The whole uproar about NMS reminds me of ME3. Which is actually a pretty great game, despite the infuriating ending.
I have not played NMS and I while I have been interested in playing the game since I first heard about 9 - 12 months ago I have definitely not been ridding the hype train.
I do not think it is fair to compare NMS to ME3. ME3 on the whole had a pretty decent launch with not many missing features or broken performance. I have to state I did not play ME3 until around 3 months after it launched so I am not aware of any thing that would be considered game breaking from a performance point of view. However, I do know of the Day One DLC controversy regarding Javik (the last surviving Prothean). But that is just one feature, not a laundry list of many. Excluding the ending, the only gripe I remember having was that ME3 was more of a 3rd person action game rather than a 3rd person RPG game. I think ME2 had the right mix.
On the other hand NMS seems to have numerous performance issues on the PC based on what I have read. That is kinda ironic since NMS was initially developed as a PC game if what I have read is true. Then there are the missing features a lot of people have complained about and there was even an exhaustive list on Reddit of all the promised features that were not in the retail game.
Sure, both games have ending that basically sucks, but that is as far as I would go with the comparison between ME3 and NMS for someone who has actually not played NMS yet. It's still piqued my interest, but I am going to wait for a price drop and more importantly patches to incorporate messing features into the game.
Regarding the "missing features" I would say there are at least two ways of looking at...
#1 - Gamer's point of view - I guess all the interviews and demonstrations of the game during the development process (which I did not bother to read / watch), NWS was supposed to have a lot features there compared to what actually was in the retail version of the game. Naturally, people who were super hyped about the game expected to see all those features or at least a majority of them. But sadly, that was not the case and they felt cheated, lied to and probably even betrayed by the developer.
#2 - Developer's point of view - Everyone knows developing games is a lot easier said than done. Hello Games promised a lot and wanted to give it's target audience the best game they can deliver to the best of their abilities. I am not sure when NMS was originally expected to be released prior to the announcement the game was also going to be released for the PS4. But since Sony was flipping the bill for providing promotional and marketing support, I suppose Sony had a hand in deciding when the game is to be released. That creates a problem... the game might have been rushed out the door to meet Sony's deadline expectations. At that point the developer could have been forced to release what is known as a MVP.
No, this is not sports so MVP does not mean "Most Valuable Player". Instead it means "Minimal Viable Product", where Sony is more or less forcing Hello Games to release a product that can be considered "playable", but not complete. It kinda reminds me of Star Wars: Knights of the Old Republic II that was being developed by Obsidian. Lucas Arts force Obsidian to cut development time of the game so that it can be released for holiday sales in December 2004 rather than what was probably going to be a Spring 2005 release.
Star Wars: KOTOR II was originally supposed to have a total of 3 acts to the game, but due to time constraints mandated by LucasArts executives Obsidian had no choice but to cut content from the game to meet the December 2004 release date. Fortunately, the cut content assets was included on the DVD (if I remember correctly) and later various fan made "Restoration Projects" were in the works to flesh out KOTOR II's story with the cut content. I think the most recent project is The Sith Lords Restored.
Anywaste... the truth is probably the combination of #1 and #2 or perhaps something else. In any case I'll just wait for more patches to be released and a price drop before I decide to buy the game. That assumes at that time I am still interested in playing the game.
I agree with most of that, and nice post.
But to clarify a bit about the ME3/NMS comparison, what I mean specifically is the "anger/rage" is similar. It reached astronomical levels with ME3, and basically took over the internet for a time lol. That same level of outrage is being reached with NMS.
But yeah totally agree, ME3 didn't crash on me, and gave pretty much what it promised. It was just the ending where your choices didn't matter much that much which pissed people off after playing it for 7-8 years. Despite that though, I loved the ME series. And I'd also agree ME2 had the best mix of combat/rpg/ and story, it'll be hard to top.
Considering the NMS devs blatantly lied to people about their game to the point that Steam is issuing refunds, I don't think NMS should be emulated.
Actually I don't believe he lied, but saying it was going to multiplayer was a bit misleading.
