Hello. I am here to ask you if you could introduce actual ship damage so when enemies shoot at us they can target our necceles or our saucer and destroy them, sort of like Star Trek Bridge Commander. I am also here to ask if you could introduce boarding actions that way if we are able to disable a enemy ship we can board it and have a ground battle against their crew and visa versa.
Hello. I am here to ask you if you could introduce actual ship damage so when enemies shoot at us they can target our necceles or our saucer and destroy them, sort of like Star Trek Bridge Commander. I am also here to ask if you could introduce boarding actions that way if we are able to disable a enemy ship we can board it and have a ground battle against their crew and visa versa.
That would be awesome, but I'm not sure if the code was developed for it.
Anyway, if PWE introduced that, I'd love them eternally
You're probably not familiar with game design, and that's alright, so let me inform you a bit.
STO lags right now, yes? Just a bit, at times? Particularly those massive fleet actions with the 20 players and the starbase?
That's with the game setup the way it is now, with each ship having just one health bar and a shields bar.
Imagine if it was keeping track of every part of every ship's hull, saucer, port/starboard nacelles, engineering hull, health bars for all the specific elements of each ship.
What's that, Jim? Someone's pet just plinked that Tautara cruiser's left warp nacelle? Better send that update to EVERYONE IN THE MAP. Imagine that, but for every single ship, every single time a pet or a FAW spam plinks another target for one point of damage.
Likewise with things like ships interiors and damage... Cryptic would have to plot out every single ship's interior, even their new ones, and each weapons impact would have to calculate "where this weapon impacted", "how hard did it hit", "how many decks should it breach", "how many crew it would suck out", for EVERY. SINGLE. IMPACT, even ones like a FAW pet plinking the hull for one point of damage.
That's not even getting into actually implementing it.
It would be awesome. But it would be complicated, and lag.
Hello. I am here to ask you if you could introduce actual ship damage so when enemies shoot at us they can target our necceles or our saucer and destroy them, sort of like Star Trek Bridge Commander. I am also here to ask if you could introduce boarding actions that way if we are able to disable a enemy ship we can board it and have a ground battle against their crew and visa versa.
I think the closest you get to that right now is the target subsystem (weapons, shields, engines, auxiliary) tactical BOFF powers, to include the Science and carrier ship's in-built targeting feature. Yes, it would be nice if they made it more realistic.
You're probably not familiar with game design, and that's alright, so let me inform you a bit.
STO lags right now, yes? Just a bit, at times? Particularly those massive fleet actions with the 20 players and the starbase?
That's with the game setup the way it is now, with each ship having just one health bar and a shields bar.
Imagine if it was keeping track of every part of every ship's hull, saucer, port/starboard nacelles, engineering hull, health bars for all the specific elements of each ship.
What's that, Jim? Someone's pet just plinked that Tautara cruiser's left warp nacelle? Better send that update to EVERYONE IN THE MAP. Imagine that, but for every single ship, every single time a pet or a FAW spam plinks another target for one point of damage.
Likewise with things like ships interiors and damage... Cryptic would have to plot out every single ship's interior, even their new ones, and each weapons impact would have to calculate "where this weapon impacted", "how hard did it hit", "how many decks should it breach", "how many crew it would suck out", for EVERY. SINGLE. IMPACT, even ones like a FAW pet plinking the hull for one point of damage.
That's not even getting into actually implementing it.
It would be awesome. But it would be complicated, and lag.
They could do something a little less "perfect". If a weapon impacts a section (Nacelles, neck, saucer, hull, or pylons), the appropriate damage texture would turn on. It wouldn't be perfect, but it's a step in the right direction.
As for boarding actions OP, although I like the sound of that, imagine how the rest of the space battle would play out while you and someone else are fighting for control in their starship. There's an obvious time difference.
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They could do something a little less "perfect". If a weapon impacts a section (Nacelles, neck, saucer, hull, or pylons), the appropriate damage texture would turn on. It wouldn't be perfect, but it's a step in the right direction.
