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List your top three short, mid, and long-term requests for the game

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    a) DOFF XP

    I believe the Duty Officer System gives way too much experience.

    (I was level 20-ish last weekend, playing some missions.
    During the week, I just logged in for ten minutes two or three times a day, and assigned as many duty officer missions as I could find [Earth Spacedock, Sirius Sector, Delta Volanis]. To my surprise, I am now level 30 - it feels kinda strange and exploit-ish to gain one level per day just using the DOFFs)

    b) A MANUAL would be very useful to noobs.
    Many concepts are poorly explained by the ingame text; e.g. I still have no idea what a Warzone is and whether or not it's pvp, I wasted at least 2 purple Boff Candidates training white Boffs in useless skills [did not understand the UI], etc.

    c) Market and Mail system needs an update
    Whenever I post stuff, it tells me "Auctionfailed: Item successfully posted".
    I have stuff listed under "Sell" that does not show up when I search for this item in "Buy".
    Is there any way to delete ALL mail at once?

    d) Collected Anomaly Materials: icons too small in R&D:
    When trying to make an item in Memory Alpha, it is very hard to determine which kind of raw material will be used in manufacturing: The icons are too small. Mouseover only gives me the name, which is useless since the stuff is in the bank. Most people seem to use Excel to determine which materials get used.
    Suggestion: Change the mouse-over tooltip to show the Color, Icon, and level marker (Dots) for that material [instead of its name]

    e) BOFF rank / skills UI
    I'd very much appreciate an improved, more understandable way of sorting and upgrading your bridge Officers that does not involve ten minutes of mouse-over and making notes in Excel. [Still frustrated because I wasted at least two purple BOFFs teaching useless skills to the white Boffs from the tutorial. And yes I'm a noob in this game. And yes, I like it a lot, or I wouldn't be writing this message :]
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Size issues: This is very much a short term issue. Why are ships so small and why are interiors so massive? There's never so many players inside your bridge that they need to be the size of a football pitch, I want to see everything toned down to be a bit more realistic.

    In space, I'd like to see better proportions between ships. I understand there's probably a lot of technical issues there, but new players flying their little Miranda's should be awe-struct as they see Galaxy classes flying overhead in the Sol system and Cubes should dwarf everyone. It would make the game feel much more epic.

    ---

    More exploration: Not enough missions focus on exploration, and there's no sense of wonder or adventure from travelling in space. It's just accept mission, travel to planet, beam down/ship combat. The cluster missions do attempt to solve this, but I feel they should be more randomly placed. Things players can stumble upon anywhere, to give us more reason to just randomly explore sections of space.

    It's been discussed before, but we need to get rid of the sectors and open up space into one huge map, have more exploration missions and keep some kind of record as to who first discovered a new planet, who achieved certain things there before, etc. A record of what's happened with others, to add some kind of life to the worlds.

    ---

    More interaction with crew/ship: This is probably my biggest complaint with the game. Your crew are essentially nothing but skill icons. I love the fact that you can completely customise them, it instantly makes you feel much more attached to them, than it would if you were assigned pre-generated NPC's, but I still feel they could have been used better.

    For instance, the shows are always very much about the entire crew of the ship, not just the captain. I would have liked to see the entire crew be much more important to gameplay. When you beam down to an unkown planet, you could play as your security officer. If there's a medical emergency, send down your doctor to play as, etc. Your captain could still be used for diplomatic missions and for use as your general avatar on space stations, etc, but it would make the rest of the crew feel a bit more important.

    There's a similar problem with your ship. Virtually nothing happens on there. There's no missions inside your ship, no activities and just no reason to go inside at all. I want to see a featured series that takes place completely inside your ship (or at least several episodes), with your whole crew having to deal with some kind of issue.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Short
    Update TWOK uniforms with proper ranking system.
    Allow Reassignment of First Officer from NPC to PC at Commander rank

    Mid
    When choosing Dock enter space zone from Docking arm not transporter room.
    Add Transporter room to Starfleet Academy
    Shuttle bay with Energy Credit charge for instant travel to Vulcan, Andoria and Risa to Space dock along with a transport to Shipyard to purchase and upgrade Starships.


