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Opinions about new ship interiors/layouts

SystemSystem Member, NoReporting Posts: 178,019 Arc User
While testing out the brand new ship layouts. I've found the only difference (bad and good) between the Large, Medium, and Small Layouts. Every room is exactly the same (except for your trophies) but the size and length of the hallways vary. (Sounds like a McDonald's order ... I still eat it though) This is my opinion and I "needed to get it off my chest".

Either way, these are several things that I want people to comment on to see other's responses:

1) NPC paths: I know that so many other games do this, but just putting it out there.
-NPCs are found throughout the lower decks and they make the ship feel alive and operating.
-NCPs are found on top of one other (I know fully what door I have just opened for posting ...), stacking on each other, and hovering above consoles.
-NPCs walk to "dead ends" and walk away ...
-NPCs walk up to the turbolift but turn around and walk away. (At least have them go in and "disappear")
-NPCs beam onto the transporter pad (sometimes they miss the pad) ... when there's no npc at the console ...
-NPCs walk into the hallway infront of the captain's quaters (Large and Medium Layouts) for no reason but to walk to the door and turn around. (Love Small layout in that case because the Captain's Quarters are lead directly to hallway)
-NPCs are found IN the captain's quaters! Using MY replicator! (Well, usually there are 5 npcs stacked in front of it)
-There a plenty of npcs ... but in the wrong places: Lots of tacs and sci in the ENGINEERING Lab, which only had one eng npc.
-The -lack- of npcs sitting down in the lounge ...
-THe -lack- of npcs behind the counter in the lounge (Whether directly behind in by the shelves of crates)
-Last: So many npcs walking about ... but few actually working. And those that are ... for a short period of time.

2) The Lounge: Worst part is over ... just a few more topics to discuss
-Lighting in the kitchen
-No actual replicator to make drinks (drinks you could get at your ship replicator)
-Lighting in back, sitting area
-One ship class trophy per type (3 or more classes per type; Example: Trident, Destiny, Oracle, Nimbus)
-"Q" Accolade floor trophy facing to the right, but is still sit able.
-Ability to walk under or through (in case of the "Fire Cave") floor trophies. (I'm for this, just want posts).

3) Captain's quater's/Sick Bay/Ready Room/Engineering Lab/etc.: See, I can condense things.
-Paintings (I like some ... others there is a pilller running through it)
-Putting a bed and couches without adding the emote "sleep_bed" and "sleep_couch" (I have a borg character so the "sleep" emote of standing up is fine for him)
-Engineering Lab that looks like a science lab ... when there is no science lab.
-Lack of a tactical room (A cargo bay and/or torpedo bay would have been nice [maybe in the future?])
-Lack of science room (other than med bay ... since medical and science, though similar, need different tools)
-Nothing to complain about main engineering other than I've seen it before and the occasional suicide npc jumping off the from the second floor railing.

That's about it. I'm sure there is more but some of the stuff (NPCs) are bugs and stuff.

Do not mistake this as a "I HATE CRYPTIC BLAH BLAH" post. I am very impressed with the interiors and could easily make a just as big, if not, bigger post about the great things they did ... but that requires more effort, and I'm tired ... As always (this is a great thing!) A great start, some bugs, lots of room for growth. It's such a great feeling to know that the game will exand and that there is PLENTY of room to do so ... because if they put everthing in ... that kills alot of my playtime which I payed good money for. So keep this game going and keep leaving room to expand ... but don't forget to expand.


-Note-
Do not post anything that you think is "immoral". I trust you.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    If the scale mismatch between the doors & characters and the actual rooms and corridors didn't make my brain hurt and my eyes bleed, I'd actually be pretty impressed overall.

    Unfortunately, due to the above effect, I can't even comment on the rest.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    1) NPCs
    -NPCs are found hovering above consoles.
    -NPCs walk to "dead ends" and walk away ...
    -NPCs walk up to the turbolift but turn around and walk away. (At least have them go in and "disappear")
    -The -lack- of npcs sitting down in the lounge ...
    -THe -lack- of npcs behind the counter in the lounge (Whether directly behind in by the shelves of crates)
    -Last: So many npcs walking about ... but few actually working. And those that are ... for a short period of time.

    2) The Lounge:
    -No actual replicator to make drinks (drinks you could get at your ship replicator)
    -One ship class trophy per type (3 or more classes per type; Example: Trident, Destiny, Oracle, Nimbus)

    3) Captain's quater's/Sick Bay/Ready Room/Engineering Lab/etc.:
    -Engineering Lab that looks like a science lab ... when there is no science lab.
    -Lack of a tactical room (A cargo bay and/or torpedo bay would have been nice [maybe in the future?])
    -Lack of science room (other than med bay ... since medical and science, though similar, need different tools)
    -Nothing to complain about main engineering other than I've seen it before and the occasional suicide npc jumping off the from the second floor railing.