I think the best quote I've heard on it was something like;
"Yeah it's multiplayer, but if you have 5 people on earth, you may never find each other for your whole lives, even if you were actively looking for them."
Which people took as, "Yeah, its going to be multiplayer, *end Quote*"
Except its not really multiplayer at all, because people DID find eachother and it turned out they can't actually see eachother no matter what.
I had heard this was due to them not adding the player models to game. But yeah, probably was never intended to be multiplayer. And like @starkaos said, most online multiplayer games cannot load previous saves. Or even pausing the game.
Most multiplayer games you can "soft pause" but the action continues around you. So yeah I guess that's a pretty huge grievance for those who expected it. And I do think it's a shame they didn't add at least flight combat multiplayer module/arena.
Maybe in the future it'll happen, but I think it'll be too little too late for most people.
They were supposed to add base building soon, maybe that will allow players to meet up, I dunno.. I was talking with my friends who are playing last night, and we thought it would be nice, if your friends could visit your base, and share resources with one another. For example, one guy might be in need of aluminum, but is having trouble finding it, so you say "Hey come by the base, I've got some aluminum for you.." Or even, just leave it there banked for them. Then they could drop by at their leisure when they get time.
@jaguarskx yeah wait until you can find a used copy, I'd feel bad if you paid full price and didn't like it.
But its a pretty cool experience if you think long distance space travel sounds interesting.
So many suggestions along those lines have been put forth but the end-game is still the same old Doffing and repetitive STF grinds.
And story driven episodes, which unlike "exploration" in the style of NMS are somewhat analogous to the style and focus of the Star Trek television series.
If you want a proof of concept for why this is an important torpedo struck against the hull of Exploration 2.0, consider your first playthrough of the Delta Rising patrols. Without knowing the content, shuffled mission selection, and with randomized mission elements, they strongly emulated what the core gameplay of a new STO exploration system would most plausibly be like (without the supporting systems, just the heart of the idea.) Yet the community did not cry out "THIS IS PERFECT, WE'RE INCREMENTALLY APPROACHING THE TYPE OF SYSTEM CRYPTIC SHOULD BE DEVELOPING!" because the mode of small vignettes distributed randomly through space, ultimately, is not a more suitable format to STO than what STO has more heavily invested in (ie. bigger story driven episodes with characters, plots, and issues.)
One can hope that next time will be different, but when at the heart of the matter is an fundamental disconnect between the X3/Elite Dangerous/NMS genre and Star Trek (they do very different things in very different ways) another strictly mechanical approach to exploration would be a sizable risk. I don't think it's fair to lament that the devs haven't jumped at it.
Post edited by duncanidaho11 on
Bipedal mammal and senior Foundry author.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
@jaguarskx yeah wait until you can find a used copy, I'd feel bad if you paid full price and didn't like it.
But its a pretty cool experience if you think long distance space travel sounds interesting.
I did not buy the game yet. I think somewhere in the middle of my post I mentioned I was simply going to wait for NMS to be patched (for performance issues and more content) and the price to be reduced before I buy it. That's assuming I am still interested in playing it later.
So many suggestions along those lines have been put forth but the end-game is still the same old Doffing and repetitive STF grinds.
And story driven episodes, which unlike "exploration" in the style of NMS are somewhat analogous to the style and focus of the Star Trek television series.
If you want a proof of concept for why this is an important torpedo struck against the hull of Exploration 2.0, consider your first playthrough of the Delta Rising patrols. Without knowing the content, shuffled mission selection, and with randomized mission elements, they strongly emulated what the core gameplay of a new STO exploration system would most plausibly be like (without the supporting systems, just the heart of the idea.) Yet the community did not cry out "THIS IS PERFECT, WE'RE INCREMENTALLY APPROACHING THE TYPE OF SYSTEM CRYPTIC SHOULD BE DEVELOPING!" because the mode of small vignettes distributed randomly through space, ultimately, is not a more suitable format to STO than what STO has more heavily invested in (ie. bigger story driven episodes with characters, plots, and issues.)
