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
Comments
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.
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?
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