    Long
    Move shipyard to Shipyard construction area and load new ships at Space Dry docks.
    Offer special ships and Utopia Planitia Shipyard in Mars Orbit.
    Make Starfleet Academy Optional an Active New Character Training zone with default Cadet Uniform.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Short term
    Make tutorials and cut scenes skip able. By your third character you are sick of the tutorials, and having to watch the same scenes over and over again.

    Midterm
    More stf's. Currently we have 3 ground and 3 space, it gets real boring after a while, yet you are stuck doing them to get the tier 12 stuff and the special sets. Seriously if your gonna make stf's the place for endgame equipment then at least give some variety instead of the same thing over and over again. Have you any idea how boring it is running the same 3 elites billions of times just to get prototype and the rarer prototype drops.

    Longterm
    More episodes in the selection.
    Increase the level cap
    More warzones
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Short Term:

    1. Fix the servers

    2. Fix the endless list of bugs, gamebreaking bugs, and horrible quality control.



    Mid Term:

    1. Improve the servers

    2. Fix the endless list of bugs, gamebreaking bugs, and horrible quality control.



    Long Term:

    1. Maintain the servers

    2. Maintain some quality control, compared to the current, nonexistent, quality control. Actually listen to your players, actually listen to your playerbase when they report the endless list of bug reports, and fix them.




    Did I get my point across?

    You can add all the best content in the world (I won't hold my breath though, because its probably not going to happen), but if the servers which host the players and all this new awesome content can't stay up for more than 24 hours without crashing, and players can't play the game without running into bugs that litteraly make the game unplayable, make the game un-fun to play because of bug exploits, or just make the game annoying because of bugs and lack of quality control leads to missions that break, items that don't work, maps that bug out, missions that bug out, (I can go on, and on, and on).

    When you build something, you don't build the roof first and work your way down. You build a good foundation so that it'll hold the building and any future improvements you make to it.

    ^ And that is NOT the way you all are going about it. You need to get back to basics and fix the things that have been broke for months and years, and get everything stable before you worry about adding even more TRIBBLE to the game which, undoubtedly, will have gone through 0 quality control checks, and will be broke upon release only to be fixed weeks/months later or just never. Don't add more stuff to the mix and make it worse before everything you have at this moment works as intended.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Short-term requests

    Add more maps STF, Fleet action and PVP
    Add more weapons, shields, deflectors,... same hybrids or new equipment (grounds and space)

    Mid-term requests

    Add buy fleet base to fleet
    Add in shops, equipment to base fleet (same tabs fleet bank)
    Add task day or week, defend base fleet to invasi
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Short
    • The ability to skip cut-scenes. I like to watch them the first time I'm doing a mission, but if I repeat it (such as the FEs), it would be nice to bypass them.
    • An option to loot all items dropped in an area.

    Mid
    • Fleet perks.
    • Ability to log out to character selection screen when switching characters, instead of having to log out completely.

    Long
    • More races.
    • Play as an android.
    • Play as an hologram.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Ok i found some posts that mention skipping cinematics. I would like to skip cinematics and cutscenes. The only way I can skip these dam things is when I am with a real person playing the game in a team.
    This person would be the teamleader and has not done the mission before. But the next player can just press spacebar to skip the cinematic and or cutscene. Not sure if you have to have done the mission before to do so.

    Here is my request (quite a few people have allready suggested, and urged developers to implement this):

    Give us lonesome players the opportunity to skip the cutscenes! Imagine how frustrating it can be when you cant skip a dam cutscene, especially the longer ones, when you know the stuff by heart allready!
    I cant think of a modern game that does NOT give people the choice to skip dam cutscenes and cinematics, however beautiful they are!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    1) A way to grind for high end gear without doing STFs. I really do not want to deal with either the guy who does not listen at all, or the guy who knows how to do everything perfect and yells at the team for sneezing the wrong way, quits, and then goes to DS9 or ESD and complains about his last failed STF for the next hour.

    2) Sex changes for bridge officers. We keep getting awarded with male BO that do not fit in with my all female buxom crew. I would think that medical science would have advanced in this area.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Short Term:
    http://www.stowiki.org/Upcoming_content
    Confirm everything on this list will happen by January 30th 2013.
    Fix bugs, keep the players happy.