One can hope that next time will be different, but when at the heart of the matter is an fundamental disconnect between the X3/Elite Dangerous/NMS genre and Star Trek (they do very different things in very different ways) another strictly mechanical approach to exploration would be a sizable risk. I don't think it's fair to lament that the devs haven't jumped at it.
I am always surprised how much hatred the Delta Rising patrols garnered. They were perfect for fleshing out the Delta Quadrant. They gave you a bit of insight into the different species, so that even people that have never seen anything of VOY would get an idea what the major players are. I thought they were quite nice.
Though honestly, I suspect people only hated it because of the level gating and the "need" to repeatedly play those patrols. No matter what kind of masterpiece a mission would be, playing it 10 or 50 times in a row would make you hate it. That's like a child's parents demanding it to read the first Lord of the Ring novel 10 times before they would buy you the second novel.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
I am always surprised how much hatred the Delta Rising patrols garnered. They were perfect for fleshing out the Delta Quadrant. They gave you a bit of insight into the different species, so that even people that have never seen anything of VOY would get an idea what the major players are. I thought they were quite nice.
They added a lot of flavor in their own right but where I think the functional problems comes in is context. There's better ways of incorporating flavor than isolated mini-missions spaced between episodes (such in-mission as optional dialog, optional objectives, and greater indulgence taken with the setting.)
Bipedal mammal and senior Foundry author.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
I am always surprised how much hatred the Delta Rising patrols garnered. They were perfect for fleshing out the Delta Quadrant. They gave you a bit of insight into the different species, so that even people that have never seen anything of VOY would get an idea what the major players are. I thought they were quite nice.
Though honestly, I suspect people only hated it because of the level gating and the "need" to repeatedly play those patrols. No matter what kind of masterpiece a mission would be, playing it 10 or 50 times in a row would make you hate it. That's like a child's parents demanding it to read the first Lord of the Ring novel 10 times before they would buy you the second novel.
Yeah people went absolutely batshit when they realized how much time it'd take to grind to 60 in one day....
not everyone is all that happy with NMS
there is a forbes article that says a LOT of players are feeling ripped off
I could've sworn it was one of the most maligned games to come out since Watch Dogs.
Yeah, there's a lot of rage going around right now. About pricing, multiplayer, game instability, content removal.
Personally, I think in many cases it's a bandwagon thing. People are hopping on the Hate Train left and right, because its the cool thing to do at the moment. Many of those people haven't even played the game, they're just piling on, for the sake of piling on.
In my experience, I've had 3 system freezes in about 60 hours of gameplay. Maybe I'm lucky in this regard, maybe its worse for others. Not sure, but it has not been anything more then a minor issue for me on PS4.
I do know PC had a terrible launch and like 99% of players couldn't play it on day one.
I think that's where things started to spiral out of control.
Many PC players rated it 0, and returned it right away. And then things got really out of control from there.
On Multiplayer, I never really cared about it to begin with, so that doesn't affect me. But some were expecting it, and I think it's a fair complaint.
As for the pricing issue, no one was forced to buy/preorder the game, and nobody held a gun to my head or anyone else's. If it turned out that I didn't like the game (which is not the case, I think its a great journey so far), that's really all on me, for not being patient and testing it out before buying.
Furthermore, with the insane level of Hype NMS achieved, Sony and Hello Games would have been out of their minds to charge anything less then market value, which is 60$ American;
It's sort of like the Connie Promo here in STO. While I may personally believe a straight CStore release would have been the best for everyone, with the amount of hype the Connie carries, it would have been foolish for PWE to release it any other way then Promo.
Just like Hello Games and Sony would've been crazy to sell this super hyped game for say, 20-30$.
So many suggestions along those lines have been put forth but the end-game is still the same old Doffing and repetitive STF grinds.
And story driven episodes, which unlike "exploration" in the style of NMS are somewhat analogous to the style and focus of the Star Trek television series.
