actually look at the weapon, but can't see it if I am any near it with the mouse. Scrolling is annoying with thees instant pop-ups.
Long:
More Bridge office skills. Only 2 space for Engineering BO at Captain, really? Also list powers in groups like Space and Ground on the people you can buy powers from. Its a pain to go through looking for space powers when you have to figure out if it is a ground power.
short term: Fix mission bugs: The " shut off surveliance system" mission i did yesterday was VERY buggy!
Better description of skills, weapons, equipment. Eliminate the " dropdowns" that appear when you mouse over something, makes it hard to see what you are actually chooseing!
AI: characters get stuck all the time, and for some reason whenever i equip the fire extinguisher to one of them,, they try to use it as a weapon even when there is no fire!
Ship movement: Can turn or manouver as a starship could,,, there are many trek episodes where the enterprise does a complete 90 turn almost on its access then shoots the heck oughta something!
Mid-term More missions for each lvl character. Im a lTCOM 6 and im not getting any new missions.
Tricorder gives you hints where you need to go when searching for something to scan, other then ANOMOLIES. The tricorder should help point you in the general direction of where you need to go no matter what you are doing. The SYSTEM map should have little indicators of where Important things are, not right away but if you fly around for say 5 minutes and dont find anything then a little dot should pop up that shows you where you need to be. Most RPG's do this, and it doesnt make them to EASY most of the time, makes them less aggrivating.
Greater variation of enemy characters: I know the feds are at war with the klingons, the nausicans are involved, but what about the romulans, the packleds, the Jem' hadar? They may already be there i just havent found them yet.
Longterm: missions with STORIES!!!!!!!!! Star Trek is all about character driven STORY!!! I would LOVE to have several missions based in the Alternate universe, or even a couple of time travel missions to " ANCIENT" Earth where the TRIBBLE's are threatening to take over the world,, thats classic trek.
More SHIPS!!! More customization for ships. I love the SHIPBASED mission idea, thats awesome. the Devs did a good job bringing in different parts of the trek universe already, now expanding on that would be the next logical step. This game is AWESOME and has potential to go on for LIGHTYEARS.
EDIT: Also for midterm would like more Trek music. TOS battle music would be nice, the opening of Voyager or DS9, the AWESOME soundtracks from all the movies interwoven into the game would make the game THAT much better! Ok thats all for now!
- Make weapons auto-holster when beaming down to starbases or for non-combat missions.
- Fix Memory Alpha. This means banks, generic Vendors, progress bars. Everything that would make this place useful.
- More "random" content. Missions that Starfleet actually contacts you for. We shouldn't all ways have to call home to see if there is any more work to be done.
- Name the positions we can assign our Boffs to. This would give those slots distinction. (IE: Chief Engineer, Helms Man, First Officer ect.)
Mid-term
- Actual crafting. If this game is going to be something people will want to keep playing past earning the highest rank there needs to be some form of grinding content.
- Turn back on Accolades. For the same reason as crafting. Also a way to data mine for the Accolades we have all ready earned. We shouldn't have to re-do the whole game due to this.
- Fix most doors and/or or Boff pathing. They have no trouble going through doors if I select a point for them to stand at on the other side. Just when they try and walk through in formation they get stuck on the corners. WTF are there those corners there for anyway?
- If there is going to be a skill cap in the game give us the ability to "Undo" our skill selections. Something that isn't really expensive. But this can be an easy money sink if implemented like in CO.
Long-term
- Diplomatic Missions. You did Labor Day very well just assign that guy to make 4-5 of those per rank.
- Introduce missions with a risk of failure that would require you to start the mission (or part of it) over; timers that you have to beat (escape the base before it explodes), the ability for the NPC you're protecting to actually be destroyed/killed, etc.
- An actual manual for this game. Something that lists all the skills and what they do. Like which ones will raise your ships power levels and which only effect skills. It doesn't have to be in paper or even PDF format. We'll settle for something online.
- Complete change in how commodities are handled. What was implemented is an actual hindrance to the game.
LOTS of stuff has already been said and covered so here are some of my priorities.
Short Term (more than 3 because they are quicker IMO)
- auto-holster in Starbases and non-hostile areas
- delay information popups when trying to look at items in inventory (text boxes block view of items)
- correct "loot awards" issue and farming in Starbase 24 et al.
- Space items vs Ground items tabs in inventory so items sort
- "Set Phasers to Stun" option so as I don't have to kill everyone in sight
- random spawn points to avoid camping
Medium Term
- inventory that reflects the fact I have an entire cargo hold of space on my ship
- I'd like to see that Accolades system fixed and in place (perhaps even an Accolades page with Badges)
- far more "Diplomatic" missions that are more imaginative than simply "go scan that rock"
- populated planets (indigenous life forms that are not simply targets)
- more "depth" to episode writing
- missions that REQUIRE certain Boffs, not just tactical officers
Long Term
- larger instances for maps
- true exploration
- persistent PvP areas with actual goals
Warp ainmation has some weared dust twinckle thing that looks terible after the flash and it is out of cannon (http://www.youtube.com/watch?v=KhRqQtqwUFo) cuts of ships going to warp
Auto fire on the ground and in space.
Start with weapons holstered when beamed down.
Mid Term
A tricorder display that comes up. Giving good information, life signs anomalous readings, aloy concentations etc.
Ship sensors along the same lines as tricorder
Long Term
Uprgrade system for low tear ships. (We all have our favorites let us keep using them)
Transwarp network (like the ones we have misons to defend)
Command ship from bridge / First person view on ground
Quarks needs dart board, working dabo table, bar stools (am i suposto stand wile drinking my chatoe picard?), gambling for the afore mentioned. Better drinking system(its a bar!)
-Memory Alpha vendors have some sort of xp bar or quest to show you have progressed through to the next tier. be nice to see which items give the biggest jumps towards the next tier 2.
-when grouped allow us to scan and pick up loot drops without having to cancel group beam downs/beam up or mission progression. can be annoying if you want to quickly get something before you become separated and have to leave/re-enter the instance.