    Mid Term:
    This may be actually long term but I would like to see the Katana Class Light Patrol Carrier/Escort and the Eisenhower Heavy Cruiser/Carrier added into the game. I know i've heard complaints from the Klingon Faction about the Federation getting some carriers so make it far and give them a new free to play carrier thats..got a battle cloak! That will be totally unfair but I dont care so long as I have a carrier.

    The Katana would be nice for Tactical captains the specs from what I'm going off of is a single hanger bay for fighters in the aft as well as 3 aft weapons and 4 forward as well as a shuttle bay capable of deploying Danube class runabouts in offensive manner. The Katana in the books and fan fictions i've read seems to have it filling the long range reconnaissance and patrol mindset hence the larger hanger bay with runabouts.

    As for the Eisenhower its alot less know but it would be either Engineering Captain favored, worse turn rate than anything in game yet but with two forward fighter bays and an aft fighter bay as well as the capability to deploy heavy troop transports it would be the federations main planetary assault carrier. I believe it should only have 3 forward and 2 aft. The Eisenhower in the fan fictions i've read and books usually fills the role of arriving with a fleet at an occupied planet, helping punch through the enemy fleet and then launching troop transports filled with MACO's to capture the surface.

    These carriers would be rank ships for whatever is coming after Vice Admiral, I'm guessing season 6 should raise the cap to level 60? I know there may/ may not be problems with CBS in getting licenses for these ships (if you need to), and I'm guessing thats why some ships have been cancelled/postponed.

    Long Term:

    KEEP THE STORY GOING!!! The story line so far has been amazing to me and I cannot wait for more! I will admit I have two problems:

    A. The interior of my ship is useless and there have been no missions there. I'd like more license to decorate my interior of my ship (especially the captains quarter). When I send my doffs on maintenance missions inside my ship i'd like to see them actually working on my ship.
    Lets say you add a feature episode or a short mini series or something where there has been a recent outbreak of plagueon your ship or amysterious disappearance on your ship and something is keeping you from beaming off. Heck if you were really crazy you could have my ship swarmed by tribbles and the end reward some really cool king tribble. Even something as simple as that would be nice.

    B. To many missions where all you are doing is killing stuff. Less killing stuff, save that for the Klingons, I'm with the Federation I want more exploration, more meet and greet, more sitting at a table and being a diplomat. I don't mind the senseless slaughter especially sense the federation is at war with the Klingon's, Borg, and the Breen. But a little more exploration and diplomacy, maybe some detective work would be nice.

    And as always we all say this: Fix the bugs and add more content. But just staring at that to do list( if you forgot about it here it is: http://www.stowiki.org/Upcoming_content) you have plenty on your plate to keep up for promises..just thought I'd add some ideas.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Easy Mid-term upgrade for everyone as outlined in our ongoing discussion in this thread:

    http://forums.startrekonline.com/showthread.php?t=258600

    The ability for higher-ranking officers to summon their old ships in their rosters with their unused bridge officers commanding those vessels, should be a very easy mod as all the basic leg-work requirements already exist in the game. Easy, hugely fun, opens neat dimension to the game.

    Enjoy,
    Irongear
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Short Term
    1. Once I have a particular DOFF, I should not be able to have another of the exact same one. Yesterday I completed a recruitment assignment that landed me with another DOFF of the same name, traits, and skills as one I already had. Theoretically, there is only one John Doe in the universe. Unless we're talking Mirror Universe, in which case, give the DOFF some sort of cool skill or trait only available to Mirror DOFFs.

    2. Speaking of DOFFs, watching them mill about on the ship is not at all interesting. More often than not, when I'm running around my ship, they're all in the corridors. Just walking. It's strange. They should be doing stuff. Whether it's hanging out in the Mess Hall, chatting with other DOFFs, or working on something somewhere. Also, the ones that you have specifically assigned to active duty should appear in a corresponding section of the ship, doing that job.

    3. Smarter BOFFs. This goes hand-in-hand with the idea of smarter NPC enemies. A lot of the time when I get into ground battles, the bad guys will run up to me and start whacking me with their hand-held weapon and then my TAC guy throws a grenade at me to blow the enemy up. I'm just asking for my BOFFs to not blow me up.


