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Official feedback thread for the new Earth Space Dock

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  • derrico1derrico1 Member Posts: 282 Arc User
    edited March 2014
    turbo lifts one leads to the cat walk which is so cool and the other leads to that old map with four hallways . my question is this what is going down there and if nothing at all then why have it???? second is there any chance of getting any of the tutorial ship interiors on our ship ? ex weapons locker torpido room stellar tartography ext... the hallways are so much more real then thhe ones we have also its not as if you need to design them since you already have them ...
  • pfreemanpfreeman Member Posts: 86 Arc User
    edited March 2014
    derrico1 wrote: »
    turbo lifts one leads to the cat walk which is so cool and the other leads to that old map with four hallways . my question is this what is going down there and if nothing at all then why have it???? second is there any chance of getting any of the tutorial ship interiors on our ship ? ex weapons locker torpido room stellar tartography ext... the hallways are so much more real then thhe ones we have also its not as if you need to design them since you already have them ...

    It's been said multiple times here, the 'lower levels' is for Foundry use. There are tons of missions in the foundry that plug into those doors. They are planning on updating the graphics on the level however; but don't expect anything to drastic, just a small once-over with the new interiors from the Fed Tut.

    peter
    [SIGPIC][/SIGPIC]
  • cousteau1701ecousteau1701e Member Posts: 19 Arc User
    edited March 2014
    tacofangs wrote: »
    The lift (here at work) is now in the up position. It won't be moving up and down, but can be used as a door to "Take a Shuttle to Starfleet Academy."

    I'm working with the small craft I have available to me at ground scale. I don't have a delta flyer at ground scale that I can use, so it's not included. Also not sure how many Deltas they'd keep around. I'm sure there would be some, but I expect that there would be far more standard shuttles and runabouts.

    I have a question/suggestion. Is that lift going to take us to that shuttle landing area on top of the Academy from the tutorial? If so, could we take a shuttle back up to ESD? Also, what about using those "doors" to maybe also take a shuttle back to your ship? Lastly, when we are in our ship in Sol system, could we have an option to take a shuttle down to ESD or the Academy? Just thought those options would make the whole thing feel very realistic.

    I love the new ESD by the way. Amazing! I really love the shuttle bay. I wish we could walk around down there when it goes live, but I will just have to get my fill now, while it is still on Tribble.
    [SIGPIC][/SIGPIC]
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2014
    jeffel82 wrote: »
    I think it's fair to assume the shuttlebay we see on ESD could be one of many, many shuttlebays, considering the sheer size of the station.

    This is my thinking as well. There are myriad shuttle/cargo bays all over ESD. This is but one.

    QUOTE=timelord79;15867991]Taco, what are the chances the fleet bases will ever get this treatment?
    Ops is mostly ok, though I would prefer the newer console types.
    But the lower levels are in desperate need of some love (prefered revamp order: DS9, K7, Fleet Base, Starbase 39) ;)[/QUOTE]

    No clue.

    derrico1 wrote: »
    turbo lifts one leads to the cat walk which is so cool and the other leads to that old map with four hallways . my question is this what is going down there and if nothing at all then why have it???? second is there any chance of getting any of the tutorial ship interiors on our ship ? ex weapons locker torpido room stellar tartography ext... the hallways are so much more real then thhe ones we have also its not as if you need to design them since you already have them ...

    The lower level is used for Foundry doors. We can't get rid of it.
    There are no plans to my knowledge to hook the Origin interior up for player use.

    I have a question/suggestion. Is that lift going to take us to that shuttle landing area on top of the Academy from the tutorial? If so, could we take a shuttle back up to ESD? Also, what about using those "doors" to maybe also take a shuttle back to your ship? Lastly, when we are in our ship in Sol system, could we have an option to take a shuttle down to ESD or the Academy? Just thought those options would make the whole thing feel very realistic.

    I love the new ESD by the way. Amazing! I really love the shuttle bay. I wish we could walk around down there when it goes live, but I will just have to get my fill now, while it is still on Tribble.

    We are working on ESD, not on SFA. I can hook up a door that lets you take a shuttle to SFA. I can't hook up the whole SFA Tutorial Shuttlebay to normal SFA without significant time/work/approval from above.