-More interesting Exploration missions.
Mid Term.
-new detailed/in depth crafting system crafting system
-more ground/space fleet actions after crystalline entity.
-More ships especially for admiral tier.
Long Term.
-Large Scale Long lasting Raidisodes, something involving precision, tactics and plenty of team work.
-more ways of personalizing with physical looks of ships.
-alot more ship interiors with the possibility of internal episodes, either involving hostiles or the crew.
please and thank you for at least taking the time to read.
p.s. i know some of these reasons are probably fail, but just suggestions.
- increase max pitch angle to be greater than 45 degrees in space.. it's very limiting, esp for us escort guys running turrets. .. +- 70 or 80 would make it feel far less restrictive
- some sort of open PVP system. I've never had more fun than I did at the end of OB in a BoP, in orbit of Vulcan attacking federation players warping in -- not saying i want to grief, just saying this game is screaming for some sort of open PVP system
- player owned starbases, guild owned starbases, naming discovered star systems and resourcing -- no I don't want EVE, but eve has a lot of kick TRIBBLE mechanics in it that kick TRIBBLE for a reason, they really open up end game
- more, larger ground maps with more stuff to do on them (planet based quests, vehicles, dungeons, bases etc.)
short term - give borg BOs back their specail abilites
Mid term - ship refitting- the ability to move a ship to a higher tier, same number of weapons/consoles/BOs, but using a model from a lower tier. i.e. using a Galaxy, Defiant or Intrepid at endgame..these are the main modern ST hero ships and im sure many people wont want ot give them up when they get to Admiral
Long Term - nothing that hasnt been said before: more ships, factions, sectors, mission types
1) Sort ou the Lag
2) Make it so the thousands of people who have entered there retail key can actually get on the game
3) When on the game in ground PVP change it so science officers cant hold u then pew pew ur dead, then when we re-spawn our keys now working in reverse and our player is invisible but only on our own screen in a death match where we are 1 against 5 opponents plz
Comments
-- Make an on screen ship speed control module that it is and independent object that is movable on screen. It would be a small box or shape that has the Ship Speed bar in it. this would be a mouse over object that also allows my more control over your speed then GO, STOP and GO TOO Fast.
Greater mission variety
Better help text explaining stats and their uses
Content
Medium Term
Additional playable factions
Ability to play the game from the bridge
Content
Long Term
Ability to replace bridge officers on a temporary or ongoing basis with human players
Greater "open world" content with opportunities for long term exploration
Content
To cut a long story short, I'd like this (clicky) please.
1. Increase server capacity. I hate login queus.
2. Better explainations for stats and skills. What exactly does my "Starship Sensors" skill do?
3. Ability to 'bind' your transwarp skill to any starbase you want.
Mid-Term:
1. Built in voice chat software. Since the game has an auto-grouping feature, this would be great to have. If you need an example of what I'm talking about, Turbine has implemented this feature into it's games very well.
2. Add a fleet recruiter on Starbases (put him next to the Fleet Creater). Let players browse through recruiting fleets. Get an idea how big it is, how active it is, and what the main play times are for the fleet.
3. "Shore Leave Bonus." Give some sort of bonus when players are logged out. Either give greater skill point gain or increase skill effectiveness. Afterall, shore leave did improve crew performance in the show.
Long-Term:
1. I want to explore the whole galaxy. There is a lot of content for the whole galaxy, do it.
2. Add more species.
3. Crew protocols. Can learn skills that increase your overall crew performance like "Battle Stations - Reduce ship weapons recharge" or "Medical Alert - Crew loss reduced." So that you can further refine your ships performance.
- More character creator options - long hairstyles, TOS updos, more fabric/less skintight leather, scoop necks, sleeveless, short sleeves, wrap tunics, etc. Off-duty casual clothing (including swimwear for Risa). Multiple uniform slots or just a "closet" system so we don't have to pay money to change clothes.
- Staffing - not an OMG cool thing to think about, but it'll make or break the game. In-game GM response time is abysmal. Offline CS is lacking. DO NOT UNDERSTAFF. This is the achilles heel of the entire industry. Be the team that does it right.
- Content, content, content - The weekly "raidisodes" are a great start, but they're just a start. You need alternate storylines for people who'd like to avoid, for example, violating Romulan soverignty. People who start another Fed character should be able to play through without repeating a single mission. There should be race-specific missions for each species as well. And I put this in the short-term goals because it needs to happen now, not two years from now.
Mid Term
- Branching storylines - Got that content pipeline humming yet? Good, because it's time to tackle something more ambitious. Take the missions off the rails... or at least, add some spurs and sidings to the rail line. I'm not here to sit back and watch somebody else's decisions play out. I'm here to forge my own path. That means if I decide to ignore the distress call and go hunting anomolies instead, I should come back to find the stranded freighter is a burned-out hulk and the raiders are long gone. That means that if I figure out that the Federation rep is an Undine infiltrator in chapter one, I should be able to confirm my suspicions and confront her then and there, instead of being forced to shoot up the peaceful research base before she reveals herself. Make my decisions count.
- New factions - That the Romulans will be a playable faction seems obvious. Get off the whole "thirst for revenge" meme. Revenge for what? The Romulans aren't that irrational. They have an empire to rebuild, and that's not going to be helped along by picking a fight with the biggest kids on the block.
- End the war - There will always be plenty of border skirmishes, black ops and other fun for PvP purposes. You might even split off a rogue Klingon house or two to square off against the newest incarnation of the Maquis. But PvP should always be a sideshow. Return the Federation to its diplomatic roots and forge a peace. There's challenge enough coming in from the Delta Quadrant, the Borg, and various criminal elements amongst all the factions. We don't need a Klingon / Federation war to provide conflict.
