Scans show 2 spatial anomaly, 1 ship, and an Ice cream cone (Chocolate).
Yea, wouldnt it be great if we actually had scanners, that actually told us something. Preferable with a little detail in it, like what flavor is the ice cream cone.
I really dont care about spatial anomalies anymore, there really isnt anything at Memory Alpha that I am all that interested in.
So when I am scanning I want to scan for what I am looking for.
Press <v> for spatial anomaly.
Press <CTR v> for mission objective.
Press <ALT v> for other things. Cloaked ships, or ice creams cones, the devs can pick up the idea from here.
Your scanner does point to mission objectives. I use it on ground missions when I have to find stuff. Space not as often, usually because you can see where you have to go.
Your scanner does point to mission objectives. I use it on ground missions when I have to find stuff. Space not as often, usually because you can see where you have to go.
Usually see where you have to go, but not always... but the OP's suggestion allows you to differentiate rather than have a generic one-scan-detects all. Detecting enemy/friendly ships and getting a vector beyond 'visual' range really should always have been an option.
i would like them to point out quest items first and foremost before pointing out the resources.
but they do point out both. this system should have a second scanner button one for resources one for quest objects / objectives
The scanner will point to whichever is closer. It's pretty useful really.
I did wish your character would stop using the scanner animation sooner though. Your characters looks incredibly silly if they run/sprint while they're still in that animation.
Usually see where you have to go, but not always... but the OP's suggestion allows you to differentiate rather than have a generic one-scan-detects all. Detecting enemy/friendly ships and getting a vector beyond 'visual' range really should always have been an option.
I'm unsure what specs you're running on, but I can see ships much farther out then my computer actually loads.
Also I'm pretty sure a scan to detect cloaked ships would be... bad. Mainly because cloaking is designed to prevent a ship from being picked up on scanners to begin with.
The scanner will point to whichever is closer. It's pretty useful really.
I did wish your character would stop using the scanner animation sooner though. Your characters looks incredibly silly if they run/sprint while they're still in that animation.
Its useful only if its not pointing to an anomoly thats stuck under the gemometry that you are unable to get to
I'm unsure what specs you're running on, but I can see ships much farther out then my computer actually loads.
Huh? What does that mean "I can see ships much farther out then my computer actually loads"? You can see ships beyond about 20 km?
Also I'm pretty sure a scan to detect cloaked ships would be... bad. Mainly because cloaking is designed to prevent a ship from being picked up on scanners to begin with.
Your scanner does point to mission objectives. I use it on ground missions when I have to find stuff. Space not as often, usually because you can see where you have to go.
Everyone is well aware that the scan points in the direction of something.
But yesterday the spatial anomaly( that I did not want) was closer. I found it. Unfortunately it was buried in a hill and I could not pick it up. I way pointed the anomaly.
Then I had to run in other directions looking for the mission objective and kept hoping that the scanner would eventually get closer to the mission objective than the original (unwanted) anomaly.
Wasted a lot of time.
And this is completely outside the canon.
"Scan for life signs Mr. Spock."
Not scan for everything, and lets investigate everything.
Personally I'd rather the scanner NOT point out mission objectives. It's far to easy to find them as is. Simply look on the mini-map and find the "road/trail". All the objectives will be along this trail and all mission objective will be within the circle on the main map. Might as well just put up a bright column of light with neon signs saying "HERE" similar to SWG.
The problem is that the scanner just picks the next nearest thing. If you have something that is 3km behind you, and your actual objective is 5km in front of you, you go back 3km and then scan again and now its 8 km in the opposite direction and this can waste a lot of time if you are just interested in getting your objectives done.
Yes, this isn't a huge issue for the escorts, but try that in a cruiser and it can get frustrating. Since I have played in beta, i remember what it was like to run around just looking for the objectives to begin with, so the current implementation is definitely a step in the right direction.
What I would like to see is a more detailed game mechanic. Open your minimap and then "scan system". This would have some kind of a progress bar. The duration could be modified by having a science bridge officer with innately good scanning abilities (such as the traits they come with now, having one in a science station with 'Superior Sensor Scan' would be a modifier), modified by your captains class (a science captain would know how to keep the ship configured to enhance scanning, followed by an engineer, followed by a tactical). Maybe you can differentiate this a a little bit and make it so that tactical captains can detect enemies in the system faster than science and maybe engineers might have an ability to detect your mission objective faster and science might be able to detect "hidden anomalies" which could grant a huge resource reward. This would be useful for when there is a proper crafting system. Additional equipment could be outfitted to your ship to increase scanning efficiency.
On the map, way points would be created at the completion of the system scan. If you are in a group, then instead of the whole group moving from one location to the next and having only one person contribute, you would assign different members their own way points in order to contribute equally to the completion of the mission.