    The shuttlebay "door" would have to act the same as the transporter pad "door." I don't think the Transporter even lets you go back to your ship, so the shuttle bay likely couldn't either.
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  • rattraps123rattraps123 Member Posts: 101 Arc User
    edited March 2014
    I really hope we're able to get in a space suite and venture out into the middle of ESD, float up to starships and inspect them and just be able to goof around out there. ~ T
    cSLYSLc.gif
  • reximuzreximuz Member Posts: 1,172 Arc User
    edited March 2014
    So as of 3/22 Here is what I have noticed, and some thoughts.

    Sound seems to have some weirdness to it, like as you move you can hear it fade in/out, or even as you turn your camera. This is all within the same sub area. The exchange and shops nearby are the most obvious.

    Not all the mail terminals in the Exchange are hooked up, and there are no bank terminals.

    In the waiting area between the exchange and shops, overlooking the shuttlebay (which is freaking awesome!) there are 2 bank and a mail console, not all are hooked up, and 2 are inside the seating. Some of the potted plants in that area are also sitting too low in their posts and the leaves are clipping through the side.

    The splash effect on the waterfalls under the central ramp is way oversized for the height of the water drop. For a single 6-7 foot drop that these are the splash effect should be very very small, and barely noticeable.

    The wall along the shuttlebay side of the upper walkway isn't properly visible, making it look like you can go much further down the walkway in that direction.

    The Officer Promotion guy needs a home, he's looks so lonely sitting on the bench.

    I do hope that uniforms get cleaned up and standardized, and that NPCs that don't have them get proper names, instead of having <Rank><Career> NPCs sitting around.
  • sirboulevardsirboulevard Member Posts: 722 Arc User
    edited March 2014
    reximuz wrote: »
    Not all the mail terminals in the Exchange are hooked up, and there are no bank terminals.

    Incorrect, there is bank access in the exchange. The whole area with the people behind desks is the bank access.
    [SIGPIC][/SIGPIC]

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  • happymarvinhappymarvin Member Posts: 89 Arc User
    edited March 2014
    Incorrect, there is bank access in the exchange. The whole area with the people behind desks is the bank access.
    There's also one in the little alcove next to the Commodity Brokers.
  • captz1ppcaptz1pp Member Posts: 931 Arc User
    edited March 2014
    One thing to add should be a door for the sickbay entrance(s), or a shield like those side rooms in the fleet embassy's have.
  • sabremeister1sabremeister1 Member Posts: 108 Arc User
    edited March 2014
    Looks very nice. I had a bit of an explore, kept turning left until I ended up back at the transporter pad. Here are my notes:
    • An opaque wall to the transporter room would help orientation on arrival
    • There is an ensign sitting through the floor in Adm Quinn's office
    • There appears to be floor artwork missing outside the tailor's window in the concourse - the floor appears flat right up to the window, but there is a currently-invisible slope or step that you walk on
    • I like the new icons in the interact buttons (although this didn't appear on the Treat Officers NPC)
    • Could do with more variety of uniforms on the mannequins
    • There are three consoles outside the commodities trader - bank, mail and mail. It would make more sense if one of the mail consoles was an exchang console
    • There are no forcefields over the spacedoors after the first pair in the shuttlebay
    • Whoa! A shuttle just flew right over my head! (The engine glows do not match the engine ports on the class-8 model)
    • The shuttlebay is obviously not circular or curved - or is the side where the cruiser is parked (R/H) going to be the big internal drydock? Either way, the shuttlebay needs to at least curve
    • There are shipping crates hanging in space not too far outside the first spacedoors in the shuttlebay (L/H side)
    • Making the shuttlebay less freaking huge might be helpful - as would providing pedestrian access out
    • The turbolifts in the shuttlebay currently do not go anywhere
    • Malcolm Sissel and the others next to him are working at invisible consoles
    • The floor of the central section of the ramps down through the main concourse are transparent/invisible. Is it supposed to be like that?
    • There are three doors on deck 83 (which is currently identical to the Holodeck ESD lower level) with the red colouring indicating they can be used, but only two of them are. Is this going to change, or will the spare door be re-coloured?
    • Why is there a portal to the Sphere Battlezone?
  • andrestartrekandrestartrek Member Posts: 48 Arc User
    edited March 2014
    I would love to see less static ships.

