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STO:Kast - Recruiting Bridge Officers from "Lower Decks"?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I was listening to STO:Kast...

http://www.podbean.com/podcast-detail?pid=65470

One idea that really caught my attention was the idea that once ship interiors are live you could interact with your "Lower Decks" crew wandering your ship and promote some of them to Bridge Officer.

I've never seen anything about that. But it sounds cool.

Has anyone seen anything about that?
Post edited by Unknown User on

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I was listening to STO:Kast...

    http://www.podbean.com/podcast-detail?pid=65470

    One idea that really caught my attention was the idea that once ship interiors are live you could interact with your "Lower Decks" crew wandering your ship and promote some of them to Bridge Officer.

    I've never seen anything about that. But it sounds cool.

    Has anyone seen anything about that?

    Yes, it's been mentioned by developers before as something being passed around (but not certain).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Chat was here.



    It is on topic.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Wow, Chat. They're obsessed with you on that podcast.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Not obsessed. Brandon's been stuck on a little island in the middle of the Pacific, called Guam, and so when presented with the idea of a sweedish strumpet with a taste for trek and a perky disposition v.s. a chance to see or fly the MOST AWESOME SHIP EVER, his "Giggity, Giggity" subroutines took over his Positronic Matrix and he might have.... possibly have....kinda admited on the INTERNET (where nothing is hidden, ever) that a mere image of the fabled Chat would be worth the approx $225 investment (cause really, who on these forums have five friends that will shell out the cash to fund your trek habit?) required to earn a Galaxy X ship.

    I on the other hand find this hilarious, and hope to add more delicious chaos to the universe before this is done. :)

    --Todd
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Yes, it's been mentioned by developers before as something being passed around (but not certain).

    I guess it would only be a source of generic style BOFF's. I cant imagine you finding a purple down there!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Thadious wrote:
    I guess it would only be a source of generic style BOFF's. I cant imagine you finding a purple down there!

    Did you watch TNG? Wesley Crusher was the cadet found aboard the ship.

    If that's not purple - I don't know what else is!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Did you watch TNG? Wesley Crusher was the cadet found aboard the ship.

    If that's not purple - I don't know what else is!

    Excelent point! hmmm, you are making me revise my idea. ok so how then do we make this an interesting mini game of searching your crew for the savant while not making it a farm? maybe have that purple appear on the ship for 15 min once a week?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Thadious wrote:
    Excelent point! hmmm, you are making me revise my idea. ok so how then do we make this an interesting mini game of searching your crew for the savant while not making it a farm? maybe have that purple appear on the ship for 15 min once a week?
    The purple will appear for 15 minutes out of every 45 minutes of play.

    He will either be moaning in 10-forward or asleep at a console.

    This will introduce a mini-game, as demonstrated from TNG:
    http://www.youtube.com/watch?v=CX8NsJn_KpM

    It's a diplomatic encounter with Wesley Crusher - for every inane, randomly-generated idea: you get a chance to counter with an epic line.

    j/k

    Going back on topic, yes.

    Here's dstahl's post of what's being discussed (no guarantees):
    dstahl wrote: »
    Here's an update on where we are at with Player Ship Interiors.
    (all subject to change as we're still in the process of building this system)

    We've posted a poll to gather feedback on priorities for the interior system (if you haven't taken the poll or commented, please check the polls section).

    What we're agreed on so far
    Feds and Klingon players will both get ship interiors
    Fed players will get the Fed Ship interior kit (similar to what was seen on Khitomer in tutorial)
    Klg players will get the Klingon Ship interior kit (similar to what was seen on B'Vat's ship)

    The default interior will have multiple floors (similar to Khitomer in Tutorial)
    The interiors will be instanced and use turbo-lifts (depending on your video processor speed - turbo-lifts are either instant moves or a few seconds - so some players may see a brief loading screen - but you are transfering within the same map which is faster than going from map to map)
    Crew members will populate the interior and appear to be performing duties
    BOFFs will remain on the bridge - but candidates might be seen elsewhere

    There will be 3 floors represented for your ship to start

    Floor 1
    Bridge and Ready Room

    Floor 2
    Medical Sickbay
    Lounge (like 10-Forward)
    Captain's Quarters
    Reception Room (for diplomatic purposes)

    Floor 3
    Engineering / Engine Room
    Engineer's Office/Science Lab
    Transporter room

    Things still up in the air - options we are discussing to improve ship interiors for launch of Season 2 - all TBD
    • Creating more floorplans that you could choose from (Small vs Large)
    • Creating specific versions of rooms to match IP ship designs (Galaxy Engine Room)
    • Adding a customizable uniform for your crew (it may just be based on a default)
    • Adding the ability to remove personal injuries in sickbay and ship injuries in engineering
    • Adding mini-games to remove injuries
    • Adding social mini-game such as poker
    • Adding ability to place trophies/items on your interior
    • Adding ability to have enemy boarding actions take place on your interior
    • Adding ability to have PvP duals on each other's interiors
    • Adding missions that use your interior as a part of the episode
    • Having diplomatic First Contact missions take place in your reception room
    • Adding ability to find new BOFF candidates working your interior that you can promote
    • Building specific interior kits to match eras (TOS interior vs. TNG interior)
    • Ability to purchase some items from your lounge
    • Ability to craft some items in engineering or sickbay
    • Adding some sort of "team bonus" for spending time on other players ships
    • Attempting to shrink the kit hallways and interiors as much as possible and still maintain camera/combat
    • Create a new curved hallway section to represent fed saucer ships
    • Allowing players to customize kit lighting/textures

    Thats a lot of features and we don't have the resources to get all of those in for the launch of Season 2 which is another reason we're using the polls and your feedback to get the interiors started on the right track so we can add to them as we go. We want to focus on a few of the items above to start.

    We were also concerned that removing injuries from normal difficulty (no matter how slight there were) removes some of the coolness of having ship interior functionality for players that play on normal - since they will simply never get injured. I'm curious if players who don't want injuries on normal would change their mind if they knew they would be missing that.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    That was a wonderfuly epic post that gave me everything ive ever wanted from this game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    WWWoooo undine!!!!!!!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    lol @ sutherland


    I hope the bridges shrink more too!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    One time due to a mistake, I beamed down without one of my BOs, and instead got a Redshirt.

    We ran into some trouble, and my BOs fell to a pair of Klingon swordsmen. Not that redshirt, though. Unlike every single episode of Star Trek, the characters with names were all killed, and the nameless redshirt fought on. And man, did he fight. Fought like a friggin' lion. At the end of the battle, it was just me and him.

    I wanted to promote him so bad. :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Thadious wrote:
    I guess it would only be a source of generic style BOFF's. I cant imagine you finding a purple down there!

    I've heard devs say they'd like a mechanic to encourage people to use random redshirts in place of bridge officers sometimes.

    It would be neat if playing with the redshirts let you "get to know them" and discover untapped talent that way.

    Or if they had missions that required redshirts and had them get mutated/assimilated/whatever and become exotic BO candidates.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Redshirts should be banished from the injury system, there should be a mission where you beam down with 4 redshirts and one by one through the mission they are perma-killed, leaving you all alone to fight the boss at the end with an improvised bazooka.
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