    Medium Term
    1. Better starship motion controls. This is a fundamental philosophy thing of Star Trek. Because the system that Roddenberry invented is based on NAVAL vessels, there's never been a 3-D interpretation of space. And while it is canon to have ships that only respond on a 2.5-D spectrum, it's not realistic. The reality is that these are FLYING MACHINES, which means they have four control centers: power, pitch, yaw, and roll. The game could stand improving the pitch ability and giving us the yaw ability.

    2. Missions onboard my ship. This has been stated numerous times and should be repeated often but doesn't need to be re-explained.

    3. More ship locations. More decks. More turbolifts to get around them. We have a bridge, ready room, mess hall, captain's quarters, sickbay, engineering, engineering lab, and transporter room; we're told that a shuttlebay is on its way. But there are plenty of other possibilities. Notably, conference rooms, holodecks, and cargo bays. But also science lab, medical lab, offices for department heads/first officer, officer's quarters, crew quarters, guest quarters, astrometrics, armory, deflector control, brig, strategic operations, and battle bridges on separating ships. Also, these locations should be functional and built in as usable locations in the shipboard missions and for ship upgrades. For instance, you can use astrometrics in a science quest to figure out how long you have before a star goes supernova or maybe in a tactical quest to figure out how you can best subvert enemy ship movements. Also, you use cargo bays to hold your stuff--each cargo bay has a certain number of slots that you can fill up and the more cargo bays you've got, the more stuff you can carry around with you. Or perhaps the number of officer's quarters directly correlates to the number of bridge officers you can have. You can pay to have more than what's standard for your current tier or you can pay to convert crew quarters or guest quarters into officer's quarters. The former would be more expensive with better BOFF options, while the latter would be less expensive with more common BOFFs.


    Long Term
    1. A better method of using ships. Rather than choosing something based on what kind of stats and buffs it has or how many BOFF stations in whichever class, the ship itself should be chosen based on what the player thinks is best looking or most exciting to fly. From there, there should be a pool of points that you automatically get when you receive the ship to choose what kind of ship you're going to be flying. For instance, every ship would start with the following: bridge, ready room, conference room, mess hall, sickbay, science lab, morgue, CMO's office, main engineering, engineering lab, Chief Engineer's office, 2 transporter rooms, shuttle bay, 2 cargo bays, holodeck, armory, astrometrics, deflector control, captain's quarters, 4 officers' quarters, crew and guest quarters (the number of which would depend on ship size), brig, security office, XO's office, and a battle bridge if it's a separating ship. THEN, you've got a certain number of things that you can upgrade to make the ship your own with the points you have available. Want to fly a tactical ship? Add more transporter rooms and armories or perhaps a strategic operations center like the one on ST: ENT. How about a science ship? Add on science labs for general research or particle physics. Flying a cruiser? Well, you get more cargo bays, increasing your capacity to carry stuff, and more room for people in the way of more crew quarters and/or diplomatic quarters, increasing your capacity of DOFFs or the number of DOFF missions you can be doing at a time or allowing certain shipboard missions to open involving the Ambassador from Trill. Want to play some hybrid? Choose what you like best and go with it. And as far as balancing this goes in terms of PvP, ship classes should be tiered (like they are) and only capable of sustaining a certain amount of upgrades. Much in the way that your PC is only able to allocate a capped number of skill points and you have to choose how best to do that based on how you want to play the game, you will only ever be able to spend a certain number of points on your ship. There should also be a bigger emphasis on upgrading ships at each rank rather than being given a new one. I plan on posting a larger post about this in a separate thread.

