test content
What is the Arc Client?
Install Arc

Add realism while zipping through the galaxy...

goodscotchgoodscotch Member Posts: 1,680 Arc User
In order to add realism to the game, if players come too close to a moving random combat encounter, there should be a chance that they get caught up in that combat zone and are forced to fight an enemy ship. In order to avoid the encounter, the player would have to pilot their vessel around the zone and give it a wide berth. Would quickly put an end to zipping through the sector at warp 21 trick.
klingon-bridge.jpg




Post edited by Unknown User on

Comments

  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,863 Community Moderator
    edited July 2014
    I don't know... but I think they used to have that early on.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
    normal text = me speaking as fellow formite
    colored text = mod mode
  • policestate76policestate76 Member Posts: 1,424 Arc User
    edited July 2014
    goodscotch wrote: »
    In order to add realism to the game, if players come too close to a moving random combat encounter, there should be a chance that they get caught up in that combat zone and are forced to fight an enemy ship. In order to avoid the encounter, the player would have to pilot their vessel around the zone and give it a wide berth. Would quickly put an end to zipping through the sector at warp 21 trick.

    LOL, i see a big problem here. The encounters are random, this means you can be flying along a sector and suddenly , a borg cube appears in front of you. So, no way to avoid it.

    It was the way you are describing at the beginning, but it was a chaos, because you were forced to fight the enemies one time after another, and the game was literally stressing lol. They changed it for the health of the game, and the players specifically :D
  • anazondaanazonda Member Posts: 8,399 Arc User
    edited July 2014
    rattler2 wrote: »
    I don't know... but I think they used to have that early on.

    And removed it, cause it was annoying and confusing to new players... (not a joke... that IS the reason)
    Don't look silly... Don't call it the "Z-Store/Zen Store"...
    Let me put the rumors to rest: it's definitely still the C-Store (Cryptic Store) It just takes ZEN.
    Like Duty Officers? Support effords to gather ideas
  • altechachanaltechachan Member Posts: 0 Arc User
    edited July 2014
    As the others have said, this feature existed earlier in STO. However, you start ending up with situations like: You're parked outside of planet in sector space then decided to go to the restroom or something. Then, fifteen minutes later you found out that a Borg Cube has sucked you into a mission map and have been essentially afking while the rest of your unintended team deal with the enemies on the map (who may also be afk for the same reasons). The same thing can happen if you decide to set away from the computer while your ship is crossing the sector map.
    Member since November 2009... I think.
    (UFP) Ragnar
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited July 2014
    Yep, that's my recollection.

    You'd be on your way to complete a mission but couldn't just plot a course and let it go because you'd get sucked into a DSE and have no choice but to fight it out.

    Still, I wish we could get the occasional distress call or random spacial anomaly and then decide for ourselves whether it took priority over our 'current mission'.
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
    Link: How to PM - Twitter @STOMod_Bluegeek
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,863 Community Moderator
    edited July 2014
    Yea... that might be interesting.

    But then they'd also have to fix the Borg Alerts, because there's a chance one can come up... only to be an empty instance still.
    Dang false alarms...
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
    normal text = me speaking as fellow formite
    colored text = mod mode
  • rinksterrinkster Member Posts: 3,549 Arc User
    edited July 2014
    goodscotch wrote: »
    In order to add realism to the game, if players come too close to a moving random combat encounter, there should be a chance that they get caught up in that combat zone and are forced to fight an enemy ship. In order to avoid the encounter, the player would have to pilot their vessel around the zone and give it a wide berth. Would quickly put an end to zipping through the sector at warp 21 trick.

    As others have said, it's a problematic mechanic.

    However, in threads past, it has been suggested that there could be an entirely new difficulty level.

    Let's call it, for the sake of argument, 'realistic'.

    Think of it as elite, but with the added terror of unavoidable encounters and random events.

    And also remember, by constituting it as a difficulty level, it can be scaled at will.

    Got time for the random this evening? Hit the realistic level and have at it.

    Only got time for some quick housekeeping? Drop the difficulty and have at that too.


    EDITED TO ADD: My perfect 'realistic' difficulty would also require you to travel to the sites of queues in order to be able to join them. It woudn't be for everyone, but its an interesting way to scale the challenge while avoiding power creep.
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited July 2014
    bluegeek wrote: »
    Yep, that's my recollection.

    You'd be on your way to complete a mission but couldn't just plot a course and let it go because you'd get sucked into a DSE and have no choice but to fight it out.

    Still, I wish we could get the occasional distress call or random spacial anomaly and then decide for ourselves whether it took priority over our 'current mission'.

