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Smaller doors, when did this happen?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I was just showing a new player (Gasp, we are getting some!) around my bridge and I noticed that the shuttlebay doors are gone and replaced by much more reasonable exits. Is this a sign of things to come with smaller ship interiors?
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Honestly I haven't paid any attention to it, I'll check next time I'm in game, but there was a small patch today that could have changed that.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I was just showing a new player (Gasp, we are getting some!) around my bridge and I noticed that the shuttlebay doors are gone and replaced by much more reasonable exits. Is this a sign of things to come with smaller ship interiors?

    I believe they were saying that areas which have combat will need to be larger but that they are working on getting them as small as possible and that they are considering making bridges non-combat and giving players a size slider with three size choices to accommodate how large you want your social ship areas to be. (Ie. if you want social areas to support 25+ players, you could scale them up and if you want more canon accuracy, you could scale them down, possibly.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I believe they were saying that areas which have combat will need to be larger but that they are working on getting them as small as possible and that they are considering making bridges non-combat and giving players a size slider with three size choices to accommodate how large you want your social ship areas to be. (Ie. if you want social areas to support 25+ players, you could scale them up and if you want more canon accuracy, you could scale them down, possibly.)

    Yeah, actually I looked at the new door size and it was quite good. Not the size of the real doors on trek but that's because those would be SO hard to navigate with a camera, and especially with multiple people. From the size I saw they were maybe 120% the size of the actual doors. (100% being the same size, in case you thought I meant 2.2 times bigger)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    (100% being the same size, in case you thought I meant 2.2 times bigger)

    2.2 times bigger would actually be 220%

    100% is a 1:1 copy
    200% is a 2:1 copy
    220% is a 2.2:1 copy

    2.2:1 = 2.2 times bigger

    Hope that helps.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    2.2 times bigger would actually be 220%

    100% is a 1:1 copy
    200% is a 2:1 copy
    220% is a 2.2:1 copy

    2.2:1 = 2.2 times bigger

    Hope that helps.

    Yeah that's what I meant, but some people take the first 100% as a given, so saying something is "10% bigger" means it's 110% it's original size, therefore 120% bigger would mean, to them, 2.2 times.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I believe they were saying that areas which have combat will need to be larger but that they are working on getting them as small as possible and that they are considering making bridges non-combat and giving players a size slider with three size choices to accommodate how large you want your social ship areas to be. (Ie. if you want social areas to support 25+ players, you could scale them up and if you want more canon accuracy, you could scale them down, possibly.)

    This would be brilliant!
    I hate the over-sizing.
    I hope they do it. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    So I haven't gotten to play much but I didn't notice any doors that actually slide open and shut. They have them anywhere?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    VSpeck wrote: »
    So I haven't gotten to play much but I didn't notice any doors that actually slide open and shut. They have them anywhere?

    Unfortunately no.
    I miss the Swish sound.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Unfortunately no.
    I miss the Swish sound.

    They do make that sound, actually, it's just that they don't slide you they just teleport.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    They do make that sound, actually, it's just that they don't slide you they just teleport.

    Weird that i hadn't noticed that.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    sliding/opening doors would be nice though....SWG had them...and that game is pretty old with a less advanced engine than STOs...so im kind of surprised that we cant even get sliding doors in 2010.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    VSpeck wrote: »
    So I haven't gotten to play much but I didn't notice any doors that actually slide open and shut. They have them anywhere?

    The tech for moving environment objects isn't in the game. If you notice, asteroidal debris doesn't even rotate, it just sits there.

    Give them some time, there's a dev post somewhere saying it's a feature that's being requested by both the STO team and the CO team, so it will get in sooner rather than later.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    The tech for moving environment objects isn't in the game.
    The sliding door that serves at the Undine Commander's entrance doesn't? I thought that was a moving object.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    The sliding door that serves at the Undine Commander's entrance doesn't? I thought that was a moving object.

    Haven't actually been there, so I can't speak for that.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    The tech for moving environment objects isn't in the game. If you notice, asteroidal debris doesn't even rotate, it just sits there.

    This seems strange to me, because City of Heroes has had moving doors since the game launched in 2004. This includes normal hinged doors and science-fiction sliding ones. CoH still teleports you most of the time, mind, but it does so after a door animation plays and your avatar walks through.

    I know the current iteration of the Cryptic Engine used for Champions and STO isn't the same, but given they're all referred to as Cryptic Engine games... why can an older version of the engine do sliding doors, while the present one can't?

    (Yeah, there's probably a technical reason for this, but it just seems odd to a layman like me.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    It always seemed odd that the interiors of starbases and ships were so cavernous.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Haven't actually been there, so I can't speak for that.

    It's there. The problem with multiple people playing is that you're stuck if you walk into it as it is closing.

    Once this bug is squashed it'd potentially open up the aspect for everyone.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Acylion wrote:
    This seems strange to me, because City of Heroes has had moving doors since the game launched in 2004. This includes normal hinged doors and science-fiction sliding ones. CoH still teleports you most of the time, mind, but it does so after a door animation plays and your avatar walks through.

    I know the current iteration of the Cryptic Engine used for Champions and STO isn't the same, but given they're all referred to as Cryptic Engine games... why can an older version of the engine do sliding doors, while the present one can't?

    (Yeah, there's probably a technical reason for this, but it just seems odd to a layman like me.)

    City of Heroes doesn't use the Cryptic Engine. The CE was developed by around half the CoH staff in about a quarter of the time that CoH was developed. New engine. From scratch. They did reuse techniques but not really code.
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