Orbiting would only make sense if your starship continues to exist in the game world while you're on the ground, and coding that, and that the starship actually moves in circles around the planet would take a lot of effort to implement. Not mentioning that it would mess up a few episodes where you beam up from a planet to face an enemy ship. Would be funny if you beam up and your ship is on the one side of the planet while the enemy spawns on the other.:D
all your suggesting is to make it more awkward for captains who've just spent the last couple minutes wishing their ship was faster or that they would spawn closer to the planet. instead of just getting close enough, you want them to get close enough AND start circling it
I think an actual planetary orbit isn't really needed to accomplish the "mental imagery" or orbit being established, is what Captain Terrachova was saying. The only reason your coming in for a straight on crash with the planet is because your a poor pilot.
If you just satisfy yourself with the default orientation that warping into a system leave you in, then your not RP'ing your planetary approach very well. Don't bear straight in. Set your angle of approach to something realistic for an orbital insertion and when you come to a stop to beam down, you'll find your ship in a geosyncronous orbit, perfectly aligned with a specific surface location, and not "appearing" to oribt at all, since that's exactly how geosyncronous orbit works, you stick over one spot of the planet.
You are the pilot though. You do all the jobs of each bridge officer. If you want to go into orbit you just have to do it yourself. Its not that kind of game where your giving orders to bridge officers and they do it all for you.
You are the pilot though. You do all the jobs of each bridge officer. If you want to go into orbit you just have to do it yourself. Its not that kind of game where your giving orders to bridge officers and they do it all for you.
I wouldn't mind seeing a LITTLE of that though. I do agree with the OP that there just isn't enough "Set standard orbit" or "Raise shields" orders flying about. I would like to see maybe even just a voice over response to some commands like when you hit full impulse, your helm BO responds with "Full Impulse, Aye Captain!". I think these things don't even need anything to actually happen, just some extra flavor in the form of BO verbal responsiveness to normal commands would be enough to satisfy the OP. Even if you have to fly into the orbit yourself, just having some verbal que would be nice. "Obit established, Captain" for example when you reach the planet to beam down would be nice.
Basically what I would like to see would be when you get near a planet, in order to enter transporter range, you have to click a button (similar to "depart system") and a little animation shows your ship entering orbit and then the mission text pops up while you ship is nicely circling the planet. It would be a nice little touch that would add to the feel of the game.
Unless it's an Aid the Planet mission...then I'm just gonna warp out
Basically what I would like to see would be when you get near a planet, in order to enter transporter range, you have to click a button (similar to "depart system") and a little animation shows your ship entering orbit and then the mission text pops up while you ship is nicely circling the planet. It would be a nice little touch that would add to the feel of the game.
Unless it's an Aid the Planet mission...then I'm just gonna warp out
That sounds alot more code intensive then just a few voice overs for effect.
Interesting point of view - never make things better.
Anyone else?
For someone that makes a request that others not be unpleasent, you certainly didn't hesitate on completely missing the point being made and making an accusation (highlighted for your convenience).
All that was being stated is that, perhaps, you could look for other ways to satisfy some of the requirements of what you're asking with the tools that are already available to you, rather then asking for developer time to be spent on something that is a QoL (quality of life) improvement for a select portion of the game (allowing them to get a proper feel for planetary missions), whereas it would be a detriment to others (because it has the potential to increase the amount of time one spends in space prior to a ground mission - something that some people are already griping about). While they could have it as an option, that's again further developer time on one small QoL improvement.
Honestly? I just assume that my remaining crew is intelligent enough to, as the captain and the away team are heading to the transporter room, establish a geosynchronous orbit with the intended beaming-down location. That seems to be the most logical course of action, to ensure that they're always in a position to emergency beam-out the away team on command, or otherwise retrieve them from the last known communication (or the assumption that they will return to the initial beam-down location).
You sort of get an example of this in one of the earlier patrol missions - the USS Mirek enters a small, tight orbit around the asteroid it sends it's away team down to until they complete their mission, while you provide covering fire against any Klingon ships trying to interrupt them.
At any rate, I don't feel the suggestion you've laid out (as lightly as you have anyway) is really something I'd rather them working on at this time - there are far more important things (mostly content related - Klingons deserve at least some PVE content, there are a number of things still not added in for Federation players [but I'd honestly prefer that on a slightly lower priority table - that'll catch me hell, I'm sure], though there are also some bugs and other general feel issues [ground combat comes to mind - it could use a bit of work and polish] here and there) that they need to focus on before they start throwing out any serious QoL work, and certainly not some things that may upset as many players as it makes happy (speculation - I'm actually guessing more at a 65/35 split on the issue on the hurt/help portion).