Maybe certain mission objectives require a combination of ships scanning the system. A cloaked base may require all three types of captains to be present and cooperatively scanning the system to even FIND the base.
Maybe make it so that combat can interrupt the system scan, so that you have to engage enemies in a location to take them out and then start scanning for your objectives.
You could have a mechanic where tactical officers can scan a target ship for its weakest subsystem and have a science vessel target that for a greatly increased chance of disabling it.
Basically anything that gets people to work together to complete the mission or solve the problem would be a good thing. I think it would add a layer of depth to game play and open up a few new types of missions which adds variety. Also, it goes a long way to prevent the feeling that you don't need anyone to help you and that this is just a fancy single player game.
Personally I'd rather the scanner NOT point out mission objectives. It's far to easy to find them as is. Simply look on the mini-map and find the "road/trail". All the objectives will be along this trail and all mission objective will be within the circle on the main map. Might as well just put up a bright column of light with neon signs saying "HERE" similar to SWG.
Then don't choose to scan for mission objectives.
If the scan subject were differentiated then you could scan or not scan for whatever you desire.
/signed to being able to tell it WHAT I'm looking for. And to being able to use it more in space missions.
I also quit picking up anomalies, because the crafting system doesn't interest me. So I'd really like to be able to exclude them. Then, when I get to the last mining outpost, but the mission says 5/6 scanned, I could use it to narrow down which one of the 6 I forgot to scan, rather than having to go back past all of them.
I don't mind not having waypoints, just a direction is enough for me. I know how to triangulate.
Yes. We should have more scan options, very good idea.
"Ships"... but not CLOAKED ships.... in the TV series you can detect uncloaked ships hundreds of light years away :rolleyes:
Yes but the scanners usually only work as well as a plot device. Sometimes they can scan a ship hundreds of light years away and sometimes they can't find some crazy, old dude and Captain Picard alone on a class M planet on a bright blue, clear day hanging around a missile pointed at the sun.
The point is that having initial detection of enemy ships happen at such a short range (what is it...20km?), detailed info (though not nearly detailed enough) at 15 km, and firing range at 10 km is ridiculous. 21st century technology does much better than that. And to have all ships have the same detection range, and all weapons to have the same firing range, is patently silly. Maybe its a part of the game mechanic that they plan on going back to when they have the time. Until then the current situation is not only against canon but against logic.
I HATE the current scanners. Yeah, it will point to the nearest annomily or maybe your objective, but that is it. What are these, 22nd century scanners we got? These babies should be telling us what the enemy crew had for breakfast and of course weapon loadouts, sheild strength, crew compliment, race, ship name, ship class and other sorted details. Instead, we get a big blue searchlight swinging around to point at space junk.
I would like all ships to show up on the map deal as grey ships. Not until you either hail them or scan them will it tell you if they are hostile or not. There also needs to be long range weapons and short range weapons. I agree with the above poster that It is silly that all weapons can fire at 10K, (boarderline TRIBBLE)
Scans show 2 spatial anomaly, 1 ship, and an Ice cream cone (Chocolate).
Yea, wouldnt it be great if we actually had scanners, that actually told us something. Preferable with a little detail in it, like what flavor is the ice cream cone.
I really dont care about spatial anomalies anymore, there really isnt anything at Memory Alpha that I am all that interested in.
So when I am scanning I want to scan for what I am looking for.
Press <v> for spatial anomaly.
Press <CTR v> for mission objective.
Press <ALT v> for other things. Cloaked ships, or ice creams cones, the devs can pick up the idea from here.
neat
Or when you hit V and it scans a small moveable window opens up and shows you what's around and you can click on it to target or point out the direction.
It would also be nice if we had to use the scanner a bit to get the information and then it updated after we locked on to our target data. Good ideas here all around.
"Captain - we're receiving a distress signal from the planet."
"F' it. There's no radiation samples for grinding my new pair of space pants at Memory Alpha. Next System!"
Scans show 2 spatial anomaly, 1 ship, and an Ice cream cone (Chocolate).
Yea, wouldnt it be great if we actually had scanners, that actually told us something. Preferable with a little detail in it, like what flavor is the ice cream cone.
I really dont care about spatial anomalies anymore, there really isnt anything at Memory Alpha that I am all that interested in.
So when I am scanning I want to scan for what I am looking for.
Press <v> for spatial anomaly.
Press <CTR v> for mission objective.
Press <ALT v> for other things. Cloaked ships, or ice creams cones, the devs can pick up the idea from here.
or, barring that, you can set ship sensors/tricorders to look for something specific, in a dropdown list, rather than scanning for everything and ending up with a long list of thngs to search for
Comments
"Ships"... but not CLOAKED ships.... in the TV series you can detect uncloaked ships hundreds of light years away :rolleyes:
but they do point out both. this system should have a second scanner button one for resources one for quest objects / objectives
Usually see where you have to go, but not always... but the OP's suggestion allows you to differentiate rather than have a generic one-scan-detects all. Detecting enemy/friendly ships and getting a vector beyond 'visual' range really should always have been an option.