    Let the ships enter ESD to park and leave after a while, like a ship leaving or entering on the hole hour. That makes it a kind of an event to watch and it makes the station lively. Also It would be nice to see big ships cruise by outside ESD.

    Maybe you could make a part of the station next to de docking doors so you could see the ship entering ESD from the side, that would really be awesome.
  • josephdridgewayjosephdridgeway Member Posts: 517 Arc User
    edited March 2014
    • There is an ensign sitting through the floor in Adm Quinn's office
    • Fixed in an upcoming Tribble patch
    • There appears to be floor artwork missing outside the tailor's window in the concourse - the floor appears flat right up to the window, but there is a currently-invisible slope or step that you walk on there is a ramp, but it's not real noticeable
    • Could do with more variety of uniforms on the mannequins Taco has said that they will have updated uniforms on them
    • There are no forcefields over the spacedoors after the first pair in the shuttlebay
    • Whoa! A shuttle just flew right over my head! (The engine glows do not match the engine ports on the class-8 model)
    • The shuttlebay is obviously not circular or curved - or is the side where the cruiser is parked (R/H) going to be the big internal drydock? Either way, the shuttlebay needs to at least curve
    • There are shipping crates hanging in space not too far outside the first spacedoors in the shuttlebay (L/H side)
    • Making the shuttlebay less freaking huge might be helpful - as would providing pedestrian access out
    • The turbolifts in the shuttlebay currently do not go anywhere Shuttle bay will be blocked off on Holodeck. Players won't be able to go down there at all. And, it is curved, but on a grander scale than the human eye can perceive. Look at it as if it were 17km in circumference. Also, those crates outside the forcefield? we won't be able to see them on Holodeck, so no need to remove them. By making the shuttle bay as big as they did, they've given the impression that the station is huge, as it should be. And, since we won't be able to walk around in the shuttle bay, no need to hook up those turbo lifts to anything.
    • Malcolm Sissel and the others next to him are working at invisible consoles Taco has stated that they will be given consoles to work on before Holodeck launch.
    • The floor of the central section of the ramps down through the main concourse are transparent/invisible. Is it supposed to be like that? Transparent Aluminum. Shows off the waterfalls.
    • There are three doors on deck 83 (which is currently identical to the Holodeck ESD lower level) with the red colouring indicating they can be used, but only two of them are. Is this going to change, or will the spare door be re-coloured? Those doors are there for Foundry authors to use.
    • Why is there a portal to the Sphere Battlezone?Left over from Season 8 testing on Tribble. He won't be there on Holodeck.
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  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2014
    Thanks for the backup Joseph.
    I would love to see less static ships.

    Let the ships enter ESD to park and leave after a while, like a ship leaving or entering on the hole hour. That makes it a kind of an event to watch and it makes the station lively. Also It would be nice to see big ships cruise by outside ESD.

    Maybe you could make a part of the station next to de docking doors so you could see the ship entering ESD from the side, that would really be awesome.

    As cool as that would be, it requires a lot of specialized animation and design time to set something like that up. We don't have that available. I have some very simple animation tools at my disposal, which I'm using already for the shuttles, and Odyssey. I can make something move back and forth forever, or spin in a circle forever, but that's about it.

    The Odyssey is already flying around outside. However, something is wrong with the current Tribble build, and she's invisible. I think I fixed it, but won't know for sure until the next build.
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  • josephdridgewayjosephdridgeway Member Posts: 517 Arc User
    edited March 2014
    tacofangs wrote: »
    Thanks for the backup Joseph.
    My pleasure, Oh Great Taco.
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  • kylelockekylelocke Member Posts: 182 Arc User
    edited March 2014
    While I do love the new open layout I believe that it could do with some more populating both with characters and in terms of aesthetic objects.

    The button for the Voth representative and the Romulan Ambassador is mislabelled.

