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Should STO get its own engine?

daedalus304daedalus304 Member Posts: 1,049 Arc User
Should STO finally get it's own specifically tailored engine?

new fetures, making updates more effective, including what would make STO really Star Trek worthy?

Genesis 2?

Ship combat and ground combat overhaul, weapon details, new customizations? (being able to show what weapons you have equiped on your ship)

would this be worth a Kickstarter?
Post edited by daedalus304 on

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  • chaz200565chaz200565 Member Posts: 0 Arc User
    edited June 2013
    Should STO finally get it's own specifically tailored engine?

    new fetures, making updates more effective, including what would make STO really Star Trek worthy?

    Genesis 2?

    Ship combat and ground combat overhaul, weapon details, new customizations?

    would this be worth a Kickstarter?

    I go along with that. yep agreed.
  • commanderkassycommanderkassy Member Posts: 1,005 Arc User
    edited June 2013
    Should STO finally get it's own specifically tailored engine?

    new fetures, making updates more effective, including what would make STO really Star Trek worthy?

    Genesis 2?

    Ship combat and ground combat overhaul, weapon details, new customizations? (being able to show what weapons you have equiped on your ship)

    would this be worth a Kickstarter?

    All that is possible in this engine, it's just a matter of time and resources.
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  • erockererocker Member Posts: 0 Arc User
    edited June 2013
    Building a new engine (kickstarter or not) is expensive and time consuming. This game is F2P meaning they are looking for as much profit as possible. I don't ever see this happening.
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  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited June 2013
    Champions Online is essentially the redone version of City of Heroes with various features that were impossible or very difficult due to the City of Heroes engine. On the City of Heroes' forum, the excuse the devs made constantly for various things was the engine does not allow us to do it. Cryptic had to create a completely new game to implement these features.

    The engine is the core of the MMO and changing it could create massive problems in the long run. So asking for a new engine is asking for Star Trek Online 2.
  • theonerussian762theonerussian762 Member Posts: 4 Arc User
    edited June 2013
    Knowing PWE and Cryptic. It won't happen. As much as we all would like to see this game on something like Frost8yte 3........
  • lianthelialianthelia Member Posts: 7,896 Arc User
    edited June 2013
    Before they go overhauling the game engine at all maybe should aim a little smaller? Perhaps having STO its own server?
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  • psipsi Member Posts: 22
    edited June 2013
    All that is possible in this engine, it's just a matter of time and resources.

    This, exactly.


    And not to be.. uh... rude, but Cryptic has a habit of saying "Oh X isn't possible within our game." They did it constantly in CoH. Then the "New and Improved" dev team came along and did almost every 'X' the playerbase asked for.

    Cryptic follows their passion. Not ours. Which isn't entirely a bad thing, but it does mean we aren't always going to get exactly what we want.
  • jsck82jsck82 Member Posts: 119 Arc User
    edited June 2013
    A new engine is not a simple undertaking, in the least. Much of the existing code may not work with the new engine, meaning they would have to rewrite, more or less, the entire game, to adapt to it.

    Also, a new engine isn't needed for MOST things. The only things I think that may (but, in fact, may not) require a different engine would be space travel, the ability to roll or go inverted in a ship.

    Other than that, even if the engine has limits, you can "fake" most things, getting the desired result without the need to adapt to a new engine.
  • aelfwin1aelfwin1 Member Posts: 2,896 Arc User
    edited June 2013
    erocker wrote: »
    Building a new engine (kickstarter or not) is expensive and time consuming. This game is F2P meaning they are looking for as much profit as possible. I don't ever see this happening.

    Hey , why not ?
    Cryptic excel at taking an idea , adding an impossible time frame and running with it .

    Mind you we'd end up with another buggy mess , while Cryptic runs along to the next "project" , but hey , it's possible ... . :)
  • lazarus51166lazarus51166 Member Posts: 646 Arc User
    edited June 2013
    No, nor is there any point whatsoever in discussing it. Creating a new engine for STO would mean rebuilding the game in order to run on it - essentially remaking an entire game. You might as well just close this one and make STO 2, if you're going to do it. This isn't going to happen, ever. It would be a waste of time and resources to even consider it.

    What they need to do is expand on what the existing engine can do, not make a new one.
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited June 2013
    All that is possible in this engine, it's just a matter of time and resources.

    QFT

    There would be no reason to create an entirely new engine from scratch. Those things could just be added to the existing engine. However, priorities, and resources are not boundless, and thus, some things fall by the way side. If you think that creating a new engine from scratch will somehow require fewer resources than updating our existing engine, I would like to know what color the sky is in your world.


    As for "X isn't possible in our engine," you should always tag "as it stands now" onto the end of that. Anything is possible with enough time, money, programmers, and mountain dew thrown at it. However, there are things that cannot be done in the engine 'as it stands now.'

