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refine game-play

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Let me start with this, I believe that the current game-play format is a good start. However, I think its time to refine it to make it more star trek fan friendly.

For instance, lets get rid of the "sector space". Not in any of the TV series, nor the movies did they use this mythical "sector space". Instead lets use warp for its intended purpose, to get us from where we are to where we want to be. Then, have "in ship" missions where the bridge officers must perform duties during the time it takes to warp from one place to another. We could also encounter enemies this way.

This leads me to my next suggestion. Lets use these "in ship" missions to increase the bridge officers' skill point. No pool, no connection to the players rank/grade increase. They build themselves on their own merits. The player can still promote them, but a captain would do that anyway.

The third suggestion is don't make us head back to Memory Alpha every time we want to craft items. Instead we should go there to train our bridge officers, perhaps the science ones, to craft. Then, let that be an "in ship" mission for the trained officers.

I hope these suggestions will be taken into consideration & thanks in advance to those who take the time to read this rather long post. It not usually my style.;)
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Foremyden wrote: »
    Let me start with this, I believe that the current game-play format is a good start. However, I think its time to refine it to make it more star trek fan friendly.

    For instance, lets get rid of the "sector space". Not in any of the TV series, nor the movies did they use this mythical "sector space". Instead lets use warp for its intended purpose, to get us from where we are to where we want to be. Then, have "in ship" missions where the bridge officers must perform duties during the time it takes to warp from one place to another. We could also encounter enemies this way.

    Well, I think the implication here is that between the planets in a sector, you fly at warp speed. But the galaxy map as it it shown is not drawn to scale. You need to make use of a "transwarp" conduit to reach another sector which is several orders of magnitude in parsecs or light-years from say the Sirius Sector. Though it doesn't really work because the scaling is still off when you consider how close Earth should be to Alpha Centauri but ok whatever. It's a game not a class in astronomy.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    It has nothing to do with scale or accuracy, it has to do with depth of play & feel. To sit there while your ship "warps" across a "sector map" has no depth of play or Star Trek feel. Let us select our path from the nav map that's already in the game. Then, let us play around inside our ship for the same amount of time it would take us to watch our ship "warp" through "sector space". Let us do our "crafting" at a science station in our ship instead of having to travel to Memory Alpha. Let our engineers work on, & modify the warp core for another form of energy output increase. Let our tatical crew find "stow aways" Give us captains a ready room to monitor the crew activity. These are the things that would give this game some improvement over what we have now.
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