Long Term
- Colonization - Community building is the single most important element to the long-term success of any MMO. While there are many tools to build community, the most neglected are systems that allow players to build literal in-game communities. Designer-created social spaces are great, but they don't create the same level of player investment as ownership. Allow people to claim land (or orbital space) and build structures, and they will do what it takes to throw events, draw people in, even create their own adventures for each other - if you give them the tools to do so.
- Civilian careers - closely related to colonization, there are a host of roles in the universe that are not appropriately filled by Starfleet or the Klingon High Command. Traders, pirates, miners, manufacturers... the list is virtually endless. Even Starfleet officers sometimes find themselves in command of a starbase rather than a starship. Move beyond the pew pew of a space combat game and become a virtual world.
- Player-created content - not a step to be undertaken lightly. With this property, you will have to exercise editorial control to insure that each piece of content conforms to the Star Trek universe (and weed out the overt slash). But there is an amazing wellspring of creativity among gamers and Star Trek fans alike. It's foolish not to tap into it -- in a controlled, moderated fashion.
- Server stability and load improvements
- Level caps for rewards in fleet actions
- Bug fix for the issue where unlocked uniforms cannot be selected at the tailor (though they can in character creation itself); I can't get my unlocked uniforms to stick on my bridge officers at all
- Making the Delta Volanis "give the planet some commodity goods" missions require fewer commodities than 10
- Fixing group-unfriendly bugs, like the missions which repeat NPC dialogue popups
- Tweak solo space-combat difficulty up slightly to match the better overall difficulty of group-scaled missions
Mid Term
- Increased variety in exploration missions, including more diplomatic missions, preferably with some that have branching negotiation conversations of some sort
- Differentiate AIs some more across races -- not just available abilities, but also flight patterns and the like to give space fights more flavor and variety
- Integrated voice comms for teams. Ventrilo/TS are great for fleets, but if you want to foster pick-up groups and open teaming while providing a compelling challenge, we can't rely on typing
Long Term
- Increase opportunity for player ship differentiation, perhaps through customized modifications that could, for isntance, allow for promotion of a bridge officer station at later tiers (to allow a Lt.C of your secondary officer type, for instance) or modification of base stats
- Pile on the episodic content at all levels to both increase replayability and provide "end-game" content
- More fleet actions, possibly including ones with a more scripted feel of progression that require a bit more coordination and cooperation than current fleet actions
- Scripting in different "personality archetypes" for us to assign to our bridge crew, so that they would have different tones or responses to mission events when they report them to us. Also, revisit the bridge crew voices
I would love to be able to BE trained by bridge officer candidates, not just my BOs. "Mind if I tag along for that Tahyon Beam III seminar?" Probably game-breaking, but what the hey. Maybe being able to "cash them in" for a handful of skill points would work?
A real manual. What the hell do my skills do? I don't know until I actually get an ability and by then it's a moot point. How does Memory alpha work? Etc. The current "manual" is all about pew pew pew and nothing else.
Realistic space movement. I hate being 9km directly below a target and neither of us can do a damn thing until we spiral closer to one another instead of moving in a straight line.
Mid:
Stop with the "set phasers to burn-his-soul-from-within." When a Federation character defeats an opponent with an exploit attack, it disintegrates the living excrement out of the target (including with "lunge" which just makes no sense at all). which just doesn't feel right. I would like Federation "kills" to look like the target is passed out (still out of gameplay of course, just a cosmetic change) while perhaps all Klingon kills (with energy weapons) should maybe be disintegrations whether or not it's from an exploit attack. Even a toggle in the options somewhere would be great.
Bat'leths: Add uncommon, Rare, very rare, etc. Bat'leths. One with an exploit attack would rock. But no disintegrations, please! I don't care HOW hard you hit the guy!
An ear-worm-style mission where you have to fight your way past your own bridge officers, who are being controlled by a hostile force. (Again, no disintegrations. I don't want to hand the doctor a pile of ash and ask "is it serious?")
More tribble types! A genetics lab where you can mess with them! Maybe a mission where they take over the ship, or you accidentally create a giant one that tries to eat you and the crew. nom nom nom nom.
Long:
Fleet "Bases"
Random events
Short Term
1. Auto-refire available for all weapons on the ship, - I am flying a super space ship and they can not macro that stuff?
2. Auto-holster weapon - Everyone agrees
3. Better scoring in fleet actions and the like, that takes into account not only DPS, but healing, tanking, and scaling based on rank/level, so Commander Escorts don't automatically beat Lt-Cmdr science ships, etc.
4. Speed up the ground combat a little. 20 phaser-shots to the face and the NPC baddies still aren't dead? I often feel it takes twice as long to get through a group of bad guys than it should.
5. Quicker reaction to bugs - I getting annoyed at the CE being one hit one killed all the time
Medium Term
Long Term
I want crafting, and I want my crafting affected by my BOs. So for example i can train an engineer, make him my head engineer and every now and again he improves something on my ship with stuff i have found. not so much trade more, I want this from that item and this from that.
I understand why you have needed to instant everything, but the game right now does not feel like a big space game, its 3-4 people on a map floating around. Improve perfomance and have LESS instances
I want internal ship stuff, fun interesting and allows some personalizion of the game enviroment and everyone like putting their mark on stuff. My only request here is to make it relative to the enviroment, So if i am in my ship out side a starbase I can see that starbase out of a window, This should not be that hard since the game must know where your ship is even if you are on the group (in your ship)
A better random mission generator that is split between the different mission times, For example an explore might have to map a whole system and mark all the planets down and scan them for life. I think exploring needs to feel more free range where as now i know i am on a grid about yay big. Tachical will be kill stuff, and engineer might be go to this base collect this parts, make them in to something (option of a few things) then use it to defeat the bad guys/
I like the idea of player created space, (yes eve(ish)) So fleets could form up and take on other fleets, the problem here is the IP, how much creative direction can to push the story? could you for instance create a whole new TEAR in space that opens in to a MIRROR univs that is unclaimed and the Fed and other races have left it to the fleets to desicide who gets it?