    Admiral Quin's office feels more like an observation room than an actual office, adding a door and some 'presonal' items may help with that.
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  • vonhellstingvonhellsting Member Posts: 543 Arc User
    edited March 2014
    There appears to be one shuttle I think it's a worker bee that passes through the flight deck that seems to be way smaller than it should be. I think it's about half the size of a person , it's real fast so it's hard to tell. It probably wouldn't be noticeable except for the fact that the parked background shuttles reveal the scale which disrupts the illusion of it being taken for a ship in the distance.;)

    Also love the little people walking along the decks across from the observation window. Though if it were possible maybe an animated texture might help to break up their shape. Right now they look like a bunch of cardboard cutouts sliding by.:P
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  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited March 2014
    Just to the right of commodity broker Fhoss there are 3 consoles in front of the window. The mail console in the middle isn't activated and the bank and mail consoles on the sides are sitting in the benches http://i31.photobucket.com/albums/c355/MonkeyGuts69/misplacedconsoles_zpsa5e9ef76.jpg~original

    When you enter the exchange room and go to the right, the mail console against the wall isn't activated http://i31.photobucket.com/albums/c355/MonkeyGuts69/mailconsolenotworking_zpsbcbb31f7.jpg~original

    In the exchange room when you go near the market speculator, the bank interact button pops up but there is no glowing bank console http://i31.photobucket.com/albums/c355/MonkeyGuts69/bankconsolemissing_zpsdc0a82ed.jpg~original
  • darlexadarlexa Member Posts: 222 Arc User
    edited March 2014
    in the shipyard, there are two status boards showing the odyssey class development overviews. the one on the left facing the window is reversed (mirrored).

    there are people accessing a console at the window, but there is no console.

    its always bugged me that the ships inside the space dock are positioned haphazardly around the interior. any chance at a bit more sensible position for them?

    the shuttle bay is great, though seems decidedly large for what I assume is not normally going to be used. unless you can take shuttles form the bay to the 5 major starbases?

    also, there needs to be either a dedicated walkway above the shuttle areas for pedestrians, or more stairs between the zones. better would be a walkway as its more logical to not have persons wandering about an active bay.

    not going to comment on the sections still under construction, though the observation windows out of reach look interesting.

    the tv shows had an effect when shuttles went through the containment field.

    in the more finished sections, there ought to be guard rails before the containment field, not simply the containment field.

    there is no obvious way to get up out of the shuttle area and into the main section. either more obvious access way or some signage. correction, I cant find a way up and out of the shuttle bay area. I hope that doesn't mean this area will be off limits to players, its interesting.

    the impulse glows on the smaller shuttle transiting through the bay is not line up properly with he impulse drives on the shuttle.

    turbolift cars are "missing" in some of the finished areas of the shuttle bay.

    congrats on the more dynamic security officer reaction to a player approaching.

    not all of the access console sin the exchange area are active.

    where is the bar? I see plenty of lounges, but no bar?

    you cannot go to the upper walkway from the lower level.

    the winding walkway/stair has no guardrail. fleet occupational safety and health will never stand for it. second item, could you use the round area at the bottom to tie into the upper area for the bar? its a kinda out of the way area and with guardrails to delineate the space form the walkways, might work.

    lighting in sickbay area and its waiting area could be improved.

    there is little signage main area, the current dock has some good ones to ccarry over for the uniform, exchange, sickbay and bar areas.

    and lastly, thank you for adding the white borders to the transparent walls.
  • andrestartrekandrestartrek Member Posts: 48 Arc User
    edited March 2014
    tacofangs wrote: »
    As cool as that would be, it requires a lot of specialized animation and design time to set something like that up. We don't have that available. I have some very simple animation tools at my disposal, which I'm using already for the shuttles, and Odyssey. I can make something move back and forth forever, or spin in a circle forever, but that's about it.

    Too bad, I really like the idea and I think I can say for everybody that this would make ESD totally complete. Not that the new ESD is not good, it is totally awesome already and can’t wait till it is finished and on holodeck.
    The Odyssey is already flying around outside. However, something is wrong with the current Tribble build, and she's invisible. I think I fixed it, but won't know for sure until the next build.