As for boarding actions OP, although I like the sound of that, imagine how the rest of the space battle would play out while you and someone else are fighting for control in their starship. There's an obvious time difference.
It would be cool, but man the lag would be horrible.
It would be cool, but man the lag would be horrible.
The boarding action could be like the boarding action in Pirates Of The Burning Seas where both crews would have to fight and the ships could be made invulnerable to damage during the actions.
Both crews would take part in the boarding action in order to keep the ships from being taken over. while they are fighting they could be made invulnerable to outside damage.
The boarding action could be like the boarding action in Pirates Of The Burning Seas where both crews would have to fight and the ships could be made invulnerable to damage during the actions. Also all ships have similar interiors and they could make standard ship interiors for boarding actions. P.S. Both crews would have to fight that way both captains would be aware of the boarding.
such a system does not work with the game engine, you can only be in one place at a time, and thus your ship could not be in space, as well as your character be in ground combat. There is also the time issue as well, ground combat can be either much faster or much slower than space combat and thus there would be a time difference to some extent.
As for the visual changes, once again, cannot be done with this games engine, and before anyone say "it is entirely possible, your stupid", then i would like that person to explain to me why not only has it not appeared ANYWHERE in the game, but the only "Ship is damage" look that is really in the game is the entire ship being damaged, or the plasma smoke. IT would take having several hitboxes on a ship to possiblybe able to use that affect, and not only could that majorly effect gameplay, it can cause lag, as well other issues with hitting stuff.
With the eventual implementation of a Tier 6 (Fleet Admiral) system, there is a possibility of this idea becoming very possible.
except there HAS been no mention of a tier 6 system, and from what we know, they are not doing it again thanks to all the tier 5 that are out now, and no, nothing is going to change the fact that is is IMPOSSIBLE with the current engine the game uses and the boarding party thing is a feature that many would HATE.
except there HAS been no mention of a tier 6 system, and from what we know, they are not doing it again thanks to all the tier 5 that are out now, and no, nothing is going to change the fact that is is IMPOSSIBLE with the current engine the game uses and the boarding party thing is a feature that many would HATE.
It is indeed impossible with the current game engine, STO would need to be build from the ground up to make these changes. I dont think such a think would be cost effective
I have a funny feeling there would not be a chance for this kind of change to take place on this game due to the game mechanics, engine and the fact that the lacency is bad enough as it is with the amount of individuals utilizing "popular" PVE missions.
Don't get me wrong I would LOVE to see it, but, life is stranger than fiction sometimes...
A good plan violently executed now is better than a perfect plan executed next week.
Hello. I am here to ask you if you could introduce actual ship damage so when enemies shoot at us they can target our necceles or our saucer and destroy them, sort of like Star Trek Bridge Commander. I am also here to ask if you could introduce boarding actions that way if we are able to disable a enemy ship we can board it and have a ground battle against their crew and visa versa.
I would love it ... BUT ... it doesn't suit the gameplay.
I think, if STO had not been born so rough,PE, and more time went into designing the game to be a Star Trek sim ... then I'm sure this sort of thing would be introduced.
Believe me, that would make this game, that bit more Trek.
I once also campaigned for permanent, aesthetic ... and physical (until repaired) damage to a ship.
Hopefully I'll come back from my break; this break is fun; I play intellectual games.
This is VERY cool idea, impoves space combat alot, and makes it cool to watch it too!
If you are talking about the boarding actions improving space combat alot, it only moves it go ground based combat. If you like ground combat, but want it on a (your) space ship, build a scenario on the foundry or ask the devs to make it an STF scenario, but don't ask people who want to PvP in space combat to be subjected to ground combat in space, thats what ground scenarios are about.
Ok the boarding part would not work as what would your ship do while you are in another map instance? However there is a way to do damage to key ship parts. For example a new ability called Target Torpedos. What it could do is have a chance to "destroy" the torpedo port till it is repaired. So here is idea of it...
.