I want missions that conform to the prime directive, so i one day want to find a planet full of hot sexy dominating women (STNG:SE01:EP11?12?) and I have to assist in some way without killing. Also these missions of dispolacy, CAN BE FAILED and reflected. For example if i go to some world, kill someone, i doubt i would be that welcome back SO lets get some standings for Dispolamcy
I can see why i made captin on my first day, my crew can not think for themselfs, i mean they can not do anything without being told. For example on exploration missions (ground) why can not not split the away team in to smaller teams, and send them in different directions and get them to report back? I AM A LAZY CAPTIN i get other people to do the work
I am going to say it again, A better RANDOM mission generator, at present you have a system that select a mission from a list randomly and then do that mission. Might be different ground skin but the mission is the same. I would like to see longer missions that have different random selections, so break a long mission in to 4 parts. You do part 1, based on the outcome you then random part 2, part 1 and 2 completed ramdon 3. That way you could do the same mission a few times and at some point it is going to be different.
this is not short and sweet
1, Let me see some info on my characters in the character list. Seriously, we can't even see what race we are. It's ridiculous!
2. Give us more character slots. You can't seriously expect me to first pay for the subscription, and then pay extra to play with more than three characters? What's next? Pay real money for fuel for the spaceships?
3. Fix the servers. I tried playing yesterday, but was disconnected literally one second after I logged in three times in a row and gave up.
Medium term
1. Give us more variation. I know it's Star Trek, but there has to be more than pew-pew. Right now it's not 'to boldly go where no one has gone before' as much as 'to boldly go to war with the rest of them.' Of course I know we are at war, but the story was made for the game, not the other way around.
2. Casual clothing. Uniforms are fun and all when you are on duty, but what about when you are off-duty? Do you sleep in your uniform? And btw lack of character customization is the number one reason why I left Dungeons & Dragons Online, and one of the biggest reasons why I stuck to Lord of the Rings Online.
3. Did I mention variation?
Long-term
1. Big, open planets: It's not that I don't like the game, I really do. But imagine a a planet with a huge, open world that takes thirty minutes minimum to cross on foot? Evendim and Forochel are just two huge areas that were added for free in LotRO. And what about an expansion the size of Mines of Moria, based entirely on a single planet? Now we're talking!
2. Please tell me there are different enemies... So far I've killed borg, klingon and a few other humanoids. This is supposed to be space, right? And you even get to create your own species? So where are all the aliens? I want to explore strange, new worlds and meet stranger friends and enemies. Not just the same enemies over and over. Of course, this point could easily fit into the first one. Maybe an expansion the size of Mines of Moria, complete with brand new enemies? And maybe a few giantic bosses?
3. Relax, I haven't forgotten space. I love that part, but it could have been much better. Ship vs ship combat is fun and all, but how about fighting off aliens? Organic spaceships, creatures living in space and so on, perhaps? Anything is possible. Imagine battling a huge boss that takes at least five or six ships to fight? And I mean boss as in 'ugly space creature', not 'spaceship with more pew-pew'.
Short Term
1. WoK Uniform and the other extra Uniforms fixed for BOFFs.
2. More and challenging diplomatic exploration missions. That means puzzles as well as sneaking missions. At least handcrafted episodes.
3. A system of choices in the episodes, so we can solve those without just shooting.
4. A stunning choice for the phasers so we dont have to kill every guy running around.
5. A littlebit more interaction with BOFFs and more action on the ships bridge
(I imageine the Bridge beeing the starting point for exploration missions, by talking to your Bridge officers you decide wether to approach a planet, searching for enemies in space or looking for some artifacts.)
Mid Term
1. New Mission Branches, not just the mainmissions as a closed story.
2. More RPG, Charaktershaping and full interaction with BOFFs
3. Risa this includes some Minigames for fun.
4. Ship interiors that are in a way interactive
5. Houses that can be visited.
6. Towns that are populated with NPCs you can interact with and find some extra quests on explore missions.
7. A system of moralreputation that is shaped through decisions you make would be awesome.
Long Term
1. Planets that have Fauna and Flora and can be fully explored by the player.
2. Regulary updated Explore missions to keep me interested.
3. New Mainmission Branches.
Short Term:
- Server stability/capacity
- fix bugs in game and billing
- holster wpns as default action
- increase colour palette selection and uniform options
- increase customization choices ship/uniform
- increase dev/community communication- add the ability to instantly travel to sector systems as an option ( we do have warp drive ) and ship speed in general in sectors
- increase lvl cap
- add content PvP/PvE and for Klingon faction
- increase difficulty
Mid Term:
- increase customization choices ship/uniform
- increase dev/community communication
- increase planet sizes for missions ( SWG style )
- trader/crafting system
Long Term:
- the ability to "walk around" your ships ie : actual interacting decks specifically Engineering/quarters/ready room
- the ability to be on our bridge while travelling through a sector and not having the ship "stop" in place.
- the ability to actually have a bridge crew (POB) on a ship while in combat ie: SWG POB ships had repair stations and turrets ie: ship owner is in tactical view and other see him/her in chair and they preform their related skills tasks at the appropriate stations ( POB SWG pilot/navigator seats repair points)
SHORT-TERM
+ Improve the functionality of Exchange searches. Make items sortable by price, for example.
+ Improve ground combat performance, frame-rate and control responsiveness. It often still feels clunky and slow.
+ Fix the UI so that it properly saves settings, especially the hotbar.
+ Make it so that when I holster my weapon, my entire away team holsters their weapons, too.
MID TERM
+ Overhaul Memory Alpha crafting with te following goals: make it more desirable to craft, and make it more clear what a player has to do in order to advance through the crafting tiers. Provide a progress bar that shows how much further a player needs to craft in the current tier, and make it very clear when a player has openened up the next tier.
+ Additional starships customization. Consider introducing the Ambasador, Nebula, Oberth and Excelsior classes to the Federation, and consider allowing players in the Klingon faction to play with the Gorn, Nausican, and Orion ships that are curently used an NPCs in the game.