    2. Character alignments, applying to both the PC and the BOFFs. I've been reading a lot of posts from others about wanting to be able to choose a diplomatic option or a combat option or a tech option to defeat an enemy. I think what this boils down to is applying an alignment system to the game that is fluid. Rather than choosing something at the beginning of the game that is not adaptable at any point during the game, the alignment of a character should evolve based on the choices you make in dealing with different missions. And it should not get into the place where diplomatic options are always Good, combat options are always Evil, and tech options are always Neutral. The options and their alignment bonuses should depend on what the PC species is, who you're up against, how complicated something is as a victory path, etc. From there, whatever your alignment starts to gear itself toward will determine things like technology or officer options you have for your ship, or DOFF missions, or even mainline story missions. Maybe you've got a BOFF who is Lawful Good and you start making choices that cause your alignment to change to Chaotic Neutral. The longer you spend making choices that push your alignment further away from your BOFF's, the more likely it is that he'll put in for transfer and you'll have to replace him (if he's Lawful or Good). If he's a Chaotic character or an Evil one, there's a growing likelihood that he'll stage a mutiny. This would be especially true if there are a number of BOFFs who share these traits. If your BOFFs successfully stage a mutiny, it triggers a shipboard mission that starts you and whichever BOFFs still support you in the brig. You'd then have to retake the ship and arrest (or execute if you're Klingon) the mutineers. A BOFF's class would also make a difference in the Transfer <----> Mutiny scale, with Science Officers being more likely to transfer, Tactical Officers being more likely to mutiny, and Engineers somewhere in the middle. At the end of the day, a transferring officer means you have to replace someone at tremendous cost in terms of BOFF points but you'd get a voucher for choosing a new BOFF from the recruitment desk. If you have a mutiny on your hands, you have to replace at least one BOFF, maybe more, under the same conditions but should also get some sort of loot out of it so that there's some sort of balance in terms of people choosing to staff BOFFs that do not correspond to their own alignment. Also as incentive should be specific abilities, traits, and missions that are only available to certain alignments.

    3. This is another one that I plan on posting independently about. The ranking system needs an overhaul. I've played the game for around 10 days of game time now and have been a Vice Admiral for the last three. This was way too easy to achieve. In terms of how it would work in real life or even in terms of how it works in canon, it takes a long long time to make Captain and even longer to make Vice Admiral. Ranking up in game should be something that becomes exponentially more difficult to do in terms of the number of SP required and also in terms of the additional requirements. Again, there's going to more on this in another thread I'm posting, but the essentials are that there should be class-specific exercises that you have to complete in order to rank up, combined with new command-specific exercises that challenge you to make the kinds of decisions that only a Captain or an Admiral would have to make. Earlier portions of the game would be more reliant on the class-specific exercises, with the "Command School" getting introduced with one exercise in order to make Lieutenant Commander and then more and more as the game continues. The general path should include ranking as a Lieutenant Junior Grade and should go to Level 100. It should look like this: 0 = Ensign; 1-9 = Lt (Jr); 10-19 = LT; 20-34 = LC; 35-49 = COM; 50-69 = CPT; 70-84 = RALH/Commodore/Brigadier Gen; 85-99 = RAUH/Major Gen; 100 = VA/Lt Gen. Command missions become available at Level 15. You'll notice that the early ranks have less levels and that you would spend the most time in a single rank as a Captain. Also, if it takes you 1000 SP to level up as a Lt (Jr) and maybe even as LT, then it should take 2500 as a LC and COM, 6000 as a CPT, and 10,000 at each Admiral or General rank. These are not suggested numbers but rather suggested ratios. The other part of this overhaul would be that it's way too easy to do things that give you way too many SP. For instance, why should I get 848 SP for walking across ESD from the Admiral's office to the Shipyard and picking a new ship? There should not be a SP bonus for leveling up to the next rank. There's also a component in my full pitch for expanding the game in a way that allows more specialization of your PC in the form of Disciplines. See the full pitch for more on this, but essentially there would be a path for specializing in Space skills, Ground skills, and Command skills for each Class. Again, more on my complete suggestion for how to overhaul the ranking system in a separate thread.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    One more short term wish: the ability to skip the cinematics on replay.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Short Term: Ability to search Boffs/doffs, etc based on current faction in the exchange (tried to search for KDF friendly boffs and failed). Also with the exchange, be able to load the next 400. If this is already available I haven't found it. Another item about the exchange: I've noticed that if I click, say, boffs - rare by price, I get a listing that starts at like 4,000 EC. But if I search for tactical specific by price, rare, I get prices that start at 500 EC. This is very very very strange to me and seems like something that should not be happening. I understand that a revamp of the exchange is needed, as stated by the devs, but there has to be some things that can be done now to patch things up until then (similar to what was done with the doff parceling). I imagine this would be very easy to do with the boffs. I would love to see foundry contests. The prizes could be nominal and the contest could stipulate that it has to be new and unique entries (for two reason: to make it easier to play them in order to rate them and to make it a bit more challenging).