If you want a proof of concept for why this is an important torpedo struck against the hull of Exploration 2.0, consider your first playthrough of the Delta Rising patrols. Without knowing the content, shuffled mission selection, and with randomized mission elements, they strongly emulated what the core gameplay of a new STO exploration system would most plausibly be like (without the supporting systems, just the heart of the idea.) Yet the community did not cry out "THIS IS PERFECT, WE'RE INCREMENTALLY APPROACHING THE TYPE OF SYSTEM CRYPTIC SHOULD BE DEVELOPING!" because the mode of small vignettes distributed randomly through space, ultimately, is not a more suitable format to STO than what STO has more heavily invested in (ie. bigger story driven episodes with characters, plots, and issues.)
One can hope that next time will be different, but when at the heart of the matter is an fundamental disconnect between the X3/Elite Dangerous/NMS genre and Star Trek (they do very different things in very different ways) another strictly mechanical approach to exploration would be a sizable risk. I don't think it's fair to lament that the devs haven't jumped at it.
I am always surprised how much hatred the Delta Rising patrols garnered. They were perfect for fleshing out the Delta Quadrant. They gave you a bit of insight into the different species, so that even people that have never seen anything of VOY would get an idea what the major players are. I thought they were quite nice.
Though honestly, I suspect people only hated it because of the level gating and the "need" to repeatedly play those patrols. No matter what kind of masterpiece a mission would be, playing it 10 or 50 times in a row would make you hate it. That's like a child's parents demanding it to read the first Lord of the Ring novel 10 times before they would buy you the second novel.
I could barely get through LotR one time lol. Tolkien just keeps rambling on and on with the descriptors...it nearly killed me.
10x would qualify as cruel and unusual punishment I think.
but anyway, I too liked the Delta patrols, I never had an issue with them, actually I still do a patrol circuit from time to time. I really like the how they included the APU race in the patrols, that was a nice surprise for me. But yeah, the level gating was pretty damn annoying.
I didn't have a problem with the Delta patrols - until about the 3rd time I ran into one.
Patrol missions COULD be a great way to fill out the game's depth, but the Delta Patrols were really just a lot of monotony and tedium. Real missions can be this way, and one every now an then is alright, but they put a lot of those together in an effort to pad out the Delta Arc. With a lot of players who are probably ADD to begin with, you easily loose the player's attention to boredom.
It may be why they've shifted to a more shoot-'em-up-Bang-Bang attitude to gameplay.
I think it's called 'Fighter Pilot Syndrome', where you have to be on the edge of your seat the whole time or else you loose complete focus and just zone out.
not everyone is all that happy with NMS
there is a forbes article that says a LOT of players are feeling ripped off
I could've sworn it was one of the most maligned games to come out since Watch Dogs.
Yeah, there's a lot of rage going around right now. About pricing, multiplayer, game instability, content removal.
Personally, I think in many cases it's a bandwagon thing. People are hopping on the Hate Train left and right, because its the cool thing to do at the moment. Many of those people haven't even played the game, they're just piling on, for the sake of piling on.
In my experience, I've had 3 system freezes in about 60 hours of gameplay. Maybe I'm lucky in this regard, maybe its worse for others. Not sure, but it has not been anything more then a minor issue for me on PS4.
I do know PC had a terrible launch and like 99% of players couldn't play it on day one.
I think that's where things started to spiral out of control.
Many PC players rated it 0, and returned it right away. And then things got really out of control from there.
On Multiplayer, I never really cared about it to begin with, so that doesn't affect me. But some were expecting it, and I think it's a fair complaint.
As for the pricing issue, no one was forced to buy/preorder the game, and nobody held a gun to my head or anyone else's. If it turned out that I didn't like the game (which is not the case, I think its a great journey so far), that's really all on me, for not being patient and testing it out before buying.
Furthermore, with the insane level of Hype NMS achieved, Sony and Hello Games would have been out of their minds to charge anything less then market value, which is 60$ American;
It's sort of like the Connie Promo here in STO. While I may personally believe a straight CStore release would have been the best for everyone, with the amount of hype the Connie carries, it would have been foolish for PWE to release it any other way then Promo.