    Well this cool, nice to see at least something else fly by than just shuttles, maybe circulate different ships to make it less static.
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited March 2014
    A minor discrepancy I noticed.

    On that BEAUTIFUL readout of the hologram of ESD with all of the surrounding ships. The USS Majestic is listed as Sovereign class. But wouldn't the USS Majestic actually be the lead ship of the Majestic class of Assault Cruisers?

    Love how when you walk up to the security officer in front of Quinn's office that she turns and addresses you, a very nice touch. Hope she doesn't get whiplash when there are multiple people.

    I went up to the catwalk finally today. Absolutely breathtaking. A sound issue however. Now when I went down to the shuttlebay the sound dropped out. That makes sense it's not going to stay accessible. But up on the catwalk when I swung my camera over the edge to look back at myself, the ambient sound dropped out up there too. Like the starbase issue turbolifts by the way.
    bignutter wrote: »
    I think they may need a slightly larger "Fleet" of Shuttles for the Cadets training and movement. As shown in the Fed Tutorial, the Second Floor is the Academy Shuttle bay, before You and Elisa Flores do pilot one up to your Miranda class ship.

    In the shows, most people at the Helm are Lt or Ensign. Wes being someone who hadn't been though Starfleet Academy also was apparently the Main helm Officer after season 1. ( Lists: http://en.memory-alpha.org/wiki/Conn and http://en.memory-alpha.org/wiki/Helmsman Note that a few times where a Senior Officer took over, but they often are in that see for a short time.)

    While you can teach people on the Holodeck, I think sometimes you need to actually drive the real things. This is backed up by the fact that TNG- The First Duty mainly about the an inquest in to a shuttle accident. In VOY- Drone, Paris Jokes about the Cadet numbers in to a small shuttle craft, "they used to shoehorn half a dozen cadets into one of these things for weeks at a time," adding, "you did not want to be around when they opened up that airlock." (Paris was talking about the Class 2 Shuttle, which I don't think is in STO.)

    ESD being the one of the closest space stations to Earth, I can see it being the place for quite a few shuttles being stored and used. I could see several old shuttles being used for training. The Enterprise in 2285 in TWoK, being 40 years old, was on a Cadet Training Mission.

    I could've sworn I saw a Class 9 shuttle somewhere in this game...
    druhin wrote: »
    The "Class 2 Shuttle" is also known as the Type 9. Strangely enough, STO has both the Type 8 (TNG shuttle) and the Type 10 (DS9 shuttle), but not the Type 9 (VOY shuttle). Nor do they have the most modern of the known shuttlecraft, which is the Type 11 (from Star Trek Insurrection). The Type 9 was seen quite frequently in Voyager, yet it's not been added to STO (yet).

    That is my dream. The Type 11 shuttle is my favorite shuttle in all Star Trek. My head canon for my ship has a full complement.

    I know the small craft game in this game needs work, but that's my shuttle of choice in any event.
    tacofangs wrote: »
    This is my thinking as well. There are myriad shuttle/cargo bays all over ESD. This is but one.
    Logically.

    I must say that it's a crying shame that you're gonna block off access to the shuttlebay after this and I feel privileged to have gotten the opportunity to walk down there today, it is a beautiful set.


    If I ever see anyone calling all of the background a matte paining I'm going to quote my favorite movie to them.

    "They...actually, built this, it's not a mock up or anything?"
    "She was put to sea this morning."
    timelord79 wrote: »
    Taco, what are the chances the fleet bases will ever get this treatment?
    Ops is mostly ok, though I would prefer the newer console types.
    But the lower levels are in desperate need of some love (prefered revamp order: DS9, K7, Fleet Base, Starbase 39) ;)


    Yes, yes, that's good. Were you to work on DS9 are you gonna make Quark's more open air to the Promenade?

    We are working on ESD, not on SFA. I can hook up a door that lets you take a shuttle to SFA. I can't hook up the whole SFA Tutorial Shuttlebay to normal SFA without significant time/work/approval from above.

    The shuttlebay "door" would have to act the same as the transporter pad "door." I don't think the Transporter even lets you go back to your ship, so the shuttle bay likely couldn't either.