    Mid Term: Revamp leveling so that players can actually spend some time in their ship. I should not be leveling a character in less than a month when I work two retail jobs. I am having a hard time keeping myself interested in the game now that I have 2 characters at end game and I started playing a little over two months ago. Yes, there is still quite a bit for me to learn but whenever I think of the fact that all that is really left is grinding STF's in the hopes of getting better gear - to grind more STF's with, I have mild seizures. Maybe it's just me, but there really should be more to the game then "Hurry up and level so you can hurry up and grind, the end". PvP is an option, but I am pretty sure that switching to KDF means coming down with some mild form of tourette's that requires players to instantly bad mouth the Fed faction they just got done playing. It makes PvP uninteresting in that regards. At this point I see almost no reason to spend $10-$20 on ships I will only get to play for a few days. Also, someone else has mentioned that planets don't have enough life forms on them. It seems lifeless to go to a planet and only have the people shooting at you/asking you to shoot someone else be the only life on them.

    Long Term: I would love to see a feature come along with the fleet star bases in the works that allow us to mine dilithium. I have played quite a few missions where I am saving some base or some mining facility that is designed to mine dilithium. Obviously this would not be a large amount of dilithium and I imagine some sort of maintenance/mini-game would be involved. Perhaps some sort of way to have enemies randomly attack it (as a daily?). What I have in mind is something along the lines of active players receiving a stipend of dil ore for participating in the mining (a daily limit of say 2000 or something). May be impossible to implement, but I think it would add a viable dynamic to the star base option.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Short Term: Content for Klingons
    Mid Term: Content for Klingons
    Long Term: Content for Klingons

    *ERROR INVALID COMMAND* *PLEASE RESTATE REQUEST*

    Short Term: Content for Klingons
    Mid Term: Content for Klingons
    Long---


    *ERROR INVALID COMMAND* *PLEASE RESTATE REQUEST*

    Short Term: Content for Kli---

    *FATAL ERROR* *SHUTTING DOWN*
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Xbox 360 gamepad support. Period.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Adjust the rank/title structure to make Captain the max rank, instead of Admiral. Captains command ships and do all the stuff we're doing in-game, Admirals are rarely seen in action in Star Trek.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I want to see a short term death penalty in ground PVP. This way when I make someone go Poof. It's a great laugh. But only for the time of the PVP match.

    Also, bring in the Delta Quadrant.

    Love this game. Only one I play.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Please lower the Green Lock Box they are pretty much useless and worthless and the get in the way of the view some times if they fill up the screen be cause no body wants the green ones please either lower the turn out rate or get rid of the Greens.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    This is quite difficutt...

    short term

    increase compatibility for PC's with lower spec.. I'd like to see the beautiful graphics designed by the team and not have to change to lower settings when im in busier areas.
    reduce the amount of clicks for common used options. something i'd like to see is a crew promote button rather than a drop down...

    Mid term

    prob to improve the cut scenes of characters on episodes and missions so that it doesnt look so much like a doll/robot.
    i'd like to set course to some where and go inside my ship, and then get an announcement when my ship arrives.

    i'd like a better kit guide, for someone like me who is not used to this sort of game. its difficult for me to understand what kits to craft and what combinations work better. a rework of the tech structure would be a great help. i'm a veteran and have the new flag ship.. but get beaten really quickly, same on the ground combat.. simply because i dont know what kits to get and what load out to use :-S


    Long term

    one who galaxy map.. with more than just key planetary systems. i'd like to see lots of planets that are as yet unexplored.. with species undiscovered, not like the expance maps, where you meet a species and
    then never see them again. i'd like to fly through the galaxy with out loading screens.

    end game content.. i'm running out of things to do :-(. the doff system is great.. but theres no real progression
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I do not want to sift these boards for the right places to post my concerns, suggestions, and wishes for ST: O. this is my list;

    1. I don't want to give players an exploit, but I do want to see an auto-kick in elite STF's for lame ducks. I have seen too many players hiding in the back not participating in the fight, yet selecting NEED on every bit of loot. STF's are hard enough with a full team, and too hard when the team has useless bagage.

    2. Give fleets: the ability to form STF teams internally, and allow the teams the ability to inspect a team member's equipment. ARENAS have a scoreboard at the end of the event, why not a transparent window scoreboard for fleet team STF's?

