As I'm doing my rounds for daily missions and crafting materials tonight one thing keeps bugging me. The lack of a better climb/dive angle to move down to get that data sample, only to notice the enemy ship for this particular mission is 15k above me.
So now that I just spent all that time in a star cruiser spiraling down, now I have to do the spiral back up.
Its tedious, its annoying. I know dstahl keeps saying they'll look into increasing the angle some, but it hasn't happened yet.
So how about this to meet half way, and for something that makes sense as well. How many times in the shows have we seen the main ship doing this one mission, noticing something interesting over that way...so they send a shuttle craft to check it out.
The idea is to send a smaller version of the runabout or shuttle model out to do that data gathering for us, while your main ship takes care of business. We could have a new mini-game to simulate the launching or docking of the shuttle, or to analyze the data when it returns. The drawback to it could be something along the lines of if you let it stray too close to active combat the enemy could target it, and you lose all the data it had obtained.
Its defiantly a QoL idea, but it would fall in line with what we see in the shows, and save hassle for those of us in the big and ponderous cruisers.
Interesting idea, certainly. I have the Tribble-tester runabout (which is cool, but does nothing), so I could see sending it off to scan anomalies for me. It would also help with the issue of finding certain anomalies on scan-intensive exploration maps.
On the other hand, it might make anomaly farming a bit too easy - warp in, deploy shuttle, wait, warp out.
I know dstahl keeps saying they'll look into increasing the angle some, but it hasn't happened yet.
Actually, it went from 45 to 60(?) degrees with Season 3. Might not be noticeable on a cruiser, but my escort can dive and climb all over the place now. Though I still have the occasional angle issue, especially on maps where the enemies aren't on the same plane. A couple of Cardassian front patrols have you following the rings around a planet, which have a fairly high tilt to them. Add anomalies some way above the rings, it got twisty.
On the other hand, it might make anomaly farming a bit too easy - warp in, deploy shuttle, wait, warp out.
That was why I added the caveat of the shuttle being target-able by enemies, losing you whatever data they had acquired. (in my vision of it, you don't actually get the data until the shuttle returns)
For just the scan 5 missions though? I dunno, those are super easy and mindless anyway. Still would probably be faster to move at full impulse with your ship than just sending out the shuttle.
That was why I added the caveat of the shuttle being target-able by enemies, losing you whatever data they had acquired. (in my vision of it, you don't actually get the data until the shuttle returns)
Weeeeeell, there is a fairly well-known way around that little problem during exploration missions...
Even in an Escort, I have had 3 anomolies at crazy heights/depths from the central plane. I had one map that had me diving for one, climbing for another, only to dive again for the next and all within a small area. I don't personally understand why going up and down can't increase to 90 degrees and be done with it. We can already tilt the camera to look directly down on the ship so it's not an issue with the camera angle.
Yes, I'd like to see a shuttle sent out on maps, it would be a great idea to grab those anomolies that are ridiculously placed. The limitation would be that you have to be within visual range first, not to see the distance but just the anomoly icon, that puts it around 30K from you. It goes out, waits until you complete the minigame and comes back before you get the reward. If you move out of visual range (if in combat etc), the shuttle will automatically return empty and you'll have to send it out again.
I do like the twist that the shuttle can be destroyed if you are in combat while it is returning.
As far as exploration systems are concerned, we are talking light years between anomolies, a shuttle can't do that since it has no warp drive so it will have to remain the way it is. However, if you wish to explore an anomoly 2.5 light years away on impulse engines only, good luck
Weeeeeell, there is a fairly well-known way around that little problem during exploration missions...
You mean closing out the bridge officer prompt, thereby not having the enemies spawn?
In that case it would still be faster to move towards the data sample at full impulse, and then just launching the shuttle right at it.
Perhaps adding the addendum that you need to be within range of the data sample to see what it is (15k I think) before you can launch, and then have it return after each scan would fix what you refer to. Still saves me from having to spiral up and down all over the place.
As far as exploration systems are concerned, we are talking light years between anomolies, a shuttle can't do that since it has no warp drive so it will have to remain the way it is. However, if you wish to explore an anomoly 2.5 light years away on impulse engines only, good luck
Most shuttles do have warp drive, and runabouts certainly do. But I think we're talking about using this in-system, not sector space.
You mean closing out the bridge officer prompt, thereby not having the enemies spawn?
Gah! Don't leave that there, the devs will get ideas! :eek:
Having to be in visual range would help, but you would still have to twist and turn a lot to even see some of the anomalies before you could launch the shuttle. It would help cruisers a little, but not stop the problem entirely.
On the other hand, it might make anomaly farming a bit too easy - warp in, deploy shuttle, wait, warp out.
Well if they make the shuttle slow enough, like 10% of our ships speed, then they would be waiting along time to get all of them.
Where as if you do the proper way, you could go and dispatch the enemies and then turn around and pick up the shuttle craft before warping out. So it's quicker to grab them yourself if you don't engage any enemies, but takes the time out of getting them during combat missions.
Players could also choose which skin shuttle they want as well, giving that bit more customization.
Most shuttles do have warp drive, and runabouts certainly do.
Tell me what Spock had to disengage from when he returned to the Enterprise from Vulcan in the movie? From what I understand, it was a warp drive unit to enable a shuttle to travel long range. From the few times that they actually used shuttles in the series ST and STNG, all of them were planetary craft with only impulse engines.
Runabouts as far as I am aware did not appear until DS9.
Tell me what Spock had to disengage from when he returned to the Enterprise from Vulcan in the movie? From what I understand, it was a warp drive unit to enable a shuttle to travel long range. From the few times that they actually used shuttles in the series ST and STNG, all of them were planetary craft with only impulse engines.