    One thing I was wondering was if you could get a short animated scene of a shuttle traveling to your ship, the view from inside the transporter matter stream, your ship entering space dock, or your ship rapidly approaching a system on the loading screen? So the screen would serve the larger purpose of providing a transition into the next map without having to actually show it in a manner where you'd want the ship shown in Spacedock etc.

    I noticed that while the graphics on loading screens now fill my screen more, the images inside of them are taking longer to load on this build.
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  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2014
    Just to the right of commodity broker Fhoss there are 3 consoles in front of the window. The mail console in the middle isn't activated and the bank and mail consoles on the sides are sitting in the benches http://i31.photobucket.com/albums/c355/MonkeyGuts69/misplacedconsoles_zpsa5e9ef76.jpg~original

    When you enter the exchange room and go to the right, the mail console against the wall isn't activated http://i31.photobucket.com/albums/c355/MonkeyGuts69/mailconsolenotworking_zpsbcbb31f7.jpg~original

    In the exchange room when you go near the market speculator, the bank interact button pops up but there is no glowing bank console http://i31.photobucket.com/albums/c355/MonkeyGuts69/bankconsolemissing_zpsdc0a82ed.jpg~original

    Fixed, Fixed, and Intended.

    The bank interact is not on the consoles, but on the whole area. You can pretend you're talking to the dudes there, or using the consoles, your call.

    darlexa wrote: »
    in the shipyard, there are two status boards showing the odyssey class development overviews. the one on the left facing the window is reversed (mirrored).

    there are people accessing a console at the window, but there is no console.

    Fixed and Fixed.
    darlexa wrote: »
    its always bugged me that the ships inside the space dock are positioned haphazardly around the interior. any chance at a bit more sensible position for them?

    Like What? Things are arranged in a logical (to me) order. Docked ships pull up next to the lugs on the central pylon (per ST:III) Undocked ships are arrayed around the outer walls, as space provides. The exception is the Vesta, which is admittedly positioned for a good view.
    darlexa wrote: »
    the shuttle bay is great, though seems decidedly large for what I assume is not normally going to be used. unless you can take shuttles form the bay to the 5 major starbases?

    By something that is "not normally going to be used" do you mean in game? or fictionally?
    darlexa wrote: »
    also, there needs to be either a dedicated walkway above the shuttle areas for pedestrians, or more stairs between the zones. better would be a walkway as its more logical to not have persons wandering about an active bay.

    Look up.
    darlexa wrote: »
    not going to comment on the sections still under construction, though the observation windows out of reach look interesting.

    the tv shows had an effect when shuttles went through the containment field.

    They went through forcefields (which keep the atmosphere in) as do our shuttles.
    darlexa wrote: »
    in the more finished sections, there ought to be guard rails before the containment field, not simply the containment field.

    Guard rails where? For what?
    darlexa wrote: »
    there is no obvious way to get up out of the shuttle area and into the main section. either more obvious access way or some signage. correction, I cant find a way up and out of the shuttle bay area. I hope that doesn't mean this area will be off limits to players, its interesting.

    In game: The area will be off limits to players. It is only meant to be a view from the balcony overlooking it.

    Fiction: There are turbolifts and doors arrayed throughout the Shuttlebay.
    darlexa wrote: »
    the impulse glows on the smaller shuttle transiting through the bay is not line up properly with he impulse drives on the shuttle.

    Known, I need to talk to our FX dude.
    darlexa wrote: »
    turbolift cars are "missing" in some of the finished areas of the shuttle bay.

    Again, not accessible, so it doesn't matter.
    darlexa wrote: »
    congrats on the more dynamic security officer reaction to a player approaching.

    I'll let your designer know you like her handiwork.
    darlexa wrote: »
    not all of the access console sin the exchange area are active.

    What's missing? They all glow over here.
    darlexa wrote: »
    where is the bar? I see plenty of lounges, but no bar?

    Club 47 is under renovation, and will likely not be ready by S9.
    darlexa wrote: »
    you cannot go to the upper walkway from the lower level.

    I beg to differ.
    darlexa wrote: »
    the winding walkway/stair has no guardrail. fleet occupational safety and health will never stand for it. second item, could you use the round area at the bottom to tie into the upper area for the bar? its a kinda out of the way area and with guardrails to delineate the space form the walkways, might work.