The scanner will point to whichever is closer. It's pretty useful really.
I did wish your character would stop using the scanner animation sooner though. Your characters looks incredibly silly if they run/sprint while they're still in that animation.
I'm unsure what specs you're running on, but I can see ships much farther out then my computer actually loads.
Also I'm pretty sure a scan to detect cloaked ships would be... bad. Mainly because cloaking is designed to prevent a ship from being picked up on scanners to begin with.
Its useful only if its not pointing to an anomoly thats stuck under the gemometry that you are unable to get to
Huh? What does that mean "I can see ships much farther out then my computer actually loads"? You can see ships beyond about 20 km?
And to quote myself...
Everyone is well aware that the scan points in the direction of something.
But yesterday the spatial anomaly( that I did not want) was closer. I found it. Unfortunately it was buried in a hill and I could not pick it up. I way pointed the anomaly.
Then I had to run in other directions looking for the mission objective and kept hoping that the scanner would eventually get closer to the mission objective than the original (unwanted) anomaly.
Wasted a lot of time.
And this is completely outside the canon.
"Scan for life signs Mr. Spock."
Not scan for everything, and lets investigate everything.
Yes, this isn't a huge issue for the escorts, but try that in a cruiser and it can get frustrating. Since I have played in beta, i remember what it was like to run around just looking for the objectives to begin with, so the current implementation is definitely a step in the right direction.
What I would like to see is a more detailed game mechanic. Open your minimap and then "scan system". This would have some kind of a progress bar. The duration could be modified by having a science bridge officer with innately good scanning abilities (such as the traits they come with now, having one in a science station with 'Superior Sensor Scan' would be a modifier), modified by your captains class (a science captain would know how to keep the ship configured to enhance scanning, followed by an engineer, followed by a tactical). Maybe you can differentiate this a a little bit and make it so that tactical captains can detect enemies in the system faster than science and maybe engineers might have an ability to detect your mission objective faster and science might be able to detect "hidden anomalies" which could grant a huge resource reward. This would be useful for when there is a proper crafting system. Additional equipment could be outfitted to your ship to increase scanning efficiency.
On the map, way points would be created at the completion of the system scan. If you are in a group, then instead of the whole group moving from one location to the next and having only one person contribute, you would assign different members their own way points in order to contribute equally to the completion of the mission.
Maybe certain mission objectives require a combination of ships scanning the system. A cloaked base may require all three types of captains to be present and cooperatively scanning the system to even FIND the base.
Maybe make it so that combat can interrupt the system scan, so that you have to engage enemies in a location to take them out and then start scanning for your objectives.
You could have a mechanic where tactical officers can scan a target ship for its weakest subsystem and have a science vessel target that for a greatly increased chance of disabling it.
Basically anything that gets people to work together to complete the mission or solve the problem would be a good thing. I think it would add a layer of depth to game play and open up a few new types of missions which adds variety. Also, it goes a long way to prevent the feeling that you don't need anyone to help you and that this is just a fancy single player game.
Yep, I figure that will be patched in over time.
Then don't choose to scan for mission objectives.
If the scan subject were differentiated then you could scan or not scan for whatever you desire.
I also quit picking up anomalies, because the crafting system doesn't interest me. So I'd really like to be able to exclude them. Then, when I get to the last mining outpost, but the mission says 5/6 scanned, I could use it to narrow down which one of the 6 I forgot to scan, rather than having to go back past all of them.
I don't mind not having waypoints, just a direction is enough for me. I know how to triangulate.
Yes but the scanners usually only work as well as a plot device. Sometimes they can scan a ship hundreds of light years away and sometimes they can't find some crazy, old dude and Captain Picard alone on a class M planet on a bright blue, clear day hanging around a missile pointed at the sun.
Im hoping for ice cream cones. Would love some space ice cream. Its so much better than regular ice cream.
I would like all ships to show up on the map deal as grey ships. Not until you either hail them or scan them will it tell you if they are hostile or not. There also needs to be long range weapons and short range weapons. I agree with the above poster that It is silly that all weapons can fire at 10K, (boarderline TRIBBLE)
neat
Or when you hit V and it scans a small moveable window opens up and shows you what's around and you can click on it to target or point out the direction.
Minigames for Non-Combat Missions
http://forums.startrekonline.com/showthread.php?t=124944
"F' it. There's no radiation samples for grinding my new pair of space pants at Memory Alpha. Next System!"
or, barring that, you can set ship sensors/tricorders to look for something specific, in a dropdown list, rather than scanning for everything and ending up with a long list of thngs to search for