Target Torpedo Ability Used
Check Torpedo Hit Chance is True
If true, Disable torpedo(it is possable as the slot disables when out of arc))
Now that was only one variable sent to player it affected and not one other person needs to know. Hardly any network slowdown.
To get back the torpedo all you have to do is do eng. team and a count down to reactive starts on that weapon slot. A visable timer is shown in weapon slot area(again zero effect on others or slowdowns to network).
So point is stop jumping the it cant happen in the design of the game people. Since when have you seen source code to the game? I could even be wrong who knows. But with a basic idea of what already exists I can base my idea off of that. The above would be a interesting addition to the game.
except there HAS been no mention of a tier 6 system, and from what we know, they are not doing it again thanks to all the tier 5 that are out now, and no, nothing is going to change the fact that is is IMPOSSIBLE with the current engine the game uses and the boarding party thing is a feature that many would HATE.
Obviously, not everyone would hate going into ground combat mode to "resolve" a boarding action, 1 - someone posted support for this and 2 - consider how some of those who spec into ground would use this: bum-rush a ship, drop a shield, beam over, use ground-spec advantage to KO big heavy zombie cruiser in one shot...
Obviously, I'd hate to be that guy max-specced into space and get nuked by some sap science medi-tank who went max-ground... But it might call for more build diversity and classes (now engies who build zombie cruisers can use their high-end ground offense to wreck escorts via boarding actions... :P
But, all this is random speculation as the engine is (noted above, too), quite incapable of doing this - character in two places at once etc. etc.
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visual damage would help immersion greatly. even simplistic damage would be a step in the right direction eg saucer gets hit by torpedo and the game puts an orange sticker (lol) on the saucer or a mine hits the engineering deck and an orecge blob that somewhat resembles fire is place on engineering.
this would be epic. even if ai ships didnt have the effects to prevent lag. just haveing it on the player ships would be epic
I would like you to imagine for a moment a boarding action.
This means the following:
1. In the middle of a fight, you are forced into a ground instance, possibly without warning or proper gear.
2. Your ship in the actual combat is either a sitting duck, or taken over by computer control. The same control system that sends saucers out to fly straight into warp core breaches.
3. You have at least several seconds wherein your client is getting ready for the action on both the ground, and space.
4. If this is PvP, this likely means that two different ships are now under computer control and fighting it out in some ground instance somewhere.
So you are taking a part of the game someone wanted to play (space-based mission) and then forcing them to do a part of the game they may very well loathe (ground-based mission) while causing their space-based component to fall under pretty poor computer control.
And that's just off the top of my head. While it may seem to be a neat idea, it would turn out to be exceedingly obnoxious and a reason not to play at all, if it can even be done in the first place.
As per the "sectional" damage, while that would be neat, that would probably fall more into the domain of hard-core Trekkies and people looking for a simulator of sci-fi combat. This would likely be very difficult to do with the existing system, and given the fact that STO caters fairly heavily to the casual demographic (and with good financial reason), it seems like it is very unlikely to do them any favors and is more likely to cause a lot of headaches trying.
1.) Player is flying around, shooting stuff in a borg STF
2.) Without noticing until it is too late, Player gets boarded.
3.) Loading screen to switch to the ground map of the player's ship
4.) Five seconds into the ground fight, it goes into another loading screen to switch back into the space part because the Now-CPU-controlled ship got hit with Invisible-torpedo-of-death from a tactical cube.
I loath cheap losses like that. I don't care how cool the mechanic of switching to a ground fight in the middle of a space match is, if it has even the smallest possibility of allowing the computer to get a cheap win like that, I hate it.
And making the CPU-controlled ship invincible, but not doing anything? that player gets mistaken for leeching.
making the CPU-ship invincible, but still can attack? Then what's the point of defeating the borg on the ship? If you don't, then the other players in the STF have an invincible ally.
People assuming a lot that you would be forced into it if the idea were to be implemented?