    I remember they talked about those random red alerts coming up while traveling. They said you would sometimes get random mission assignments. This was WAAAAY back before beta.
    King of Lions rawr! Protect the wildlife of the world. Check out my foundry series Perfection and Scars of the Pride. arcgames.com/en/forums#/discussion/1138650/ashkrik23s-foundry-missions
    ashkrik_by_lindale_ff-d65zc3i.png
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited July 2014
    Yes, the DSEs chasing you was annoying, but sure made sector travel not entirely boring. :P


    They should have random spots on maps that have random missions. Like a mayday from a world needing help to stop pirate attacks, or maybe use this as an opportunity to return the First contact missions. But if it's too frequent, it will end up being as annoying as the old DSEs.
  • ussinterceptussintercept Member Posts: 627 Arc User
    edited July 2014
    Yes, the DSEs chasing you was annoying, but sure made sector travel not entirely boring. :P


    They should have random spots on maps that have random missions. Like a mayday from a world needing help to stop pirate attacks, or maybe use this as an opportunity to return the First contact missions. But if it's too frequent, it will end up being as annoying as the old DSEs.

    Eta Eradani Sector Block.

    Distress Signal coming from a Ferengi Merchant. His Dilithium Tanks are threatened by True Way Terrorists.

    Sh'Mar Distress Signal. Their crew has come down with some illness and cant get out of the area. True Way have been seen in the area and are likely to prey on a cargo ship stranded in the region.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited July 2014
    Eta Eradani Sector Block.

    Distress Signal coming from a Ferengi Merchant. His Dilithium Tanks are threatened by True Way Terrorists.

    Sh'Mar Distress Signal. Their crew has come down with some illness and cant get out of the area. True Way have been seen in the area and are likely to prey on a cargo ship stranded in the region.
    And Starbase 24....
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited July 2014
    Sometimes I miss the old DSEs that would chase you down. It made space travel less routine and more exhilarating (or terrifying depending on your outlook :P ) and you actually had to be wary of which sectors you were in (e.g. flying out into borg space as a level 20 was suicide because enemies were 32 levels higher than you).

    Then I remember how annoying it was to have a random encounter attack you while you were hovering outside of the Sierra system and I don't miss them anymore.

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited July 2014
    Eta Eradani Sector Block.

    Distress Signal coming from a Ferengi Merchant. His Dilithium Tanks are threatened by True Way Terrorists.

    Sh'Mar Distress Signal. Their crew has come down with some illness and cant get out of the area. True Way have been seen in the area and are likely to prey on a cargo ship stranded in the region.

    Oh thank you for the laugh! Making like those static, premade missions are real distress signal missions! :D


    A real distress signal mission would be something unexpected that occurs while you are traveling.
  • edited July 2014
    This content has been removed.
  • bradchristopher1bradchristopher1 Member Posts: 307
    edited July 2014
    What I'd like to see (and what I described in the thread in my sig) is Sector Space treated like the Dyson Sphere "space" zones.

    That is, there would be missions, ships, unexpected anomalies, star systems to explore, unknown anomalies like we used to have in the exploration zones, storms and so on.

    Best of all if they simply made the galaxy a gigantic open zone with no borders and enough room to allow things to go on IN sector space, including combat.

    I mean, MANY episodes of Star Trek involved the ship encountering something unexpected while they were going somewhere else.


    But then, I don't think Cryptic has the wherewithal to actually DO anything like this. Too much work.

    Here is a thought;

    Why not just have a setting in the options menu, off by default for all players, and those that want to 'toughen' up with an occasional interruption of a enemy hostile can have at it by checkmarking the box?
  • rynohawkrynohawk Member Posts: 66 Arc User
    edited July 2014
    As the others have said, this feature existed earlier in STO. However, you start ending up with situations like: You're parked outside of planet in sector space then decided to go to the restroom or something. Then, fifteen minutes later you found out that a Borg Cube has sucked you into a mission map and have been essentially afking while the rest of your unintended team deal with the enemies on the map (who may also be afk for the same reasons). The same thing can happen if you decide to set away from the computer while your ship is crossing the sector map.

    Yeah and they did away with the random encounters before DOFF assignments. Imagine the aggrevation if those were still around when Duty Officers first came out.
  • psiameesepsiameese Member Posts: 1,650 Arc User
    edited July 2014
    LOL, i see a big problem here. The encounters are random, this means you can be flying along a sector and suddenly , a borg cube appears in front of you. So, no way to avoid it.