Though I'm not totally against it (mentally adjusting previous figures to 35/25/40 - hurt, help, apathetic), I just don't think it's something they need to worry about anytime soon.
I would like to see ships actually ORBIT a planet except head straight in for a crash.
In every episode/film of startrek when approaching a planet the first order is......yes...you guessed it....Standard Orbit.
It would not be hard to do either and would add so much to the immersion factor of the game.
All Those who agree or not please sign below - BUT please do not FLAME or be unpleseant.
TY all in advance - happy treking...
I do like your suggestion, Similar to one of my own in my signature, basically from within a 5k distance you could select "Orbit object" and begin entering a standard orbit pattern.
I would like to see ships actually ORBIT a planet except head straight in for a crash.
All Those who agree or not please sign below - BUT please do not FLAME or be unpleseant.
I agree to the basic idea of using "Standard Orbit", I also agree with some other posters that this issue is not essential, but no doubt will be patched in at some point in the future.
Never give up on what you want, I haven't given up on my thread (see last in my sig), unless a Dev specifically says in your thread or a similar thread it will never happen, it can and will eventually, it's simply a matter of time.
I would like to see ships actually ORBIT a planet except head straight in for a crash.
...
actually I do do that... ( hehe..he said do do )
I get anomalies first...then circle the planet to take a look...check out any bases or moons....the graphics are pretty darn cool.....then I'll do the ground mission.
no wonder I am only Capt 3 since launch eh ?
but the immersion has been pretty cool.....I do one explore or patrol at a sitting....or an episode.... and it takes me a while to do it....I wander around.
I would however.... ( there's always this aint it ? )
like to see wildlife on the ground.....or random strange things......like running into a 12 foot ten legged hungry arachnid alien thingy.....out of the blue. or see flying creatrures....or scaled Triooblian spit-squirrels....
would be great for those areas outside of the mission oval.....
explore at your own risk would make this game a winner in my book.
all your suggesting is to make it more awkward for captains who've just spent the last couple minutes wishing their ship was faster or that they would spawn closer to the planet. instead of just getting close enough, you want them to get close enough AND start circling it
I think what our friend was trying to get across is that rather than Literally fly our ships 24-7
we should be able to assume a standard orbit..
While probibly easy to implement because sto does not use gravity in our game, so the ship could head for low mid high orbit.
--but what would be the purpose? it wouldnt help missions,
I suppose if your gonna have orbits you need these also,
1-Planets that actually rotate.
2- Planets that move around thier respective stars.
3- Simulation of the entire solar system including all planets in relative scale.
4- Very refined environment system/
5- One or the other [ONE- that each person trying to play has major horsepower to run a program on thier pc. OR THE OTHER--> A really great super computer array, that us lowly players can log on to and have the major calculations be handled by the gaming servers, not the players.
6- Number 5 would probibly come with a possibly unwated side effect. TIME.
7-Time would need to be unified per server to accomidate the acurate swirling of planets around the gamimg sectors of that virtual galaxy, time doesnt really exist in sto at the moment. our characters dont age.. .they are able to go anywhere almost instantly.
8- Imagine plotting a course to vulcan and depending on the warp speed you selected you have between 5-20 minute counter. during that time you would have to occupy yourself with somthing other than game play. to not do this would mean that there would be two dimensions just like STO.
In STO theres the space time you are in when you enter an instance. During this time someone in sector space is wizzing off traveling coutless lightyears while you shop at the starbase.
To implement seemingly minor things can drastically change the way in which the game runs.
I agree with this. It's not necessary, but would be fun to be able to park my ship in orbit while I'm chatting or watching TV or whatever. It would really add some "feel" to the game. It would also be good for RPers.
Personally, I feel that there's just too much hands-on when you're piloting a ship. I'm not vying for Bridge Commander autonomy here... But even Starfleet Command had an option to target a planet and have your helmsman plot a standard orbit while you concentrate on other things.
In STO... Unfortunately... There aren't too many "other things", save for the occasionally lengthy dialogue script prior to beaming down. Still, there's something to be said about being able to orbit a planet in a Star Trek game. It's a staple in 90% of Star Trek episodes.
what orbit, all the ship is doing is maintaining it posisition relative to its initial place where you beamed down at. There is a word for that, hmmmm,
what orbit, all the ship is doing is maintaining it posisition relative to its initial place where you beamed down at. There is a word for that, hmmmm,
Geosynchronous?
That's what I was thinking about the requests for orbit... right now, even if I head straight in, I go to full stop relative to the planet when I reach transporter range (because of the popups)... effectively, I'm already entering geosyncronous orbit.