Why not have a system where the boarder is fighting NPCs to disable a key system ( not outright destroy) and you have the OPTION to defend if you want too?
Though i do agree in general that it would probably break the flow of combat
As far as damage goes, I'm all for it, though it would require a lot of changes to or even a new engine to do it.
Is that cost effective, maybe not, but it could potentially improve the games longevity vs newer games that have the benefit of newer more sophisticated game engines
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Comments
That would be awesome, but I'm not sure if the code was developed for it.
Anyway, if PWE introduced that, I'd love them eternally
STO lags right now, yes? Just a bit, at times? Particularly those massive fleet actions with the 20 players and the starbase?
That's with the game setup the way it is now, with each ship having just one health bar and a shields bar.
Imagine if it was keeping track of every part of every ship's hull, saucer, port/starboard nacelles, engineering hull, health bars for all the specific elements of each ship.
What's that, Jim? Someone's pet just plinked that Tautara cruiser's left warp nacelle? Better send that update to EVERYONE IN THE MAP. Imagine that, but for every single ship, every single time a pet or a FAW spam plinks another target for one point of damage.
Likewise with things like ships interiors and damage... Cryptic would have to plot out every single ship's interior, even their new ones, and each weapons impact would have to calculate "where this weapon impacted", "how hard did it hit", "how many decks should it breach", "how many crew it would suck out", for EVERY. SINGLE. IMPACT, even ones like a FAW pet plinking the hull for one point of damage.
That's not even getting into actually implementing it.
It would be awesome. But it would be complicated, and lag.
I think the closest you get to that right now is the target subsystem (weapons, shields, engines, auxiliary) tactical BOFF powers, to include the Science and carrier ship's in-built targeting feature. Yes, it would be nice if they made it more realistic.
They could do something a little less "perfect". If a weapon impacts a section (Nacelles, neck, saucer, hull, or pylons), the appropriate damage texture would turn on. It wouldn't be perfect, but it's a step in the right direction.
As for boarding actions OP, although I like the sound of that, imagine how the rest of the space battle would play out while you and someone else are fighting for control in their starship. There's an obvious time difference.
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It would be cool, but man the lag would be horrible.
And it might not even be possible with this games engine.
Would suck to suddenly disappear because you were "Killed" by a boarding action and the game failed to tell you. :rolleyes:
Yeah, that would suck. It's like suddenly "YES! This ship is nearly gone. Wait, what?!? WHY AM I DEAD! CRYPTiC!!!!!!!!!!!!!!!!!!!!!!!!!"
The boarding action could be like the boarding action in Pirates Of The Burning Seas where both crews would have to fight and the ships could be made invulnerable to damage during the actions.
As for the visual changes, once again, cannot be done with this games engine, and before anyone say "it is entirely possible, your stupid", then i would like that person to explain to me why not only has it not appeared ANYWHERE in the game, but the only "Ship is damage" look that is really in the game is the entire ship being damaged, or the plasma smoke. IT would take having several hitboxes on a ship to possiblybe able to use that affect, and not only could that majorly effect gameplay, it can cause lag, as well other issues with hitting stuff.
Tal'Shiar/Reman Resistance/Romulan Nemesis uniform, pls.
https://farm8.staticflickr.com/7403/13262502435_5604548f2c_o.png
except there HAS been no mention of a tier 6 system, and from what we know, they are not doing it again thanks to all the tier 5 that are out now, and no, nothing is going to change the fact that is is IMPOSSIBLE with the current engine the game uses and the boarding party thing is a feature that many would HATE.
It is indeed impossible with the current game engine, STO would need to be build from the ground up to make these changes. I dont think such a think would be cost effective
Don't get me wrong I would LOVE to see it, but, life is stranger than fiction sometimes...
George S. Patton
I would love it ... BUT ... it doesn't suit the gameplay.
I think, if STO had not been born so rough,PE, and more time went into designing the game to be a Star Trek sim ... then I'm sure this sort of thing would be introduced.
Believe me, that would make this game, that bit more Trek.