    Railings have already been added. Not sure I understand what you want it to be used for?
    darlexa wrote: »
    lighting in sickbay area and its waiting area could be improved.

    Specifcally?
    darlexa wrote: »
    there is little signage main area, the current dock has some good ones to ccarry over for the uniform, exchange, sickbay and bar areas.

    Signs have been added on my end, should go out with the next patch.
    darlexa wrote: »
    and lastly, thank you for adding the white borders to the transparent walls.

    Which ones?

    captaind3 wrote: »
    A minor discrepancy I noticed.

    On that BEAUTIFUL readout of the hologram of ESD with all of the surrounding ships. The USS Majestic is listed as Sovereign class. But wouldn't the USS Majestic actually be the lead ship of the Majestic class of Assault Cruisers?

    You'll have to take that one up with Thomas The Cat. He made up all of those ship icons, and grabbed names/registries from canon.
    captaind3 wrote: »
    I went up to the catwalk finally today. Absolutely breathtaking. A sound issue however. Now when I went down to the shuttlebay the sound dropped out. That makes sense it's not going to stay accessible. But up on the catwalk when I swung my camera over the edge to look back at myself, the ambient sound dropped out up there too. Like the starbase issue turbolifts by the way.

    Already fixed. . . I think. Double check whenever the next patch comes out and let me know if it's not.
    captaind3 wrote: »
    I could've sworn I saw a Class 9 shuttle somewhere in this game...

    Maybe as an NPC, but not as a ground model.
    captaind3 wrote: »
    Yes, yes, that's good. Were you to work on DS9 are you gonna make Quark's more open air to the Promenade?

    One step at a time here. Let's get ESD out the door before we start planning DS9.
    captaind3 wrote: »
    One thing I was wondering was if you could get a short animated scene of a shuttle traveling to your ship, the view from inside the transporter matter stream, your ship entering space dock, or your ship rapidly approaching a system on the loading screen? So the screen would serve the larger purpose of providing a transition into the next map without having to actually show it in a manner where you'd want the ship shown in Spacedock etc.

    We had some more in character load screens early on in the project. They got pulled, not really sure why. Fancier things with animations and such are not possible within our current system.
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  • bughunter357bughunter357 Member Posts: 588 Arc User
    edited March 2014
    I would love to see less static ships.

    Let the ships enter ESD to park and leave after a while, like a ship leaving or entering on the hole hour. That makes it a kind of an event to watch and it makes the station lively. Also It would be nice to see big ships cruise by outside ESD.

    Maybe you could make a part of the station next to de docking doors so you could see the ship entering ESD from the side, that would really be awesome.

    this was tried and a working thing in the first adaption of ESD in the early years of STO but it caused problems for some players and was taken out would be nice to see and know if that issue was fixed or is still a problem.
  • kagasenseikagasensei Member Posts: 526 Arc User
    edited March 2014
    I'd still love to have the following view out of one of the windows to the station interior space:

    640px-Starbase_interior.jpg

    How difficult would it be to place a vessel closer to the windows and have such a walkway bridge extent to its hull? The walkway would have to be build from scratch I guess, perhaps some future post-S9 patch (possibly the same adding the revamped Club 47) could add this iconic vista.
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2014
    kagasensei wrote: »
    I'd still love to have the following view out of one of the windows to the station interior space:

    640px-Starbase_interior.jpg

    How difficult would it be to place a vessel closer to the windows and have such a walkway bridge extent to its hull? The walkway would have to be build from scratch I guess, perhaps some future post-S9 patch (possibly the same adding the revamped Club 47) could add this iconic vista.

    That view is from one of the lugs on the central pylon. (As is the view in ST:III) We are not there. So having that view would be wrong.
    The inner wall of the ESD Docking Bay slants at 25º. That slant makes it nigh impossible to get a ship that close to the glass. Plus, all docking activities were based around that central pylon. Ships on the outskirts were parked, not docked. All gangways came from that central pylon. Adding one from the outside would require it to be 1000' long or more.
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  • psycoticvulcanpsycoticvulcan Member Posts: 4,160 Arc User
    edited March 2014
    Here's the U.S.S. Majestic's STOwiki article, if it helps at all: http://sto.gamepedia.com/U.S.S._Majestic
    NJ9oXSO.png
    "Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them."
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  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited March 2014
    tacofangs wrote: »
    Club 47 is under renovation, and will likely not be ready by S9.