    Deleted alot of things. Most were resolved in more than one way, especially the lighting in the back of the lounge ... there is still none. However, before it was black outside the windows, making the sitting area seems smaller and dark. Now you can see space and the stars, making the area seem huge and the lack of light complimenting the stars ... brilliant! Another, the new "sleeping" emote, brilliant! When I logged on, it was a huge sense of "they actually listen". The rest of the stuff is not important and can be done gradually over time. However, the engineering deck is a ghost town ... especially the engineering lab. Yes I said it was crowded ... but I wanted it crowded with engineers and science officers, less tactical officers ... now the only NPCs you can find are around the warp core.

    Thank you Crpytic for fixing alot of stuff and can't wait to see the other bugs eliminated.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Meh, rumor has it that ship interiors will be UGC as soon as they get the tech in. Might take a whine, but still, it's an effort.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    I was almost positive there was both a Eng Lab AND a Sci Lab. Sci Lab is on the Crew Deck... I'll have to double check when I get home from work today.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Ship interiors go a long way towards adding immersion to one's Star Trekking experience, but a number of things are lacking.

    First and foremost, EVERYTHING IS WAY, WAY TOO BIG. Ceilings are too tall by a factor of two. Corridors are too wide (though perhaps not by a factor of two). The bridges are too big. The lounge is too big. The captain's quarters, amusingly, are about the only thing that are NOT too big.

    Secondly, TOO MANY WANDERING NPCS. On my current Fed ship, an Intrepid-class long-range science vessel with a crew complement of 200, I can typically see two dozen NPC crewmembers wandering around from any given vantage point in the hallways. That's ridiculous. From a typical vantage point on one of the 'medium' or 'large' crew quarters variants, you can see perhaps half of ONE deck's circular hallway. So multiply that two dozen times two-- and then times 15 (the number of decks on an Intrepid class). Then add in all of the people who AREN'T in the hallways, but rather in their quarters, and... well, suddenly it seems as though I am in command of a Borg Sphere, given the huge number of crewmembers.

    Thirdly, wandering NPCs in the 'small' variant tend to act glitchy, crowding each other out, bumping into each other in the relatively small corridors.

    Fourthly, you can hop onto the pot of boiling water (which is left totally unattended?) in the galley and don't experience any heat damage.

    Fifthly, shouldn't you be able to at least heal minor or moderate injuries in Sickbay?

    Sixthly, all of the corridor variants seem to be the same colour-- blue-- REGARDLESS of the colour scheme of one's bridge. Would a recolour really be that hard? If I select a bridge variant of an orange-and-black colour scheme, my corridors should match it.

    Seriously, though, did I mention EVERYTHING IS TOO BIG? Please, Cryptic, FIX THIS!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    The first thing I thought when I saw the interiors was, "impressive!"
    The second thing I thought was, "I fly an escort, not a convention center..."

    These interiors are a step in the right direction, but they could do with a little tweaking.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    jessieleah wrote: »
    Ship interiors go a long way towards adding immersion to one's Star Trekking experience, but a number of things are lacking.

    First and foremost, EVERYTHING IS WAY, WAY TOO BIG. Ceilings are too tall by a factor of two. Corridors are too wide (though perhaps not by a factor of two). The bridges are too big. The lounge is too big. The captain's quarters, amusingly, are about the only thing that are NOT too big.

    Secondly, TOO MANY WANDERING NPCS. On my current Fed ship, an Intrepid-class long-range science vessel with a crew complement of 200, I can typically see two dozen NPC crewmembers wandering around from any given vantage point in the hallways. That's ridiculous. From a typical vantage point on one of the 'medium' or 'large' crew quarters variants, you can see perhaps half of ONE deck's circular hallway. So multiply that two dozen times two-- and then times 15 (the number of decks on an Intrepid class). Then add in all of the people who AREN'T in the hallways, but rather in their quarters, and... well, suddenly it seems as though I am in command of a Borg Sphere, given the huge number of crewmembers.

    Thirdly, wandering NPCs in the 'small' variant tend to act glitchy, crowding each other out, bumping into each other in the relatively small corridors.

    Fourthly, you can hop onto the pot of boiling water (which is left totally unattended?) in the galley and don't experience any heat damage.
    Fifthly, shouldn't you be able to at least heal minor or moderate injuries in Sickbay?

    Sixthly, all of the corridor variants seem to be the same colour-- blue-- REGARDLESS of the colour scheme of one's bridge. Would a recolour really be that hard? If I select a bridge variant of an orange-and-black colour scheme, my corridors should match it.

    Seriously, though, did I mention EVERYTHING IS TOO BIG? Please, Cryptic, FIX THIS!

    This has been discussed MANY times in MANY threads. There's not much more they can do due to the camera angles and positioning. The rooms have to be larger than we expect to accomodate this. The only thing they could do to remedy this is to overhaul the entire camera system which is a major task. And I'm sure many would agree there are more pressing concerns and better uses of their time... for now at least. This would be a concern for a later time... putting more polish on the interiors.

    Seriously? That's a pretty insy weensy tiny little thing to bring up. I was actually rather impressed/amused at the fact that when you DO step in the water it makes splashing sounds :)

    I do agree with your other points tho...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    They WOULDN'T have to totally revamp the camera system. All they'd have to do is add limitations on how far you could move it 'up' in certain areas. There are already limitations on how far you could move it 'down'; you can't move the camera below floor level...
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