    The engine revamp from COH to Champs was a nice idea, but really ended up being an immense pain. Trying to develop a new game at the same time as a new engine is not something I advise anyone to try. While today, our engine is better than it used to be, it took years to get there.
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  • burstdragon323burstdragon323 Member Posts: 853 Arc User
    edited June 2013
    Improving the engine is the way to go.

    Personally, the most important tech issue to improve is the fact that the engine prevents Gravity Well from having a better -repel level.
  • naeviusnaevius Member Posts: 0 Arc User
    edited June 2013
    I doubt the 'engine' knows anything about gravity well. The 'engine' probably provides a concept of -repel and a function call to invoke it; everything else is game code.
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  • obsidiusrexobsidiusrex Member Posts: 0 Arc User
    edited June 2013
    Should STO finally get it's own specifically tailored engine?

    new fetures, making updates more effective, including what would make STO really Star Trek worthy?

    Genesis 2?

    Ship combat and ground combat overhaul, weapon details, new customizations? (being able to show what weapons you have equiped on your ship)

    would this be worth a Kickstarter?
    No. If they remade the engine, they'd most likely have to re-code a lot of the game to take advantage of it. It would be like making a database designed for Linux to work on Windows 8. It would probably be a buggy mess that isn't worth that much time or effort. It's why almost every current MMO never change engines. It's why CoH used the same engine for 8 years, even after Cryptic made a better engine for CO. It's a massive undertaking, especially given the complexity of current-gen MMOs.
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  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited June 2013
    tacofangs wrote: »
    QFT

    There would be no reason to create an entirely new engine from scratch. Those things could just be added to the existing engine. However, priorities, and resources are not boundless, and thus, some things fall by the way side. If you think that creating a new engine from scratch will somehow require fewer resources than updating our existing engine, I would like to know what color the sky is in your world.


    As for "X isn't possible in our engine," you should always tag "as it stands now" onto the end of that. Anything is possible with enough time, money, programmers, and mountain dew thrown at it. However, there are things that cannot be done in the engine 'as it stands now.'

    The engine revamp from COH to Champs was a nice idea, but really ended up being an immense pain. Trying to develop a new game at the same time as a new engine is not something I advise anyone to try. While today, our engine is better than it used to be, it took years to get there.

    Additionally, a lot of your engine is modular.

    If it's graphics people don't like, you can get a new graphics engine without a new game engine. Of course, then, that means redoing every asset in game. But if you have something like capes/loithcloth clipping as a pet peeve, that may change as the physics engine gets updated. And Cryptic changed how textures were handled in LoR.

    The audio is handled by the FMOD engine. Cryptic doesn't fully take advantage of that engine as-is.

    It really doesn't take a whole new engine.

    I mean, you want more detailed faces, you know what would fix that faster than a new engine? A second complexion overlay.

    The question I always have when people start/support these threads is what features do they think a new engine would bring? What features do you want the game to have?

    You really don't need a new engine for that.

    Heck, one seamless world (ground and space and all missions) without loadscreens wouldn't require a new engine. It would just require a lot of tricks (a LOT) and make it so that 95% of people who play the game couldn't play it anymore due to system requirements. The reason they don't do that isn't so much engine. It's because it isn't realistic for a multiplayer game and because there are design reasons to segregate people.
  • eklinaareklinaar Member Posts: 0 Arc User
    edited June 2013
    tacofangs wrote: »
    Anything is possible with enough time, money, programmers, and mountain dew thrown at it.

    I'm not sure you should be throwing Mountain Dew at computers.
  • voyagerfan9751voyagerfan9751 Member Posts: 1,120 Arc User
    edited June 2013
    eklinaar wrote: »
    I'm not sure you should be throwing Mountain Dew at computers.

    I would have to concur with this statement. Actually, I am not sure Mountain Dew is the answer to anything, but I could be bias against it. Not a fan of the Dew.
  • meeheemeehee Member Posts: 85
    edited June 2013
    Ultimately cryptic should optimize their engine....

    Im running an Intel i7 with 8GB DDR3 ram and 2 overclocked Geforce 670's in SLI and i get horrific performance.... In Most modern games at max settings i get between 100 - 300 FPS, in STO im lucky if i hit 60, and even when i do the crappy engine is trying to melt my GPU's and CPU's....

    Ohh and their Anti aliasing engine needs fixed as well.... i ended up resorting to disabling the TRIBBLE ingame AA and using my SLI to give me x64 AA and theres still some jaggies :(
  • squidheadjaxsquidheadjax Member Posts: 54 Arc User
    edited June 2013
    The Cryptic Engine is not and never has been a source of STO's problems.* It's all about how they've chosen to use it. The engine isn't why we don't have actual 3-D space - CO characters have more degrees of freedom in movement than our starships have ever had and ever will. Graphics have already made significant strides since the original assets, and in both CO and STO they've always obviously been more limited by art direction and employee time availability (and the issues that forced hastiness always brings) than engine potential. The ridiculously clunky cutscenes aren't engine limitations, either, just craftsmanship - STO has actually produced a few that are interesting and watchable.

