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Where is my Red Alert Button?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Would have been nice if in order to raise shields and power up weapons, we would get a Red Alert button. One thing I liked about Star Trek: Starfleet Command was you could issue Green, Yellow and Red alerts. Would be nice if this were implemented into the game.

I know some negative things that could come of this are PvP, zone in and instantly are blasted to bits because your shields are down. Easy fix, have a timer where you are invincible for 10 seconds upon entering a PvP zone. Same thing goes for Deep Space Encounters.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    My thoughts exactly when I started this week another +1 for alert buttons. It's also a shame Cryptic could not implement the same camera angle uses as well, as I get fed up some times in a busy battle losing track of my target.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Not a bad idea (the invincibility thing)...

    Also I think that the red alert (yellow alert, green) would have to be optional
    and the default would be it stays the way it is.

    But it would be cool if they added it...

    Also I think they would have to change the way sheild come on (coming from a green to yellow or red)
    If your sheilds are beaten down to zero now it takes time foe them to come back, they should pop on at full strength
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    This one's been kicked around quite a bit. I think it would add much to the immersion factor, particularly if it were toggled between red, yellow and green. Right now, you can only go red when the shooting starts, but what if I want to power up before then? Or better yet, give me that, AND a way to drop shields for transporter use, a la movies and eps. That way, I can mirror the whole "zoom in, beam in/out, take hits, and zoom out" thing we've seen a gazillion times. To keep the tactic from becoming too exploitive, well, you get hit with shields down....ouchie. It *hurts*.

    That would be way cool.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    The problem with alert status buttons is that they introduce an unnecessary level of micromanagement to the game.

    I remember this issue being raised early in the development cycle (2008-2009), especially in reference to other Star Trek games. Unless there is a complex diplomacy system (with persistent consequences for actions/decisions) in place, would there be any reason not to fly around with your shields up all the time?

    Because STO is primarily a combat game, even with plans to introduce diplomacy, having the shields raised automatically for you is the simplest and most convenient mechanic in the game.

    Besides which, ships already 'pop' (die) too quickly in combat anyway, because reaction time is almost non-existent. Introducing yet another button needed to be hit by reflexive twitch would only further complicate the matter.

    In summary, I don't see alert status buttons being added to the game any time soon, if at all.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    All the episodes where Worf informs Picard that, Shields are at 80%, 60% etc. That is not something you see in STO, especially in PvP. Worf's warning in this game would come out as a vaporized gasp as the Enterprise explodes long before Picard could issue a Red Alert.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    I agree. We need red alert.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Wraiven wrote: »
    ..... Easy fix, have a timer where you are invincible for 10 seconds upon entering a PvP zone. Same thing goes for Deep Space Encounters.

    have they fixed the ability to just wander off to the side of the map...and loiter to get credit for the Deep space encounters.?

    I can see where the 10 seconds of invincibility would maek this worse.... people come in....fly off......invincable.... and freeload off in the map corner somewhere.


    ( I havent done a DSE for months..... so I dont know if its been fixed or not ))
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    They got one at Office Depot...

    It's called the " Easy Button " lol.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    oh..and...

    Yay is my vote on Red alert Button :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Wraiven wrote: »
    Easy fix, have a timer where you are invincible for 10 seconds upon entering a PvP zone. Same thing goes for Deep Space Encounters.

    Or you could have it automatically set you on Yellow Alert as soon as you enter, shields up, but not weapons (so more power to sheilds and engines automatically till Red Alert so more chance to live and shift), just as a alternative and also somewhat more pluasable.

    On the basis of the idea I do like it, just the invincible part that might make things worse as if a opposing player in PVP spawns close to a battle if its near a TW gate, they are now able to hit you for 10 seconds and not give a damn cause you can't do anything to them, true most the time battles are far from the gate you spawn at, but there is the chance.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    I would prefer to use the buttons.....

    choosing yellow alert when in a creepy situation, to have my shields up just in case. :p

    Adds to the feel
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    No need to actually have the button affect anything in combat. Keep the auto shield/weapon thing exactly the same.

    It would just be fun to have the button to give an alert notification on the screen, and the iconic buzzer. Sometimes a simple cosmetic addition can help immersion.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    I would like a way to issue Red and Yellow alert. There is no such thing as Green Alert.. Condition green is the default state when not in Red or Yellow alert. After all.. When have you ever heard anyone say.. "The fight is over... Go to Green Alert!". ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    This is exactly something we need. And not just a simple tacked on issue that we can change when we feel like it; it needs to be a game changer. If you're on diplomatic missions, or hell, even aid the planet or simple missions like those and you have anything other than status green the people there should be upset or even offended; maybe even provoked. Things like this, are a major need in this game.