+ Rebalance the space-to-ground mission ratio in the sector patrols. For instance, Mempa and Hromi sector patrols (Pi Canis sector block) are exclusively space missions, and when done back to back, put the player through some nine consecutive space missions. Every sector patrol should feature at least one of each type, to prevent the content from becomining repetitive and thus monotonous.
+Fleets are in need of some additional functionality and purpose. My suggestions include giving Fleets the ability to buy a base that can mine resources (IE, anamolous data for crafting or to sell on the exchange). Make the bases attackable by enemy faction Fleets, as in City of Villains. Allow the Fleet to deploy turrets and security redshirts to defend the base. Have smoe social options, like a casual clothing slot and a bar/lounge where Fleet members can hang out in and have Fleet meetings in. Etc etc.
LONG TERM
+ Incorporate more non-combat ground missions for the Federation, including diplomatic missions, investigations, first contacts, and so on. Blend in puzzle elements and other non-combat gameplay that can still be challenging and fun, without just talking to a lot of people. In fact, maybe it is even possible to fail these missions? Also, make it so that aliens in a fight surrender from time to time - don't make every battle have to end in death. That is too nihilistic for Star Trek. Have them surrecnder and drop loot, then become unattackable and warp away.
+ Add a third faction, preferably an alliance between the Romulans and Cardassians. There is a precedent for this - the Tal'Shiar and Obsidian Order teamed up to attack the Founders' homeworld in Deep Space Nine. Then, once you've got three factions, incorporate an "RvR' style territory-control end game such as that used in Dark Age of Camelot. This worked pretty well with three factions in DAoC, and would make sense if all three of these galactic powers were in a war with each other. it would provide a fun and compelling end-game option.
+ More Bridge Officer functionality. Allow players to deignate one of their Bridge Officers as a "First Officer". This Boff would grant some small additional static bonus to the ship and away teams. Allow players that attend social functions to bring their "XO" with them. Allow players to do "remote chat" or "remote emotes" through their bridge officers, for role-playing purposes. (This was a fun feature in Anarchy Online). Incorporate more Boffs of varying rarity. Let me have a bridge officer promotion ceremony where all of my other Boffs can attend and wear 'dress uniforms' that I design.
+ Beef up the social gameplay. Give players a reason to congregrate and hang out. Add more emotes, add a casual clothing slot and a dress uniform slot. Let me bring one Bridge Officer of my choosing to social occasions, to beef up the crowd a bit and add immersion. Let us put on swimsuits and go party on Rise. Give us silly social toys like fireworks, music players, strobe lights, stuff to party with. Let us play instruments. All of these things will help to build a stronger community and allow players to hold social events, parties, ceremonies, and so on. These social bonds give the players a reason to stay subscribed.
Whew! Please forgive any typos up there, I hammered this out pretty fast.
I could have gone on, but I've already taken up more than my fair share of time. Thanks for your ear, developers.
1 Finish the Klingon faction. They need to have the same amount of content that the feds have. Saying that they are the pvp faction doesn't work.
2. Increase server size.
3. Fix uniforms and add more uniform customization.
Mid Term
1. More mission variety please. Add real diplomacy missions, not just the silly "we need ten replicators" missions. Also more missions that challenge your way of thinking not just your phaser skills. Refer to "City on the Edge of Forever" for a good idea of what I mean.
2. More Klingon content.
Long Term
1. More factions such as Romulans are hopefully a given, but please don't try to make them "unique" like you did with the Klingons. Make the content unique, but not the amount or access to either pvp or pve unique.
2. Customizable ship interiors. I personally want a ready room where I can put a trophy or talk to starfleet if I want to do it from there instead of the comm badge by the map.
Another short term (immediate really) fix is we need better targetting reticles on both the map and on the screen (seriously, especially in space. It's WAY too hard to figure out which target you have active and even harder when there are enemy ships eveywhere. They should be VERY CLEARLY MARKED on both your screen and especially your MAP, both the mini-map and especially the main "M" map). Why aren't enemies better highlighted in STO space battles? Finding which ship you have targetted is currently a huge issue. Currently the best way to sort out which ship you have selected (especially when you can't see the [very weak and cheesy slightly-brighter] orange border) is to watch where your phaser/torpedo fire is actually going (???) that's crazy!!
Mid-term goals, better travel scheme including truer time-passage (still not a TON so you don't gimp the casual player who has a family and can't spend 4hrs a week travelling across the servers). Basically in warp you can meet your Bridge Officers in a Ready Room (ala the Bridge instance within your own ship) and others in your Team can be invited as well as you all conduct your warp to your intended destination. Here you can prepare for battle, go over space/ground tactics, etc (basically, like the idea above and the ones coming below, it allows for proper/realistic IMMERSION and ROLEPLAYING which are sorely lacking right now)! Let our Bridge Officers shine more, not just in ground combat or the basic/cheesy bridge zone we have now. Expand our combined universe to include Ready Rooms, Captain's Quarters (see below) and perhaps even give our BOs their own quarters on our ships that we can also customize and visit just like we can w/their outfits.
Long term goals, housing in the form of a cabin on your ship (DUH)!!! Player housing in STO is a slam dunk grade school solution that a zero year old could solve...we're commanders of our own SHIPS people (our "player housing" should be a fully customizable cabin, Captain's Quarters, on our given ships baby, and just like SWG and Eq2 we can fully customize the interiors w/decorations, loot and crafted items, etc...and best of all, OF COURSE, just like Star Trek, we can have guests)!! You can even expand this idea to have player housing "zones" that are situated in orbit around special planets/zones to keep the population currently in their "homes" out of harms way...and off the main servers for gameplay/performance issues (housing instances in strategic and logical locations, including in orbit around earth and her space station or other major stations/planets/systems galaxy wide...AWESOME)! Also, like othe combat condition restrictions mentioned above re: defeat repairs (and those already in place re: warping out or full impulse) you cannot be in your cabin or Ready Room instances if combat parameters are in place for your vessel.