I once also campaigned for permanent, aesthetic ... and physical (until repaired) damage to a ship.
I hope STO get's better ...
If you are talking about the boarding actions improving space combat alot, it only moves it go ground based combat. If you like ground combat, but want it on a (your) space ship, build a scenario on the foundry or ask the devs to make it an STF scenario, but don't ask people who want to PvP in space combat to be subjected to ground combat in space, thats what ground scenarios are about.
.
Now that was only one variable sent to player it affected and not one other person needs to know. Hardly any network slowdown.
To get back the torpedo all you have to do is do eng. team and a count down to reactive starts on that weapon slot. A visable timer is shown in weapon slot area(again zero effect on others or slowdowns to network).
So point is stop jumping the it cant happen in the design of the game people. Since when have you seen source code to the game? I could even be wrong who knows. But with a basic idea of what already exists I can base my idea off of that. The above would be a interesting addition to the game.
Obviously, not everyone would hate going into ground combat mode to "resolve" a boarding action, 1 - someone posted support for this and 2 - consider how some of those who spec into ground would use this: bum-rush a ship, drop a shield, beam over, use ground-spec advantage to KO big heavy zombie cruiser in one shot...
Obviously, I'd hate to be that guy max-specced into space and get nuked by some sap science medi-tank who went max-ground... But it might call for more build diversity and classes (now engies who build zombie cruisers can use their high-end ground offense to wreck escorts via boarding actions... :P
But, all this is random speculation as the engine is (noted above, too), quite incapable of doing this - character in two places at once etc. etc.
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
this would be epic. even if ai ships didnt have the effects to prevent lag. just haveing it on the player ships would be epic
This means the following:
1. In the middle of a fight, you are forced into a ground instance, possibly without warning or proper gear.
2. Your ship in the actual combat is either a sitting duck, or taken over by computer control. The same control system that sends saucers out to fly straight into warp core breaches.
3. You have at least several seconds wherein your client is getting ready for the action on both the ground, and space.
4. If this is PvP, this likely means that two different ships are now under computer control and fighting it out in some ground instance somewhere.
So you are taking a part of the game someone wanted to play (space-based mission) and then forcing them to do a part of the game they may very well loathe (ground-based mission) while causing their space-based component to fall under pretty poor computer control.
And that's just off the top of my head. While it may seem to be a neat idea, it would turn out to be exceedingly obnoxious and a reason not to play at all, if it can even be done in the first place.
As per the "sectional" damage, while that would be neat, that would probably fall more into the domain of hard-core Trekkies and people looking for a simulator of sci-fi combat. This would likely be very difficult to do with the existing system, and given the fact that STO caters fairly heavily to the casual demographic (and with good financial reason), it seems like it is very unlikely to do them any favors and is more likely to cause a lot of headaches trying.
1.) Player is flying around, shooting stuff in a borg STF
2.) Without noticing until it is too late, Player gets boarded.
3.) Loading screen to switch to the ground map of the player's ship
4.) Five seconds into the ground fight, it goes into another loading screen to switch back into the space part because the Now-CPU-controlled ship got hit with Invisible-torpedo-of-death from a tactical cube.
I loath cheap losses like that. I don't care how cool the mechanic of switching to a ground fight in the middle of a space match is, if it has even the smallest possibility of allowing the computer to get a cheap win like that, I hate it.
And making the CPU-controlled ship invincible, but not doing anything? that player gets mistaken for leeching.
making the CPU-ship invincible, but still can attack? Then what's the point of defeating the borg on the ship? If you don't, then the other players in the STF have an invincible ally.
Why not have a system where the boarder is fighting NPCs to disable a key system ( not outright destroy) and you have the OPTION to defend if you want too?
Though i do agree in general that it would probably break the flow of combat
As far as damage goes, I'm all for it, though it would require a lot of changes to or even a new engine to do it.
Is that cost effective, maybe not, but it could potentially improve the games longevity vs newer games that have the benefit of newer more sophisticated game engines