    Then again I also sincerely believe that we need multiple choices when talking to people in the game. Choices that will alter the conversation as per most normal RPGs these days. I want to choose between trying to talk an issue out and calling someone a dirty targ. This is what I believe a LOT of people had in mind when they wanted more diplomacy in the game. The current FDC is neat and all, I definitely don't want that to ever go away because it does add a unique layer. However, what I would like to see is actual interaction at all times; always have choices that will alter the conversation or events. You might be able to avoid fighting in some missions where, as of now, you can't; or something of that sort.

    /ramble
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    I do miss NOT having this simple option in the game. This is the ONE thing the Captain usually does, is put the ship on Red Alert or yellow. The one thing us Captains should be doing, they automated. :( My vote is give us a red/yellow alert button!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Ezhno wrote: »
    This is exactly something we need. And not just a simple tacked on issue that we can change when we feel like it; it needs to be a game changer. If you're on diplomatic missions, or hell, even aid the planet or simple missions like those and you have anything other than status green the people there should be upset or even offended; maybe even provoked. Things like this, are a major need in this game.

    Then again I also sincerely believe that we need multiple choices when talking to people in the game. Choices that will alter the conversation as per most normal RPGs these days. I want to choose between trying to talk an issue out and calling someone a dirty targ. This is what I believe a LOT of people had in mind when they wanted more diplomacy in the game. The current FDC is neat and all, I definitely don't want that to ever go away because it does add a unique layer. However, what I would like to see is actual interaction at all times; always have choices that will alter the conversation or events. You might be able to avoid fighting in some missions where, as of now, you can't; or something of that sort.

    /ramble

    I TOTALLY agree! +1
    We should be able to choose how the story unfolds, it gets boring just to have to keep battling all the time. The missions always end in a battle, also some people don't agree to what their character is forced to say and want other options.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    I agree to this.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Actually I don´t agree with this. Surprise. ;)

    It´s one of the greatest problems of TV shows and elevating the scientific illiterate writing as canon.

    Zipping around in space is actually a sure death sentence without a type of shielding permanently active.
    NON "corporeal" shielding that is.
    As any matter hit by intra planetary and/or solar radiation will soon become a source of radiation itself, no matter what fancy shmancy transparent aluminiums etc. you make up.

    So anything but alert red in space is suicidal.

    Or was it yellow? I guess we don´t need powered up weapons all the time, as we have the deflector dish to actually deflect anything that wants to punch through the hull while we´re flying at it.

    As it is now I just view it as a war directive from Starfleet to have red alert be the standard MO while not flying under full impulse. Actually a pretty sane idea when your enemy can cloak and you never know when it´s coming.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Red & Yellow should be both be both visual alerts and buffs: Yellow as a +2% hull regeneration buff, and red as a +2.5% damage resistance buff. The visual alerts would be the red alert message and and yellow alert message. When we get interior functionality, they should be like the red alert in the series/ movies.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    ivarST wrote:
    Actually I don´t agree with this. Surprise. ;)

    It´s one of the greatest problems of TV shows and elevating the scientific illiterate writing as canon.

    Zipping around in space is actually a sure death sentence without a type of shielding permanently active.
    NON "corporeal" shielding that is.
    As any matter hit by intra planetary and/or solar radiation will soon become a source of radiation itself, no matter what fancy shmancy transparent aluminiums etc. you make up.

    So anything but alert red in space is suicidal.

    Or was it yellow? I guess we don´t need powered up weapons all the time, as we have the deflector dish to actually deflect anything that wants to punch through the hull while we´re flying at it.

    As it is now I just view it as a war directive from Starfleet to have red alert be the standard MO while not flying under full impulse. Actually a pretty sane idea when your enemy can cloak and you never know when it´s coming.

    It's not just a matter of technology (weapons/shields), though it would be terribly inefficient if all these systems were constantly powered up. May use up fuel at an unacceptable rate...if these ships do use fuel.

    The real cost of Red Alert (an equivalent to Battle Stations) is that it is very hard on crews. The state of readiness that must be maintained manning stations with extra personnel, damage control units formed up by otherwise sleeping off-shift crew, heightened need to continually scan and search...these states can only be kept up for so long. Fatigue limits you far sooner than technology.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Democratus wrote: »
    The real cost of Red Alert (an equivalent to Battle Stations) is that it is very hard on crews. The state of readiness that must be maintained manning stations with extra personnel, damage control units formed up by otherwise sleeping off-shift crew, heightened need to continually scan and search...these states can only be kept up for so long. Fatigue limits you far sooner than technology.
    Tough.
    Still better than waking up in your jammies while floating in space.

    War footing against an enemy that cloaks!
    Thus can pop up everywhere and anytime. Feds don´t have any choice but be on permanent battle stations.

    Another good reason BTW to tell SELA & the Roms to take a hike on the cloaking issue. They can go cry to their Hirogen buddies.

    Federation ships use a mix of fusion generators and an anti-mater reaction in the warp core to generate energy. Deuterium in a big tank and anti-mater in specific pods is the fuel for it. And if "the engines canae take it" then they better learn to do this nonetheless.
    Make it so ASAP!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    ivarST wrote:
    Tough.
    Still better than waking up in your jammies while floating in space.