Lastly on a similar note I'd like to see pulling into a space station to feel more real, more visceral (like parking lot spots, not this overlapping crashing into other ships fire drill we have now). When we "put in" to port (space station or planetary orbit) it should "fit" and feel real. Let's expand the inside of ships (and for a REAL long term goal how about letting us PLAY and fight [PvEvP] on our BRIDGE, please please please)! a 3D tactical map on-screen or something and have we as player Captain's issue button-click orders in verbal format to our BOs who then actually execute the battle commands (just like...well....Star Trek and/or real life)!
This is NOT a high fantasy game (Dark Elves and Dragons and soul binding) this like SWG and many other MMO games should adhere strictly to true reality/physics and that includes "dying" and combat as well as travel and player housing!
I have LOTS more ideas where this came from, and with a passion for games (online and otherwise) and a very crafty mind for both mechanical and social aspects of STO and other huge/global games I think my voice and those of other intelligent folks should not only be heard but elevated/escalated to get these things explored and implemented...this is just the tip of the idea iceberg, I have tons of voicenotes on my Blackberry about STO already and these are but a few of the biggest and most important. There's ideas around more content (a major issue, your cut/paste missions are fooling no one) and even around having a neutral faction that can deal w/all sides, smuggle, etc (heck maybe even the limited/epic/one-time ability to betray or change factions someday)!!! Let's just be blunt ok? This fanbase is the best ever short of Star Wars perhaps...let US help you develop and groom STO for 3-5 years to come and you will make one of the greatest games of all time and TONS of money (Atari).
[edited] Two more long range ideas: have the Ferengi Cargo Ships (or Merchants on base) buy items from us for MORE than Starfleet (offering the BEST price) after a certain amount of transactions, gaining their trust almost like a criminal element would watch a newcomer suspiciously for a time (say 60k Energy Credits worth of gear sold, possibly taking weeks to accomplish, to "unlock" Ferengi merchant benefits in due course). Secondly, to help make the game "bigger" let's stretch OUT each sector block (expand by say, 4x's larger than now) and brush in some content to fill the void as well as increasing the immersion by increasing the time to travel (mitigated however by the best part of this idea: you can have the Exploration Arm type instances dotted across regular sector space [no cheesy overdue of the enemy signals needed]. This way we get a random roll of what we encounter should we decide to detour in as we travel the new, larger sector blocks in warp. Best of all, if you're in a full group you have a rare chance of unlocking "Wargames" where all team ships are in "full simulator" mode and you get to DUEL your own faction to have fun, test/practice tactics, whatever)! Pretty awesome stuff huh? Admit it
[edited again] 2 more long-term ideas. I just got a Science slanted award set to pick from for completed mission in Pi Canis Sector. 2 were Deflectors with +12 and +19 Science Systems buffs and I can't recall the other 2 choices. We should be (and it can be roleplayed) allowed to have our Engineering Officers "customize/modify" the given award pieces to choose which actual systems get buffed but @ the default values currently offered (say for the +12 slot pick Emitters and for the +19 pick Sensor Arrays so you can truly focus your pathing/skills for you and your crew even down to the items you install on your vessel and have your awesome/talented crew "modify" them to explain how/why you pick as you do in the NPC reward/dialog menus)! Secondly, instead of the current force-fed ship templates regarding Bridge Officers (who can sit where, and when they can finally sit there) make it so that you at LEAST can pick which secondary Lieutenant Chairs to install (of the two "off" professions that don't align w/the ship type [Engineering, Tactical, Science as it were]). This way you allow even more skill focus via reward items and ship types by letting us tweak current offerings (by getting a choice of system buffs within the current loot table and by allowing us to manually pick the off-profession Lieutenant/Commander NPC chairs available as we level up. Example: instead of one Lt Chair for Tactical and one for Science we could pick two Tactical or two Science based on how we want to sub-focus our crew and snipe further and cleaner into our builds when also factoring in skill boxes). Best yet, these last two ideas could consume Merit Points because in order to allow modified/custom Starfleet-issued components (since coming from reward/promotion) you have to have some weight w/them via your accomplishments...energy credits are foolish to consider here.
Mid Term: More content, Ship customization, More Content, Better Player customization(I.E. More Skins, Skin Shininess, Multiple arms legs, No Nose. ETC), More Content.
Long Term: Ready Room, more Ship access( I dont need the whole ship just the important parts like engineering and Medical.) More Content.
Mid term: , neutral faction for crafters / traders, with a real developed crafting and resource system , spacestations for guilds
Long term: more factions and gamma + delta quadrant
- Reward healing and damage taken and not just damage done in fleet actions
- Add "Klingon Available!" upon unlocking the Klingon playable faction OR
- Simply remove the requirement for unlocking the Klingon playable faction
- A way to identify key vendors / quest givers via the map/mini-map in non-mission situations
- Differentiation between "Ground" and "Space" skills for officers in the officer training vendor
- More character slots
- "Match ship speed" option in space
- Option to show uniforms when in non-combat situation - the armor is not nearly as cool or customizable as those uniforms that we never see after we get armor.
Mid Term
- Increase the radius in which ships can move on the z (i.e. up/down) axis to make it easier for us to reach objects directly
- Fix grouping to allow a pre-made party to all participate in the same missions/fleet actions
- Options for increased difficulty (a slider or command prompt perhaps) for solo or premade/fleet groups
- Better documentation on skills and bridge officer skills - currently learning by trial-and-error
- Memory Alpha crafting needs status updates to let us know when other vendors are available
- Memory Alpha needs to have more meaningful rewards - in the time it takes to collect everything for level II/IV weapons, it is possible to have gotten to the next tier of gear via leveling
- More fleet actions in general, especially at end-game.
- More PVE content for Klingons
- Heavier scripted missions - if we are defending a ship, give it the chance of actually dying so that there's something at stake.
Long Term
- Non-combat missions that involve more than reading text and hitting "x" five times. As other posters mentioned, some kind of decision-making that can change the outcome would be nice.