If you really want to get technical, the player is forced to take their ship in too close to the desired planet to hold a geosynchronous orbit... >_>
Are you sure? I mean, once you enter orbit you're already starting to be affected by the planet's rotation (or at least, I'm pretty sure that's how we keep stuff up there - I honestly forget, and will probably research this immediately after this post), so that in conjunction with the Impulse engines should be more then enough to keep a geosynchronous orbit.
Especially since a few player abilities (namely Orbital Strike) almost imply that your ship HAS to be in a direct orbit above your position or close enough to get there in a short time span.
Orbiting would only make sense if your starship continues to exist in the game world while you're on the ground, and coding that, and that the starship actually moves in circles around the planet would take a lot of effort to implement.
I've never coded orbit in a 3D environment, but getting an object (your ship) to circle around a point (let's say the core of the planet) isn't too hard if you understand some basic trigonometry and some basic rules about depth and length in a graphical environment.
Orbit would be nice, yeah. I love how I fly right by a planet and instead of getting caught in it's gravitational force I just continue flying straight. :rolleyes:
I often approach the planet at an angle to "establish an orbit" on my own. I know you can't really, but I have fun doing it all the same.
Sometimes when I do that I even get an option to scan the planet, and am giving a brief description of the surface. That doesn't happen on every mission map, though.
Comments
So, if you go straight in then top, that can work.
Or, if you're the traditional Captain, you go in at an angle for the usual established orbit.
There's no need for anything to be done, I think, since that is solely based on how you fly your ship.
So it is never needed to orbit a planet!
Interesting point of view - never make things better.
Anyone else?
If you just satisfy yourself with the default orientation that warping into a system leave you in, then your not RP'ing your planetary approach very well. Don't bear straight in. Set your angle of approach to something realistic for an orbital insertion and when you come to a stop to beam down, you'll find your ship in a geosyncronous orbit, perfectly aligned with a specific surface location, and not "appearing" to oribt at all, since that's exactly how geosyncronous orbit works, you stick over one spot of the planet.
I wouldn't mind seeing a LITTLE of that though. I do agree with the OP that there just isn't enough "Set standard orbit" or "Raise shields" orders flying about. I would like to see maybe even just a voice over response to some commands like when you hit full impulse, your helm BO responds with "Full Impulse, Aye Captain!". I think these things don't even need anything to actually happen, just some extra flavor in the form of BO verbal responsiveness to normal commands would be enough to satisfy the OP. Even if you have to fly into the orbit yourself, just having some verbal que would be nice. "Obit established, Captain" for example when you reach the planet to beam down would be nice.
No don't give up. I kinda like your idea.
Basically what I would like to see would be when you get near a planet, in order to enter transporter range, you have to click a button (similar to "depart system") and a little animation shows your ship entering orbit and then the mission text pops up while you ship is nicely circling the planet. It would be a nice little touch that would add to the feel of the game.
Unless it's an Aid the Planet mission...then I'm just gonna warp out
That sounds alot more code intensive then just a few voice overs for effect.
For someone that makes a request that others not be unpleasent, you certainly didn't hesitate on completely missing the point being made and making an accusation (highlighted for your convenience).
All that was being stated is that, perhaps, you could look for other ways to satisfy some of the requirements of what you're asking with the tools that are already available to you, rather then asking for developer time to be spent on something that is a QoL (quality of life) improvement for a select portion of the game (allowing them to get a proper feel for planetary missions), whereas it would be a detriment to others (because it has the potential to increase the amount of time one spends in space prior to a ground mission - something that some people are already griping about). While they could have it as an option, that's again further developer time on one small QoL improvement.
Honestly? I just assume that my remaining crew is intelligent enough to, as the captain and the away team are heading to the transporter room, establish a geosynchronous orbit with the intended beaming-down location. That seems to be the most logical course of action, to ensure that they're always in a position to emergency beam-out the away team on command, or otherwise retrieve them from the last known communication (or the assumption that they will return to the initial beam-down location).
You sort of get an example of this in one of the earlier patrol missions - the USS Mirek enters a small, tight orbit around the asteroid it sends it's away team down to until they complete their mission, while you provide covering fire against any Klingon ships trying to interrupt them.
At any rate, I don't feel the suggestion you've laid out (as lightly as you have anyway) is really something I'd rather them working on at this time - there are far more important things (mostly content related - Klingons deserve at least some PVE content, there are a number of things still not added in for Federation players [but I'd honestly prefer that on a slightly lower priority table - that'll catch me hell, I'm sure], though there are also some bugs and other general feel issues [ground combat comes to mind - it could use a bit of work and polish] here and there) that they need to focus on before they start throwing out any serious QoL work, and certainly not some things that may upset as many players as it makes happy (speculation - I'm actually guessing more at a 65/35 split on the issue on the hurt/help portion).
