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Suggestion to improve Federation gameplay

alphaoneonesevenalphaoneoneseven Member Posts: 3 Arc User
edited November 2013 in Federation Discussion
1. System/Subsystem targeting:

Instead of equipping 'abilities/traits/etc.' to target subsystems on hostile ships, why not have hostile ships' primary and subsystems appear like a drop-down menu that players can select from, then the player's Tactical officer can focus weapons fire on that specific system? As the player's tactical officer's 'skill' improves, so will targeting effectiveness and the player's chance of a critical hit on a given subsystem. *Once a ship's critical systems/subsystems have taken enough damage, the player can then optionally board the ship and take it over instead of destroying it.

2. More tactical ground missions:

Cover options/controls need to be added, as do aiming from cover.

3. Green/Yellow/Red Alert:

Players should be able to change their ship's alert mode at-will, instead of always going from green to red, and only when the ship suddenly comes under attack. 'Green' is obvious, 'Yellow' raises the shields, alerts any boarding party shuttles to standby for launch, 'Red' does everything 'Yellow' alert does, plus powers the ship's weapons.
Post edited by alphaoneoneseven on

Comments

  • neos472neos472 Member Posts: 580 Arc User
    edited October 2013
    1. System/Subsystem targeting:

    Instead of equipping 'abilities/traits/etc.' to target subsystems on hostile ships, why not have hostile ships' primary and subsystems appear like a drop-down menu that players can select from, then the player's Tactical officer can focus weapons fire on that specific system? As the player's tactical officer's 'skill' improves, so will targeting effectiveness and the player's chance of a critical hit on a given subsystem. *Once a ship's critical systems/subsystems have taken enough damage, the player can then optionally board the ship and take it over instead of destroying it.

    2. More tactical ground missions:

    Cover options/controls need to be added, as do aiming from cover.

    3. Green/Yellow/Red Alert:

    Players should be able to change their ship's alert mode at-will, instead of always going from green to red, and only when the ship suddenly comes under attack. 'Green' is obvious, 'Yellow' raises the shields, alerts any boarding party shuttles to standby for launch, 'Red' does everything 'Yellow' alert does, plus powers the ship's weapons.

    From what i am seeing none of these are good ideas at all the red alert system in the game is good as is no need to do anything to that, Subsystem targeting as a selection would require massive coding to implement which would be a waste of resources, the cover system falls into waste of resources atm because things like this takes lots of time coding and testing and they may not even have the tech to do it yet. and last what kind of ground missions are ya talkin bout elaborate please.
    manipulator of time and long time space traveler
  • edited October 2013
    This content has been removed.
  • hpgibbshpgibbs Member Posts: 395 Arc User
    edited October 2013
    I would like to see Federation and Romulan (allied with Feds) to be able to visit Qo'Nos if they have a high enough diplomacy rank (such as Envoy or Ambassador) It seems kind of ridiculous to have the ability to visit Klingon space with nothing to do in said space. Perhaps add some diplomacy missions for Feds to work with the Klingon empire?
    ^^Vice Versa for Klingon characters.


    Another thing I would like to see: As a pilot, I would like to see a "cockpit" view when doing shuttle missions. For me, it is a little awkward to do an external view of the ship. Though I do realize that the coding involved would be ridiculous, and I am not a coder myself, it is something to keep on the books and think about for future projects.
    The Grate Lorde Cheesus
    Ship build coordinator for The Breakfast Club http://WWW.TBCSTO.COM
    Doesn't Owe Anyone EC
    Kirks Prot
  • vetteguy904vetteguy904 Member Posts: 3,943 Arc User
    edited October 2013
    you want to enhance gameplay, how about more non-combat missions?

    how hard would it be to recreate the starship trap from TNG where they had the aceton assimilator field? or the encounter with the guardian (first ferengi episode) or an espionage mission like enterprise incident? not every situation requires the business end of a phaser.
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  • kintishokintisho Member Posts: 1,040 Arc User
    edited October 2013
    How about LESS ground missions or an option (whenever that beam in menu comes up)to beam in an TRIBBLE ton of redshirts or a compliment of torpedos?? Unless they REPLACE the ground system with Crytek or something...
  • tancrediivtancrediiv Member Posts: 728 Arc User
    edited October 2013
    What Federation gameplay NEEDS is more KDF/Adversary development to make things more interesting as well as more mission content. Mission content if needed by the whole game community. Redesigning the game is individual preference and want, not need.

    Player and forumite formerly known as FEELTHETHUNDER

    Expatriot Might Characters in EXILE
  • yreodredyreodred Member Posts: 3,527 Arc User
    edited October 2013
    I'd say a option to disable enemy ships instead of destroying them.
    Maybe disabling could take more time, but give a higher chance of better drops.

    The same could be done on Ground combat too.

    Another thing would be a expansion of the exploration system.


    As a fan of the ship tailor, i would love to see more ship parts.
    Maybe Cryptic could release something like a "general ship parts pack" for each ship type in the Game (Science, Escort and Cruiser). Such a pack could include a set of new pylons, nacelles and Saucers.
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • mvp333mvp333 Member Posts: 509 Arc User
    edited October 2013
    yreodred wrote: »
    I'd say a option to disable enemy ships instead of destroying them.
    Maybe disabling could take more time, but give a higher chance of better drops.

    The same could be done on Ground combat too.

    Another thing would be a expansion of the exploration system.


    As a fan of the ship tailor, i would love to see more ship parts.
    Maybe Cryptic could release something like a "general ship parts pack" for each ship type in the Game (Science, Escort and Cruiser). Such a pack could include a set of new pylons, nacelles and Saucers.
    kintisho wrote: »
    How about LESS ground missions or an option (whenever that beam in menu comes up)to beam in an TRIBBLE ton of redshirts or a compliment of torpedos?? Unless they REPLACE the ground system with Crytek or something...



    Both of these, though quite frankly I'd prefer to see a replacement of MOST destruction with disabling (Not counting Borg and maybe Elachi and some other minor things)... Blowing hundreds and hundreds of sentient beings up when there is canonically another option just seems kind of wrong.
  • danielpenfolddanielpenfold Member Posts: 3 Arc User
    edited October 2013
    I agree it need's to be impoved, But that could take some time to do don't you agree?
    I'm so happy :D
  • alphaoneonesevenalphaoneoneseven Member Posts: 3 Arc User
    edited November 2013
    I agree, or at least a way of permanently disabling ships instead of always destroying them.
  • ovinspaceovinspace Member Posts: 310
    edited November 2013
    More clicking in combat makes the controls overwhelming, before they do anything like that I'd like a decent frontend for the keybind editing system so you can match multiple abilities to one key without having to text edit coding gobbledegook.
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