    *Ok, there's the UI issue with failure to accept and relay inputs that cuts across all of Cryptic's games. That may be an issue with code that is considered part of the engine. But it's something that really should be a tractable problem without ditching everything else. They've just never successfully tracted it.
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  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited June 2013
    This new engine would have to be backwards compatible with the existing game, otherwise every single part of the current game would have to be redone from scratch. That said even the best engine isn't worth a damn if it's not used to it's full potential.
    The developers have no reason to change from the current system since it is fulfilling it's desired purpose, which is generating profit and a change in that dynamic could have unpredictable consequences, with abandoning the franchise as likely an outcome as changing to a new engine.
    The only thing that would drive a change to a new engine is if there were a near global shift to a new system architecture that is incompatible with X86 based software, forcing developers to embrace the new technology if they want to stay competitive, but such a scenario is unlikely to take place for the foreseeable future.
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  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited June 2013
    I don't really have a problem with STO's Engine. Sure there are some UI issues as my mollusky colleague points out.

    My biggest "complaint" about the game, or rather, biggest wish, would be to give Space a spacey feel. Get rid of the shoeboxed-in wall-feel of outerspace. And I've read dstahl's comments about what an undertaking that would be (basically that would be a whole Season, with nothing new/else added), so I get it. But a boy can dream...

    :rolleyes:

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • lostusthornlostusthorn Member Posts: 844
    edited June 2013
    Heck, one seamless world (ground and space and all missions) without loadscreens wouldn't require a new engine. It would just require a lot of tricks (a LOT) and make it so that 95% of people who play the game couldn't play it anymore due to system requirements. The reason they don't do that isn't so much engine. It's because it isn't realistic for a multiplayer game and because there are design reasons to segregate people.

    Well, you know, SWG was very close to that. Each planet was a seamless enviroment, indoort and outdoor. And each planetary space again seamless as well, including ship interior with multiple players manning and operating different stations on the ship on a multiplayer ship.
    And in the end it had atmospheric flight, but i'm not sure if the seamlessless was extended form your house into space with it or not.

    Project infinitive however has exactly that that feature. seamless from anywhere to everywhere. But that project is taking its sweat time.

    Engines like BigWorld also allow for seamless environments across the game.
  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited June 2013
    Well, you know, SWG was very close to that. Each planet was a seamless enviroment, indoort and outdoor. And each planetary space again seamless as well, including ship interior with multiple players manning and operating different stations on the ship on a multiplayer ship.
    And in the end it had atmospheric flight, but i'm not sure if the seamlessless was extended form your house into space with it or not.

    Project infinitive however has exactly that that feature. seamless from anywhere to everywhere. But that project is taking its sweat time.

    Engines like BigWorld also allow for seamless environments across the game.

    Well, if you wanted that, I suppose they could do something like remastering each mission as an adventure zone.

    I still think it would be considerably more possible with ship interior being used for sector travel since it could preload the assets of your destination and they could conceivably load bridges/interiors on every map as well to make the load time almost nonexistant.

    But, of course, that would be work for art, content, and code folks. Just less work than a new engine. :-)
  • dvyn1dvyn1 Member Posts: 2 Arc User
    edited July 2013
    The Flux engine used for Independence Was 2 Edge of Chaos would make STO Space Game play look and feel very spectacular, while allowing for the vast feel of space. They would have to recreate their models and maps but considering they already have versions of the models it wouldn't be too difficult to convert to new formats and increase detail for the new engine.
    They would have to design the subsystems and implement them in their build but it can be done.
    Further they could use the Unreal engine used for "Mass Effect" for ground and in ship game play to enhance the overall experience.
    They could use a single server array that can serve PC and console clients that way all gamers can get in on the STO experience. Using these engines they could make NPC bots more intelligent create system traffic, and add distinct character to the game environment.
    I had been trying to do something like this for years but it's beyond me and maybe these guys can solve some of the problems I had with server swapping, and client capacity. Check out the screenshots and gameplay of Independence War 2 at http://i-wars.com/
    Yes it would be a big job but the resulting game world would be phenomenal.
    Especially if they could duplicate the existing themes and missions with the new gamplay elements.
  • red01999red01999 Member Posts: 0 Arc User
    edited July 2013
    If they do this it will be over a period of years. Which is not to say it cannot or will not be done, especially if this game lasts over a considerable period of time (say, ten years or more). However, it does mean it's going to be a long time coming, maybe two years at a very vague guess.

    I seriously doubt that STO would get its own engine though; it would probably be a generalized update to all Cryptic games. Rather it would be an engine built with STO's needs in mind and designed to accommodate those needs, rather than building the game around the deficiencies.

    That said, if this ever happens, there will be two months of horrors that will make the LoR launch look like a cake walk, most likely.
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