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Why are the interiors so BIG?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Or are we too small?

Why are the turbolifts, corridors and the bridges so big compared to how they are supposed to look?

Is it some kind of game engine limitation or is just so people can move about more freely with more room?

If the latter then fair enough but why the big doors?

I''ve seen amatuers do a better job with Elite Force 1 and 2 years ago!

I just recently did the Q mission where you go aboard the USS Saratoga...Miranda Class in 2367 with 25th century interiors and lcars...really? Why not create something like this: http://ds9.trekcore.com/gallery/albums/1x01/emissary027.jpg

Everything interior-wise is so over used and recycled in this game

The size of Quarks door in the game...hmm...you could get a shuttle through there! http://ds9.trekcore.com/gallery/albums/4x02/wayofwarrior2_501.jpg
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    They have said it's because the game is played 3rd person, not 1st person, so therefore, you need larger scaling. I personally don't buy it, but....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Interiors need to be large enough for 5 on 5 combat. You don't want to have to try and jump over allies to go and hit foes with your bat'leth. There needs to be a certain freedom of movement.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    SupAJ1M wrote: »
    Why are the turbolifts, corridors and the bridges so big compared to how they are supposed to look?

    Is it some kind of game engine limitation or is just so people can move about more freely with more room?

    If the latter then fair enough but why the big doors?
    The Dev's have stated in the past that the interiors are large to avoid excessive clipping of the free moving camera point of view...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    millsdo wrote: »
    They have said it's because the game is played 3rd person, not 1st person, so therefore, you need larger scaling. I personally don't buy it, but....

    I don't buy it either. Everything seems better scaled in Champions Online and that's the same engine.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Not to mention that Star Trek deserves better than "engine limitations. If there is an incompatibility, you don't change Star Trek to suit your engine, you change your engine to suit Star Trek.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    This has already been discussed at great length on the forums. There are many threads about it. It has to do with how the 3D engine's camera works, and the need for there to be plenty of room for missions involving large numbers of players. (The DS9 Fleet Action comes to mind.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Galactrix wrote: »
    I don't buy it either. Everything seems better scaled in Champions Online and that's the same engine.

    Even Champions Online interiors are similar scaled. It's a lesson that Cryptic leaned from their first maps they designed for City of Heroes. There are cave interiors which are very narrow. CoH's team size is 8 and the maximum spawn size is 17, and there are spawn point location which can put 2 or 3 spawns within possible aggro distance of the team. Mass combat on those maps was just frustrating as hell. If you won't trusts the devs word on it. Trust my word as a player. I don't like the scaling aesthetics either, but the alternative of bad game play is much worse. Trust me.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    The Devs have stated in the past that the interiors are large to avoid excessive clipping of the free moving camera point of view.

    This is the reason, and it's a perfectly sound reason.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    dixonium wrote: »
    This is the reason, and it's a perfectly sound reason.

    Not for social maps. Since when did it matter how many ppl are on a team when I'm walking through DS9 or my own ship interior?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Not for social maps. Since when did it matter how many ppl are on a team when I'm walking through DS9 or my own ship interior?
    The point is, of course, that every social map has the potential to also be a combat map. Cryptic's mentioned that they would like to eventually do missions on your ship and I've certainly done enough missions on DS9 and its counterpart to know where that has gone. Just because you can't do something today doesn't mean you can't do it tomorrow and not every social area is just a social area.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Fine, but at least scale the chairs, tables, etc to a realistic level. The chairs in Quarks make me feel like I am in Wonderland....
  • jusepwejusepwe Member Posts: 0 Arc User
    edited December 2012
    I feel that same way. Its crazy with the size. I mean i looked at my own bridge and it was laughable. I say do it right or dont do it at all. Star trek online seems cool in theory but it is poorly executed. I cant play more than 5 mins without it crashing. I just started this week. And i gotta give this a 2.5 stars so far. When it actually plays its cool. But STO is playing like a beta.
  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited December 2012
    Eww Necropost.
    It's due to a limitation of the 3rd person camera position, if the interiors were scaled smaller and the camera was positioned outside of the view, the result would be like looking at your character standing in a maze viewed from above, which would look very unrealistic. If the camera is forced inside with your character in a smaller interior the character itself would obscure your view of everything else. Current interior sizes are a compromise to allow the camera position to stay inside with the character without the character blocking the view of everything else.



    EDIT: Closed for necroing an old thread. Remember, if a thread has been inactive for 30 days, you should not post to it. Feel free to create a new thread on the subject if you would like to discuss further :) ~BranFlakes
    If something is not broken, don't fix it, if it is broken, don't leave it broken.
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