    3. GROUND STF difficulty, the borg have so many hit points and such toughness that you regularly need all 5 players to take down *ONE*. however, STF's frequently force groups to seperate for different tasks making them absurdly difficult- if not impossible. also, I have observed borg teleporting to their objectives, jumping through Forcefield domes, One shot killing players with full health and shields, and yes, continuing to fight with no hit points.

    4. STF: make the deffera borg, mirror events, terradome, into STF that provides borg EDC and salvage. you can turn the DS9 wormhole into the staging area for a space STF against the MIRROR universe. Translation, more STF's and more ways to get EDC/salvage.

    5. STF ELITE GEAR: is not so elite. the items in question do not appear to have advancements making them more desirable than Mark Twelve items (MK XII) which are availiable in the exchange. I like earning set items, but could you make them "WORTH IT"? Earning the weapon, personal shield, body armor requires 120 edc... that's 120 stf completions, and probably many many more stf runs with bad groups, quiters, and bugs. yet, Anyone and everyone who plays the 2800 can earn a jem'hadar SET of XI for their ship, captain, and crew. So, I can grind for three months to earn "elite gear" that isn't elite....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    PLAYER's SHOULD HAVE THE CHOICE TO RETROFIT their favorite ships as a c-store item! DO NOT "retro-fit" a ship model we've already seen and don't make me pay for ship models I already have! If I have a defiant, I shouldn't need to buy a tactical defiant two ranks later. *I HAVE ONE*.

    PLAYER's SHOULD HAVE THE CHOICE TO RETROFIT their favorite ships as a c-store item! akin to giving a ship a promotion to the next rank/teir, allow ships to "STAGE UP +1", maybe even "+2". I like the oberth science vessel, but have no use for a LT rank vessel once I am no longer an LT. the option to "player retrofit" or Stage up +1, would increase the number of weapon slots, fore and aft, number of console slots, device slots, and bridge officer ranks and slots. this would mean players using a greater variety of ship models.

    at current, End game ships have a maximum of 4 slots in any area- but there is room for 5, even 6 slots.
    if you want C-store ship consoles to have an increased value, adding "universal console slots" to a ship for those c-store console items only, would be quite a boon to players who pay for them. this does grant some advantage, but isn't Pay2win as much as some may think. for example, you could limit this to the autodefence turret that fires a bolt of plasma, and not allow this for the point defense turret phaser cannons console.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I would like STF optional rewards go to the players who actively do the tasks required:
    rescuing crew members, defending Kang/keeping his ship healed as much as possible.
    I really resent a mistake making noob getting the rewards *I WORKED FOR*.

    also, if I get a repeat reward can I have the option to trade it or something? seriously. If I have earned XI M.A.C.O. gear getting a rare salvage for X, or even XI items is a let down. or maybe the loot rewarding system could be a tad bit more intelligent, and not give me repeatedly the same stuff when I am trying to earn all XII gear.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    you have a number of classes of ship:
    cruisers, escorts, science vessels, carriers, stealth ships,
    but what you don't have is kind of odd:

    TORPEDO SHIPS- a torpedo ship is a spacecraft that carries a massive payload of micro torpedos and has a large number of mounted micro torpedo launchers. torpedo ships could have a brief toggle limited ability that the launchers are not on a shared cool down.

    obviously a torpedo ship is a form of escort craft.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I can have a strictly human crew, a recovered borg crew, catian crew, klingon crew, andorian crew, All vulcan, etc. but photonic bridge officer comes in only one flavor... (unavailiable)
    I want to see more options for C-store bridge officers and playable races.

    also, I wanted to make a machanima of trek fanfictions I wrote, but couldn't. there wasn't enough options.
    Catians, technically have no hair. M'ress had a gorgeous flowing mane. please give us more options, (and give catians HAIRSTYLES).

    Sure I can make an alien race, and yes I can be telepathic, telekinetic, and have mental discipline...
    but the psychic abilities demonstrated by the Remans, undine, and others is completely out of reach. it irks me that about 400 years from now, all of Starfleet has veritably no defence against an advanced psionic alien race. That science wise, they can travel among the stars, teleport from a space ship to a planetary surface, etc. but have been too scared to pursue psionic technology even when member races have such abilities!

    quite simply, I would love to have a special kit for Psychic characters to expand their powers/options.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    lets face it. the loot dropped from cardasian lockboxes isn't all that great.
    in fact, I don't want it, and I certainly wouldn't want repeats of items If I did....

    remember when you could play a videogame for a quarter? yeah. these master keys should cost no more than 25 cents each. period. I can get gama quadrant commodities from duty officer missions. I can get pets from the c-store. could you make the cost of the key equivalent to the value of the items recieved?