    It was the way you are describing at the beginning, but it was a chaos, because you were forced to fight the enemies one time after another, and the game was literally stressing lol. They changed it for the health of the game, and the players specifically :D

    I loved it the old way. It was fun learning to outmaneuver the rogue KDF ships in Sirius and Regulus Sector Blocks. The Romulans in Alpha Centauri and the Terran Empire in Beta Ursae. Especially when a player accidentally/on purpose entered a sector block with content above their level. It was more about gearing for speed than anything else as you leveled and could use a faster ship.

    The Borg Red Alerts replaced them, if I recall correctly.

    Today, a variant of the old system would be that much more interesting with the Warp Cores in play. If the NPC ships were varied in speed as well. Perhaps not having as many of those wandering NPC's would keep it from annoying others. But think it was one of the interesting things about STO that I miss.
    (/\) Exploring Star Trek Online Since July 2008 (/\)
  • a3001a3001 Member Posts: 1,132 Arc User
    edited July 2014
    I think this has been suggested many times before.
    Rejoice JJ Trek people....

    http://www.arcgames.com/en/games/star-trek-online/news/detail/10052253

    Why are you not rejoicing?
  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    edited July 2014
    goodscotch wrote: »
    In order to add realism to the game, if players come too close to a moving random combat encounter, there should be a chance that they get caught up in that combat zone and are forced to fight an enemy ship. In order to avoid the encounter, the player would have to pilot their vessel around the zone and give it a wide berth. Would quickly put an end to zipping through the sector at warp 21 trick.

    used to have it but players used to complain about it because these random encounters would follow this player when in orbit of a system in sector space or another player minding his or her own business gets caught in one. it was removed likely because it was more trouble then it was worth. i frankly wouldnt want to see the system return.

    its had its time on sto and it lost, move along.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
  • cbrjwrrcbrjwrr Member Posts: 2,782 Arc User
    edited July 2014
    rinkster wrote: »
    As others have said, it's a problematic mechanic.

    However, in threads past, it has been suggested that there could be an entirely new difficulty level.

    Let's call it, for the sake of argument, 'realistic'.

    Think of it as elite, but with the added terror of unavoidable encounters and random events.

    And also remember, by constituting it as a difficulty level, it can be scaled at will.

    Got time for the random this evening? Hit the realistic level and have at it.

    Only got time for some quick housekeeping? Drop the difficulty and have at that too.


    EDITED TO ADD: My perfect 'realistic' difficulty would also require you to travel to the sites of queues in order to be able to join them. It woudn't be for everyone, but its an interesting way to scale the challenge while avoiding power creep.

    Way I would do it, default to as it is now, and have the new randoms as an option. Makes it available for those who want it, and isn't forced on those who don't.
  • majorone1majorone1 Member Posts: 37 Arc User
    edited July 2014
    They should bring this idea back but maybe refine it a little. Make it happen rarely, make it so you can send a disstress signal to your friends/fleet duration of 20 sec's or something, which they can then warp to you. This would make GREAT PvP battles as well as PvE. Would be a change of the same old predicable same old.
  • goodscotchgoodscotch Member Posts: 1,680 Arc User
    edited July 2014
    majorone1 wrote: »
    They should bring this idea back but maybe refine it a little. Make it happen rarely...

    This was my original thought. It would be a low percentile chance. And I was actually referring to those zones where you can see swirling/moving combat areas. If you got too close to them, there would be a low percentile chance that you could actually be "attacked."

    I think they should lessen the number of appearances of those also. Even now without such a possible unexpected/uninvited encounter, there are too many of those things floating around in a zone.
    klingon-bridge.jpg




  • rekurzionrekurzion Member Posts: 697 Arc User
    edited July 2014
    You could control it with speed of travel. I believe one of the Final Fantasy games used to do this in open areas. The slower you are going the more encounters you come across and the faster the less. Up to where if you are traveling at top speed you bypass all encounters.

    But I can see how the old way was annoying. I would reduce the encounter mechanic by a lot and get rid of encouters while idle or close to some star systems.
  • tenkaritenkari Member Posts: 2,906 Arc User
    edited July 2014
    What I'd like to see (and what I described in the thread in my sig) is Sector Space treated like the Dyson Sphere "space" zones.

    That is, there would be missions, ships, unexpected anomalies, star systems to explore, unknown anomalies like we used to have in the exploration zones, storms and so on.

    Best of all if they simply made the galaxy a gigantic open zone with no borders and enough room to allow things to go on IN sector space, including combat.

    I mean, MANY episodes of Star Trek involved the ship encountering something unexpected while they were going somewhere else.


    But then, I don't think Cryptic has the wherewithal to actually DO anything like this. Too much work.

    your last sentance sums it up.... and sector space would have to be cut up even more for it to work.

    too much time and effort for too little gain.
Sign In or Register to comment.