Though I'm not totally against it (mentally adjusting previous figures to 35/25/40 - hurt, help, apathetic), I just don't think it's something they need to worry about anytime soon.
I do like your suggestion, Similar to one of my own in my signature, basically from within a 5k distance you could select "Orbit object" and begin entering a standard orbit pattern.
I agree to the basic idea of using "Standard Orbit", I also agree with some other posters that this issue is not essential, but no doubt will be patched in at some point in the future.
Never give up on what you want, I haven't given up on my thread (see last in my sig), unless a Dev specifically says in your thread or a similar thread it will never happen, it can and will eventually, it's simply a matter of time.
actually I do do that... ( hehe..he said do do )
I get anomalies first...then circle the planet to take a look...check out any bases or moons....the graphics are pretty darn cool.....then I'll do the ground mission.
no wonder I am only Capt 3 since launch eh ?
but the immersion has been pretty cool.....I do one explore or patrol at a sitting....or an episode.... and it takes me a while to do it....I wander around.
I would however.... ( there's always this aint it ? )
like to see wildlife on the ground.....or random strange things......like running into a 12 foot ten legged hungry arachnid alien thingy.....out of the blue. or see flying creatrures....or scaled Triooblian spit-squirrels....
would be great for those areas outside of the mission oval.....
explore at your own risk would make this game a winner in my book.
.
.:eek:
Another ICONIC piece of Star Trek missing from the game.
I feel your pain and this is something I'd like to have seen implemented properly.
.... you just have to take the initiative and do it yourself.
.:cool:
I think what our friend was trying to get across is that rather than Literally fly our ships 24-7
we should be able to assume a standard orbit..
While probibly easy to implement because sto does not use gravity in our game, so the ship could head for low mid high orbit.
--but what would be the purpose? it wouldnt help missions,
I suppose if your gonna have orbits you need these also,
1-Planets that actually rotate.
2- Planets that move around thier respective stars.
3- Simulation of the entire solar system including all planets in relative scale.
4- Very refined environment system/
5- One or the other [ONE- that each person trying to play has major horsepower to run a program on thier pc. OR THE OTHER--> A really great super computer array, that us lowly players can log on to and have the major calculations be handled by the gaming servers, not the players.
6- Number 5 would probibly come with a possibly unwated side effect. TIME.
7-Time would need to be unified per server to accomidate the acurate swirling of planets around the gamimg sectors of that virtual galaxy, time doesnt really exist in sto at the moment. our characters dont age.. .they are able to go anywhere almost instantly.
8- Imagine plotting a course to vulcan and depending on the warp speed you selected you have between 5-20 minute counter. during that time you would have to occupy yourself with somthing other than game play. to not do this would mean that there would be two dimensions just like STO.
In STO theres the space time you are in when you enter an instance. During this time someone in sector space is wizzing off traveling coutless lightyears while you shop at the starbase.
To implement seemingly minor things can drastically change the way in which the game runs.
I can see this point for sure. I know RP wise it would be fun to do my Captains Logs while orbiting a planet, just like in TOS.
In STO... Unfortunately... There aren't too many "other things", save for the occasionally lengthy dialogue script prior to beaming down. Still, there's something to be said about being able to orbit a planet in a Star Trek game. It's a staple in 90% of Star Trek episodes.
Geosynchronous?
That's what I was thinking about the requests for orbit... right now, even if I head straight in, I go to full stop relative to the planet when I reach transporter range (because of the popups)... effectively, I'm already entering geosyncronous orbit.
Are you sure? I mean, once you enter orbit you're already starting to be affected by the planet's rotation (or at least, I'm pretty sure that's how we keep stuff up there - I honestly forget, and will probably research this immediately after this post), so that in conjunction with the Impulse engines should be more then enough to keep a geosynchronous orbit.
Especially since a few player abilities (namely Orbital Strike) almost imply that your ship HAS to be in a direct orbit above your position or close enough to get there in a short time span.
This game could learn A WHOLE lot from Star Fleet Command.
I've never coded orbit in a 3D environment, but getting an object (your ship) to circle around a point (let's say the core of the planet) isn't too hard if you understand some basic trigonometry and some basic rules about depth and length in a graphical environment.
Orbit would be nice, yeah. I love how I fly right by a planet and instead of getting caught in it's gravitational force I just continue flying straight. :rolleyes:
Sometimes when I do that I even get an option to scan the planet, and am giving a brief description of the surface. That doesn't happen on every mission map, though.
Why would you need to orbit a planet you are in no danger of ever colliding with!?!?!
:eek:
Failure of game engine number 120937894..end of line.