    Don't cry because no one is buying selhat cub pets, and don't try to foist them off as a prize, these should be clues to you that the price for the item far exceeeds the demand. re-vamp your c-store prices on EVERYTHING according to sales. because I have run out of things I would like to buy from the c-store and it could be months before something is added to the c-store that perks my interest.

    I want items I can use!
    I want bridge officers, new races, more off duty options, more ship interior functionality
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Short Term
    - Additional costume slots for BOffs - perhaps two extra free by default, and additional purchasable from the C-Store

    - BOffs should sit on bridges at fixed, sensible locations - going by this Intrepid bridge artwork for example, I'd rather my First Officer be seated next to my player toon rather than bouncing back and forth between random consoles

    - Default crew uniforms - nothing is more jarring than having your bridge officers wear one uniform and the rest of your crew retaining their "default Antares garb

    Mid-Term
    - More hairstyle options for the Tailor, especially longer female hairstyles

    - More canon bridge / interior designs (e.g. Voyager-style Intrepid set), and definitely no more oversized ones!

    - More player captain / bridge officer species for Fed (e.g. Cardassian, Talaxian, Reman) - I'm currently making do with "Alien" for my Cardie Sci Officer, and it would be nice to have authentic Reman BOffs wearing Starfleet uniforms

    Long Term
    - Ship interior should have actual functionality e.g. Sickbay to treat BOff injuries, Engineering to repair ship injuries, shuttlebay to switch between shuttlecraft, various mini-games, ejectable warp core (why not? ;D)

    - Allow users to build / customize their own ship interiors in the Foundry

    - Featured Series based on the Delta Quadrant
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Hello Mr Developer,

    Do you remember a game called 'Star trek Bridge Commander' ,it was based on the bridge of a starship where you assumed the role of a starship captain and fought your space battles through the big view screen on the bridge.
    Well I would like you to develope a five man S.T.F or a series that made more of ship bridge operations.

    When I go to the bridge of my ship I see my officers working away at their consoles but I cannot communicate with them, I want this to change.

    I want either be able to give orders to them on the bridge as captain or assume the role of a bridge officer so I can carry out an orders and operate console commands.

    Imagine an STF where three to five players are able to assume the roles of Helmsman,Sience,Engineer,Tactical,Security or Captain and find solutions to different situations in real time.

    Bridge officers could contact duty officers and have them carry out ship repairs an help solve all sorts of internal ship problems.
    I think this idea is do-able.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I haven't been playing long enough to come up with a list of 9, but this is what I have from my initial impressions.

    Short:
    1.Rank titles. I'm new to the franchise and don't know much about naval command structure, but the more Star Trek I consume the stupider putting admiralty titles in the normal progression seems.

    Medium:
    1.Levelling Rate. It's just way, way too fast. I just got a third of a level from scanning 5 things. No fighting, just walking and scanning. Methinks it should take about a couple of months to get from 1-50 with heavy play, but I don't really know what the ideal balance would be.

    2.The ability to choose the order one does Feature Episodes. This is just because I got my first character to near the end of the Klingon missions before restarting (I tend not to use my first character for long in any MMORPG). Would've been nice to have been able to start on a different narrative.

    Long:
    1.Ship interiors with basic facilities, shipboard missions and inter-system navigation. 'Cause the inside of the ship is an important part of Trek and Sector Space is kinda terrible.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Short
    1. More ways to get dilithium
    2. More Open PvP arena(warzone)
    3. More variety of STF
    4. Far fewer server crashes

    Midterm
    1.Same number of episodes for Klingon as the Federation.
    2. More c-store stuffs including more ships
    3. Ground PvE and PvP where u take your own ground team along.

    Long term

    1. Introduction of third and subsequent faction into the game, preferabbly as their own faction. Ideally would be Romulan and then Cardassians and or Dominion
This discussion has been closed.