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So why is it so difficult to give BOFF's extra outfits? Curious minds want to know!

SystemSystem Member, NoReporting Posts: 178,019 Arc User
So I'm doing the latest mission where you travel back in time and I wanted to dress my boff's up in old starfleet uniforms like they do in the shows so as to "not contaminate the past" but I didn't want to erase their current look and put on the new look, then have to switch back at the tailor after the mission. I would have liked to be able to have a 2nd or 3rd costume slot so I could just switch them in and out... how hard would that be?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    One reason instance caps are so low, as is, is because of costume slots. A costume slot is already something that takes up a lot of information.

    Having extra costume slots for NPCs would probably force them to up the system requirements of the game and lower instance caps further.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    One reason instance caps are so low, as is, is because of costume slots. A costume slot is already something that takes up a lot of information.

    Having extra costume slots for NPCs would probably force them to up the system requirements of the game and lower instance caps further.

    Which in essence would be even more so detrimental to the game as a MMO in title.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    castogere wrote: »
    Which in essence would be even more so detrimental to the game as a MMO in title.

    BTW, I can see some form of compromise down the way, like a generic extra uniform worn by your whole crew (which might actually improve lserver/client loads) or maybe a first officer with a spare costume slot who can accompany you on social maps. I just don't see 10+ BOs with totally separate costume slots (complete with separate scaling) as viable.

    As-is, I kinda think they bptched by allowing costumes to have independent slider values. There are limited benefits but I suspect the drawbacks are more pronounced.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    BTW, I can see some form of compromise down the way, like a generic extra uniform worn by your whole crew (which might actually improve lserver/client loads) or maybe a first officer with a spare costume slot who can accompany you on social maps. I just don't see 10+ BOs with totally separate costume slots (complete with separate scaling) as viable.

    As-is, I kinda think they bptched by allowing costumes to have independent slider values. There are limited benefits but I suspect the drawbacks are more pronounced.

    Can't wait to see where they go with the 1st officer position...that would be pretty cool i think if he could accompany you down to a station like ds9 or such...would be cool...I like it.

    As it stands all of my BO's wear the approved fleet uniform as they are not allowed to wear anything else.........not even something with flare......if it doesn't look like a 9th Cav Uniform...then they have to walk around in their skivies...


    MAKE IT SO....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I wonder if they could expand the save/load feature at the tailor so when you make and purchase a costume for a particular boff it gets autosaved to your STO game folder under a charname/boffname subdirectory much like you can now save them into the screenshots directory. They could then be accessed at any point without requiring a proper tailor or paying for it every time you want to switch their uniform. I think this would let us have multiple uniforms for our boffs without causing significant strain on their servers.
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