Runabouts as far as I am aware did not appear until DS9.
We're not talking about the old style shuttles. The only ones we have in game are the Type-8 shuttlecraft and the Runabout.
Both are warp capable.
The ship you are thinking of is a long range shuttle.
A Vulcan long range shuttle was a type of shuttle that was utilized by the Vulcans as a courier during the late 23rd century.
These long range shuttles featured a detachable cabin, capable of acting as an independent craft from the stardrive section.
Tell me what Spock had to disengage from when he returned to the Enterprise from Vulcan in the movie? From what I understand, it was a warp drive unit to enable a shuttle to travel long range. From the few times that they actually used shuttles in the series ST and STNG, all of them were planetary craft with only impulse engines.
Runabouts as far as I am aware did not appear until DS9.
A warp sled. Which was a long range shuttle made for higher warp.
Most other shuttles could also go to warp. Just not more than warp 1-2 most likely.
Not sure if it was the first new shuttle after TOS and the movies but the type 6 shuttle had functioning warp.
From the few times that they actually used shuttles in the series ST and STNG, all of them were planetary craft with only impulse engines.
Oh, like the time Picard and Wesley went off to the starbase while the Enterprise met the Pakled? Or when Kirk et al were transporting some sick woman somewhere and met Zefram Cochrane? Or the shuttle Picard gave to Scotty? Or the shuttle Worf took to the Batleth tournament?
There are a few threads buried in the forums about implementing probes for just this purpose, but shuttles would be a good idea too.
Hadn't seen any around, all I know is the constant spiral up and spiral down you get when the enemies and data samples are all over the place drives me bonkers.
It took us a year to get 15%, I'd like to see this as a stopgap while we wait two more years to get the other 30% we should have
The idea is to send a smaller version of the runabout or shuttle model out to do that data gathering for us, while your main ship takes care of business.
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On the other hand, it might make anomaly farming a bit too easy - warp in, deploy shuttle, wait, warp out.
Actually, it went from 45 to 60(?) degrees with Season 3. Might not be noticeable on a cruiser, but my escort can dive and climb all over the place now. Though I still have the occasional angle issue, especially on maps where the enemies aren't on the same plane. A couple of Cardassian front patrols have you following the rings around a planet, which have a fairly high tilt to them. Add anomalies some way above the rings, it got twisty.
That was why I added the caveat of the shuttle being target-able by enemies, losing you whatever data they had acquired. (in my vision of it, you don't actually get the data until the shuttle returns)
For just the scan 5 missions though? I dunno, those are super easy and mindless anyway. Still would probably be faster to move at full impulse with your ship than just sending out the shuttle.
Honestly in a star cruiser...I haven't noticed. Its still tedious and annoying, trust me.
Interesting idea!!
Regards,
Yes, I'd like to see a shuttle sent out on maps, it would be a great idea to grab those anomolies that are ridiculously placed. The limitation would be that you have to be within visual range first, not to see the distance but just the anomoly icon, that puts it around 30K from you. It goes out, waits until you complete the minigame and comes back before you get the reward. If you move out of visual range (if in combat etc), the shuttle will automatically return empty and you'll have to send it out again.
I do like the twist that the shuttle can be destroyed if you are in combat while it is returning.
As far as exploration systems are concerned, we are talking light years between anomolies, a shuttle can't do that since it has no warp drive so it will have to remain the way it is. However, if you wish to explore an anomoly 2.5 light years away on impulse engines only, good luck
You mean closing out the bridge officer prompt, thereby not having the enemies spawn?
In that case it would still be faster to move towards the data sample at full impulse, and then just launching the shuttle right at it.
Perhaps adding the addendum that you need to be within range of the data sample to see what it is (15k I think) before you can launch, and then have it return after each scan would fix what you refer to. Still saves me from having to spiral up and down all over the place.
Gah! Don't leave that there, the devs will get ideas! :eek:
Having to be in visual range would help, but you would still have to twist and turn a lot to even see some of the anomalies before you could launch the shuttle. It would help cruisers a little, but not stop the problem entirely.
Well if they make the shuttle slow enough, like 10% of our ships speed, then they would be waiting along time to get all of them.
Where as if you do the proper way, you could go and dispatch the enemies and then turn around and pick up the shuttle craft before warping out. So it's quicker to grab them yourself if you don't engage any enemies, but takes the time out of getting them during combat missions.
Players could also choose which skin shuttle they want as well, giving that bit more customization.
Actually we dont have a Space Sim,
In Cryptic's words this is a star trek sim, if you want a space sim talk to NASA.
and we replied to that with clips of starships doing 90 degree attacks on klingon ships but meh, we got 15 more degrees after almost a year.
Runabouts as far as I am aware did not appear until DS9.
We're not talking about the old style shuttles. The only ones we have in game are the Type-8 shuttlecraft and the Runabout.
Both are warp capable.
The ship you are thinking of is a long range shuttle.
A Vulcan long range shuttle was a type of shuttle that was utilized by the Vulcans as a courier during the late 23rd century.
These long range shuttles featured a detachable cabin, capable of acting as an independent craft from the stardrive section.
A warp sled. Which was a long range shuttle made for higher warp.
Most other shuttles could also go to warp. Just not more than warp 1-2 most likely.
Not sure if it was the first new shuttle after TOS and the movies but the type 6 shuttle had functioning warp.
Just saying
Hadn't seen any around, all I know is the constant spiral up and spiral down you get when the enemies and data samples are all over the place drives me bonkers.
It took us a year to get 15%, I'd like to see this as a stopgap while we wait two more years to get the other 30% we should have
10char