- "Exploration" overhaul. I want to "feel" like I've gone to the edges of the galaxy, far away from Sol, finding a system no one else has visited. Flying around in a box "scanning" random phenomenon does not accomplish this
- Ability to operate missions from the bridge, espcially non-combat.
- Ability to visit other ships and potentially help run a specific sub-system.
- - Make sector maps a navigation tool and give us WARP. Starfield Warp!!!!!!! First person preferred.
- Fix currency - energy is currently devalued and other forms of currency are hard to get and usually not worth the paltry rewards.
- Crafting - we need something to do and a reason to interact with other people when we aren't shooting things on the ground or in space. Give us something like "explorers" who can find rare artifacts, "engineers" who can do things with those artifacts to create useful items, etc etc
- More playable factions
- BIGGER everything - bigger planets, bigger systems, bigger sector maps. Everything feels way too box-like.
Complete auto-fire accessibility in space. The game can handle it, we know it can since there's a bug where people can set all their weapons to auto-fire! But the game won't let us do it normally?!
More missions for Level 40+
Mid-Term:
More mission content overall, CHOICES in missions that affect the mission(Diplomacy versus violence, for example)
Long-Term:
Holodecks :: Let us play "Classic Events" such as the Kobayashi Maru test, the battle at Wolf 359 and the battle against the Borg Cube at the start of First Contact. Let us play "Test run" missions where we get to try out different types of ships at lower levels(Obviously little to no experience for these, it's just so you can see what you like).
Reputation :: Attached to the "Choices" of mid-term, as you choose peace or violence the NPCs will respond to you differently. Possibly offer up different missions based on how the player has acted in other missions, for example "Violent" captains would be more likely to get "Go murder/kill a space station of possible badguys for us" whereas diplomats would get more "Escort so and so to here".
SHORT TERM
1. Additional playable races (within the Federation/Klingon factions)
2. Additional costumes, character modifications, equipment, items, etc. (Original Series Outfits, miniskirts, TNG/DS9 uniforms, alien outfits.)
3. Additional ship designs/pieces within each class of ship. (For example, more "pieces" to be able to configure your Science Vessel, Escort Vessel, etc.)
4. The ability to set a course and travel from one planet to another across sector blocks without having to constantly replot your course.
5. Improved functionality of Exchange (better search, sorting, filtering)
6. Fix the UI so it saves your setting and works right
7. The ability to see quest rewards (items, skill points, etc) after you have accepted the quest. (Currently, you can only see this when you accept the quest and when you turn it in.)
MID TERM
1. VOICE dialogue! The handful of missions with true audio are so much better than the ones where you just have to read the text. It helps to immerse you in the game if the dialogue is all spoken, instead of read.
2. Additional story missions in existing maps (these are the best missions in the game!)
3. Additional Patrol/Defend/Explore mission in existing maps at each level (Lt. Com, Com, Capt, etc.)
4. New/Added Skills & Character Traits for yourself and bridge officers
5. The ability to create an office Hierarchy and assign a First Officer, Chief Engineer, Doctor, etc., with skills/traits associated with those positions.
6. Better crafting system (Memory Alpha sucks)
LONG TERM
1. Additional playable factions (Romulans, Cardassians & Dominion)
2. Expansion of the "Universe" to be able to visit additional locals seens in Star Trek that area not yet in the game.
3. Ship interactivity: The ability to interact with you ship, walk to engineering, maybe take a shuttle from Space Dock to your ship and fly around the exterior like those great scenes in so many Star Trek movies!
weapon groupings with expanded autofire function. basically you can link weapons into groups so one button toggles that groups autofire on and off.
medium term:
real pvp with territory control and a reason to play, this was what the game was advertised to us as. but it's a war that doesn't feel like a war at all.
long term:
romulan playable faction.
Fix the "Server Not Responding" and rubber-banding!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Mid:
Fix the weapons instant pop ups when hovering over them at a shop. I'd like to actually look at the weapon, but can't see it if I am any near it with the mouse. Scrolling is annoying with thees instant pop-ups.
Long:
More Bridge office skills. Only 2 space for Engineering BO at Captain, really? Also list powers in groups like Space and Ground on the people you can buy powers from. Its a pain to go through looking for space powers when you have to figure out if it is a ground power.
Better description of skills, weapons, equipment. Eliminate the " dropdowns" that appear when you mouse over something, makes it hard to see what you are actually chooseing!
AI: characters get stuck all the time, and for some reason whenever i equip the fire extinguisher to one of them,, they try to use it as a weapon even when there is no fire!
Ship movement: Can turn or manouver as a starship could,,, there are many trek episodes where the enterprise does a complete 90 turn almost on its access then shoots the heck oughta something!
Mid-term More missions for each lvl character. Im a lTCOM 6 and im not getting any new missions.
Tricorder gives you hints where you need to go when searching for something to scan, other then ANOMOLIES. The tricorder should help point you in the general direction of where you need to go no matter what you are doing. The SYSTEM map should have little indicators of where Important things are, not right away but if you fly around for say 5 minutes and dont find anything then a little dot should pop up that shows you where you need to be. Most RPG's do this, and it doesnt make them to EASY most of the time, makes them less aggrivating.
Greater variation of enemy characters: I know the feds are at war with the klingons, the nausicans are involved, but what about the romulans, the packleds, the Jem' hadar? They may already be there i just havent found them yet.
Longterm: missions with STORIES!!!!!!!!! Star Trek is all about character driven STORY!!! I would LOVE to have several missions based in the Alternate universe, or even a couple of time travel missions to " ANCIENT" Earth where the TRIBBLE's are threatening to take over the world,, thats classic trek.
More SHIPS!!! More customization for ships. I love the SHIPBASED mission idea, thats awesome. the Devs did a good job bringing in different parts of the trek universe already, now expanding on that would be the next logical step. This game is AWESOME and has potential to go on for LIGHTYEARS.