    This simply doesn't work. There is a huge body of study by both civilian and naval psychologists to prove it. Add to that the fact that these ships are in space (a very hostile environment) and it compounds things even more.

    Remember that horrible TNG episode where there is a disease that makes everyone act drunk? They find a ship where everyone is dead because someone vented all the air out into space. This is the kind of thing that will happen if your crew suffers too much fatigue.

    People can not stay at maximum alertness constantly. It's a physical and mental impossibility.
    War footing against an enemy that cloaks!
    Thus can pop up everywhere and anytime. Feds don´t have any choice but be on permanent battle stations.

    Little different than war footing against an enemy with submarines. But navies in WWII were not constantly at Battle Stations. In practice it does not work.
    Federation ships use a mix of fusion generators and an anti-mater reaction in the warp core to generate energy. Deuterium in a big tank and anti-mater in specific pods is the fuel for it. And if "the engines canae take it" then they better learn to do this nonetheless.
    Make it so ASAP!

    True enough. Engines work when it's good for a story, and fail for the same reason. JMS had a great answer for how fast ships flew in his universe, "At the speed of plot!". :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    True, but then again we´re dealing with relatively small ships that have hundreds of crew.
    Always wondered what all these guys do.

    Having a permanent "battle-stations" crew while the other half is sleeping would solve that conundrum nicely. Of course you have to kiss the cozy cruise ship Starfleet from the TV shows good by. Hot bunking like in todays submarines would automatically become standard.

    I´m sure an organization that can handle building, equipping, manning and logistically supplying a fleet of star ships, will handle this problem too.

    Heck even the US did this to an extent during their recent wars, and with the help of certain "speedy" powders.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    I see arguments for and against having the alert toggles. If Cryptic would develop a plot/mechanic use for it (If having weapons powered in the upcoming diplomatic missions had consequences, but condition green leaves you vulnerable to attack...) then I'd be all for it. But currently, there is condition green, which automatically switches to red alert for combat. Now I recall plenty of episodes where it was Riker who declared the red alert, even while Picard was on the bridge... I simply take it as: I'm the captain, and my first officer is calling for the red alert. Works enough for me. As for when I'm, not at red alert? What stops me from simply claiming the shields aren't powered up? There's a graphic showing the system is available/undamaged, but doesn't necessarily mean they're active. They don't even show around my ship like they do in combat.

    For me, it doesn't affect the feel. What affects the feel more is that there are no missions/mechanics that would need this kind of mechanic. When it's NEEDED needed, then it'll be a priority for me.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    ivarST wrote:
    True, but then again we´re dealing with relatively small ships that have hundreds of crew.
    Always wondered what all these guys do.

    Having a permanent "battle-stations" crew while the other half is sleeping would solve that conundrum nicely.

    Sorry. That simply doesn't work. If any crew's whole shift is a state of advanced alert - then the whole shift is a state of non-advanced alert. Anything that becomes "normal" will begin to be treated in a normal fashion. We aren't designed to be at heightened alert on a long term basis.
    Of course you have to kiss the cozy cruise ship Starfleet from the TV shows good by. Hot bunking like in todays submarines would automatically become standard.

    Submarines operating on 'hot bunking' still are not at battle stations all the time. They go to battle stations when on attack or when sonar detects a contact or when a VLF message dictates. But otherwise they are at "ready" when in potentially hostile waters - I'd liken this to Yellow Alert..
    I´m sure an organization that can handle building, equipping, manning and logistically supplying a fleet of star ships, will handle this problem too.

    Heck even the US did this to an extent during their recent wars, and with the help of certain "speedy" powders.

    The US, Britian, Russia, etc. are pretty old hat at building, equipping, manning and logistically supplying a fleet right now. The 'starship' part is a matter of technology. Maintaining crews is nothing new.

    So we have very real reasons to have different states of alert. We also have cinematic reasons as it helps set a story to new levels of tension. All compelling reasons to include them in the ST universe.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Democratus wrote: »
    Sorry. That simply doesn't work. If any crew's whole shift is a state of advanced alert - then the whole shift is a state of non-advanced alert. Anything that becomes "normal" will begin to be treated in a normal fashion. We aren't designed to be at heightened alert on a long term basis.
    Well no, it doesn´t of course. When you use your battle-stations version of red alert.

    I´m actually talking about the permanent red alert we see in game. Which means nothing else but having juice on all fighting devices and a crew that isn´t playing cards in their bunks. And slurping ractajinos, chatting with each other over the weapons console instead of sitting at it at the ready.

    No reason they can´t keep all stations maned permanently, just as they don´t have to be under full fighting stress all the time.
    But manned and prepared to go from 0 to 100 they have to be. Just like fire fighters do.

    Thus I see no real reason to add the "color stations". The current permanent war readiness does nicely without any special micromanaging necessary.
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