    Since Q usually appears in Club 47, you could consider having him in it as part of the 'grand reveal'. You could even have a cut scene where he arrives and complains he has no where to hang out and be mischievous, so he rebuilds Club 47! :D
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  • kylelockekylelocke Member Posts: 182 Arc User
    edited March 2014
    I believe that the market speculator is orientated the wrong way, she's facing the bank when really she should be facing the exchange consoles monitoring the sales. Malcolm Sissel and some of the NPCs next to him are typing at invisible consoles and Commander Tafeng could be reorientated to face the console behind him. Golos Vell also seems to be typing on an invisible console.
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  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited March 2014
    tacofangs wrote: »


    Already fixed. . . I think. Double check whenever the next patch comes out and let me know if it's not.
    Roger that.

    Maybe as an NPC, but not as a ground model.
    Yeah you're probably right....it's a pretty cool little shuttle.
    One step at a time here. Let's get ESD out the door before we start planning DS9.

    Aye Aye Taco.
    We had some more in character load screens early on in the project. They got pulled, not really sure why. Fancier things with animations and such are not possible within our current system.

    Well, that's alright you guys can only do so much at one time. Maybe you'll get to come back to it some day...nice to know you're thinking on the same wavelengths at least.
    tacofangs wrote: »
    That view is from one of the lugs on the central pylon. (As is the view in ST:III) We are not there. So having that view would be wrong.
    The inner wall of the ESD Docking Bay slants at 25º. That slant makes it nigh impossible to get a ship that close to the glass. Plus, all docking activities were based around that central pylon. Ships on the outskirts were parked, not docked. All gangways came from that central pylon. Adding one from the outside would require it to be 1000' long or more.

    Precisely, like the Enterprise-A in Star Trek IV, V, and VI.


    Another thing is the short list of things I'd love to see and hear about taking a shuttle up from Earth to Spacedock (which came to me while I was falling out of the spacedock map).

    "Control, this is SD-103 requesting clearance to dock"
    "SD-103, you are clear to deliver Captain Kirk and party to N-C-C-1-7-0-1-Alpha. Over."

    I doubt anyone would want to do the flavor coding for such an announcement considering that we can put a huge number of registries on our ships.
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    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • happymarvinhappymarvin Member Posts: 89 Arc User
    edited March 2014
    captaind3 wrote: »


    Another thing is the short list of things I'd love to see and hear about taking a shuttle up from Earth to Spacedock (which came to me while I was falling out of the spacedock map).

    "Control, this is SD-103 requesting clearance to dock"
    "SD-103, you are clear to deliver Captain Kirk and party to N-C-C-1-7-0-1-Alpha. Over."

    I doubt anyone would want to do the flavor coding for such an announcement considering that we can put a huge number of registries on our ships.

    Would just have to record "NCC" on it's own, 0 through 9 individually, and the NATO phonetic individually. It would be the programming to stitch everything together when needed, that would cause the headache.
  • kagasenseikagasensei Member Posts: 526 Arc User
    edited March 2014
    tacofangs wrote: »
    That view is from one of the lugs on the central pylon. (As is the view in ST:III) We are not there. So having that view would be wrong.
    The inner wall of the ESD Docking Bay slants at 25º. That slant makes it nigh impossible to get a ship that close to the glass. Plus, all docking activities were based around that central pylon. Ships on the outskirts were parked, not docked. All gangways came from that central pylon. Adding one from the outside would require it to be 1000' long or more.

    I was aware of that and I salute your passion for detail and in-universe logic!!! I was not aware the logic card is playable now, but I love this new approach :) Perhaps, one of the wall pictures in one of the rooms could display this screenshot, then (so it would kinda be part of ESD^^). The three yellowish wall paintings in the changing room of the tailor all display the same image, so that could be a possible location.
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