EDIT: Also for midterm would like more Trek music. TOS battle music would be nice, the opening of Voyager or DS9, the AWESOME soundtracks from all the movies interwoven into the game would make the game THAT much better! Ok thats all for now!
- Make weapons auto-holster when beaming down to starbases or for non-combat missions.
- Fix Memory Alpha. This means banks, generic Vendors, progress bars. Everything that would make this place useful.
- More "random" content. Missions that Starfleet actually contacts you for. We shouldn't all ways have to call home to see if there is any more work to be done.
- Name the positions we can assign our Boffs to. This would give those slots distinction. (IE: Chief Engineer, Helms Man, First Officer ect.)
Mid-term
- Actual crafting. If this game is going to be something people will want to keep playing past earning the highest rank there needs to be some form of grinding content.
- Turn back on Accolades. For the same reason as crafting. Also a way to data mine for the Accolades we have all ready earned. We shouldn't have to re-do the whole game due to this.
- Fix most doors and/or or Boff pathing. They have no trouble going through doors if I select a point for them to stand at on the other side. Just when they try and walk through in formation they get stuck on the corners. WTF are there those corners there for anyway?
- If there is going to be a skill cap in the game give us the ability to "Undo" our skill selections. Something that isn't really expensive. But this can be an easy money sink if implemented like in CO.
Long-term
- Diplomatic Missions. You did Labor Day very well just assign that guy to make 4-5 of those per rank.
- Introduce missions with a risk of failure that would require you to start the mission (or part of it) over; timers that you have to beat (escape the base before it explodes), the ability for the NPC you're protecting to actually be destroyed/killed, etc.
- An actual manual for this game. Something that lists all the skills and what they do. Like which ones will raise your ships power levels and which only effect skills. It doesn't have to be in paper or even PDF format. We'll settle for something online.
- Complete change in how commodities are handled. What was implemented is an actual hindrance to the game.
Fixing fleet permissions bug
Sector contacts attacking you
Sort by price/item/date/rarity in the exchange in a single page view
Medium term
Fleet notes on people
Fleet auctions that go straight into fleet bank when sold.
Greater ship customisaiton
Long term
Fleet stations/planet bases
Fleet v Fleet pvp
dont have a 3rd long term atm
Medium Term:
Long Term:
Short Term (more than 3 because they are quicker IMO)
- auto-holster in Starbases and non-hostile areas
- delay information popups when trying to look at items in inventory (text boxes block view of items)
- correct "loot awards" issue and farming in Starbase 24 et al.
- Space items vs Ground items tabs in inventory so items sort
- "Set Phasers to Stun" option so as I don't have to kill everyone in sight
- random spawn points to avoid camping
Medium Term
- inventory that reflects the fact I have an entire cargo hold of space on my ship
- I'd like to see that Accolades system fixed and in place (perhaps even an Accolades page with Badges)
- far more "Diplomatic" missions that are more imaginative than simply "go scan that rock"
- populated planets (indigenous life forms that are not simply targets)
- more "depth" to episode writing
- missions that REQUIRE certain Boffs, not just tactical officers
Long Term
- larger instances for maps
- true exploration
- persistent PvP areas with actual goals
I've already posted too many so I'll stop.
Cheers!
More_To_Come_Canuck
Warp ainmation has some weared dust twinckle thing that looks terible after the flash and it is out of cannon (http://www.youtube.com/watch?v=KhRqQtqwUFo) cuts of ships going to warp
Auto fire on the ground and in space.
Start with weapons holstered when beamed down.
Mid Term
A tricorder display that comes up. Giving good information, life signs anomalous readings, aloy concentations etc.
Ship sensors along the same lines as tricorder
Long Term
Uprgrade system for low tear ships. (We all have our favorites let us keep using them)
Transwarp network (like the ones we have misons to defend)
Command ship from bridge / First person view on ground
Quarks needs dart board, working dabo table, bar stools (am i suposto stand wile drinking my chatoe picard?), gambling for the afore mentioned. Better drinking system(its a bar!)
Short term.
-Memory Alpha vendors have some sort of xp bar or quest to show you have progressed through to the next tier. be nice to see which items give the biggest jumps towards the next tier 2.
-when grouped allow us to scan and pick up loot drops without having to cancel group beam downs/beam up or mission progression. can be annoying if you want to quickly get something before you become separated and have to leave/re-enter the instance.
-More interesting Exploration missions.
Mid Term.
-new detailed/in depth crafting system crafting system
-more ground/space fleet actions after crystalline entity.
-More ships especially for admiral tier.
Long Term.
-Large Scale Long lasting Raidisodes, something involving precision, tactics and plenty of team work.
-more ways of personalizing with physical looks of ships.
-alot more ship interiors with the possibility of internal episodes, either involving hostiles or the crew.
please and thank you for at least taking the time to read.
p.s. i know some of these reasons are probably fail, but just suggestions.
- some sort of open PVP system. I've never had more fun than I did at the end of OB in a BoP, in orbit of Vulcan attacking federation players warping in -- not saying i want to grief, just saying this game is screaming for some sort of open PVP system
- player owned starbases, guild owned starbases, naming discovered star systems and resourcing -- no I don't want EVE, but eve has a lot of kick TRIBBLE mechanics in it that kick TRIBBLE for a reason, they really open up end game
- more, larger ground maps with more stuff to do on them (planet based quests, vehicles, dungeons, bases etc.)
ok that's 4.. who's counting!
Mid term - ship refitting- the ability to move a ship to a higher tier, same number of weapons/consoles/BOs, but using a model from a lower tier. i.e. using a Galaxy, Defiant or Intrepid at endgame..these are the main modern ST hero ships and im sure many people wont want ot give them up when they get to Admiral
Long Term - nothing that hasnt been said before: more ships, factions, sectors, mission types
2) Make it so the thousands of people who have entered there retail key can actually get on the game
3) When on the game in ground PVP change it so science officers cant hold u then pew pew ur dead, then when we re-spawn our keys now working in reverse and our player is invisible but only on our own screen in a death match where we are 1 against 5 opponents plz