Just like Hello Games and Sony would've been crazy to sell this super hyped game for say, 20-30$.
I'm only on the rage train because I spent 60 bucks, did everything they said to do, and STILL couldn't get the game to work on a very very good PC.
Needless to say, took my money back and said frak it.
Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!
STO will never be able to do a good procedurally generated content system with the limitations of an ancient engine and the lack of dedicated server space to process each and every different area to a good degree. At best, it'd just be a series of mix-and-match maps with different objectives, NPCs, and buildings or flora and fauna.
And furthermore, STO will never allow original naming of random new species or real choices that affect your game on the level of Mass Effect's choices (even including the corrected freedom of choice final endings).
Well an engine overhaul isn't in the cards that's for damn sure. Part of the reason the game was able to be made at all was because Cryptic could build it in their own engine in a short period of time Piggybacking on Jaguar's statement, STO itself was an MVP game at launch. Perpetual sat on the license without making progress for so long STO had a severely truncated development time. But improvements to the engine will never be able to generate the kind of improvements they would get from a new engine.
STO has experimented with choice based gameplay, the Delta Quadrant mission where the Vaadwaur refugees just want away from the fighting and a nice place to start over actually will determine what kind of Vaadwaur reinforcements you get at Vaadwaur Prime for the final battle. The game simply will judge based on your last decision in that mission. Ultimately it's a series of yes/no or score based decisions in the engine that will be referenced by the system later. So choice IS actually possible in STO.
For my ideas I was actually thinking that the content as far as species wouldn't be fully procedurally created as a matter of quality, but the devs would create several sets of aliens for each cluster just with common scenarios to unite them, First Contact, embassy creation, deal violation, enemy attack, pirate raid, convoy escort, etc. Three species you could contact at launch and every season they add new species to each exploration cluster quadrant each season.
STO's engine is the same one used to run Champions Online, IIRC. We've had the devs themselves state across different subjects as to why they can't make certain things work (true 3D movement, move to a location while on the bridge, etc), and the overall reason is that the engine is ancient and inflexible, and for some cases, would require a completely new engine.
And while STO has experimented with choice-based gameplay (see Fed's Rescue the Azura mission and the class-specific choices) and again in Delta as you mentioned, both were quickly abandoned and did not notably affect any cutscene or event. Why couldn't my Klingon slap or punch Keten, drag him to a mirror, and tell him he's no longer Harry Kim, and have a cutscene showing that? Why can't I punch Sela unconscious in one or two missions? Why can't the players choose which ending they prefer by having them take up sides based on their actions; such as choosing to stop Sela from harming the Iconians or allowing her to, and the majority choice either results in returning to a shifted reality in which the Iconians are a distant, but friendly race, or the ending we got where it's an apocalyptic battle that ends only because we gave them back their ball of DNA since they lost the means to breed their race.
As to your ideas, they would fit in as pre-generated content that's then pulled upon in a controlled fashion in a fascimile of procedurally driven content (basically, a more organized and in-depth form of the failed Exploration content that was pulled a long while back). The catch would be if the system is able to remember your decisions from the earlier generated content and not only propel you along your own miniature choose-your-own-adventure, but also reward you well enough for it and still somehow be replayable, without resorting to a "timeline reset" function to replay it all along a new path. Maybe you got tired of being a good guy for this particular alien group, or you didn't like the reward, and want to do it all over again, even if the objectives change some or the story changes some.
I wondered about the engine used in Champions Online, but hadn't considered that it might be the same as STO's. Had been leaning more towards an Unreal Engine clone, but it wasn't in-depth enough for it.
I wondered about the engine used in Champions Online, but hadn't considered that it might be the same as STO's. Had been leaning more towards an Unreal Engine clone, but it wasn't in-depth enough for it.
Learned something new.
Thx, Hyper.
= ^.^ =
I forget exactly which Dev stated it, and was further confirmed by players who've been with Cryptic for far longer than I, but the base engine used for STO and Champions was the same. Sure, they've mutated in different directions over the years, but IIRC, STO's reused the core engine to make a playable ST game or else they'd lose the license. In fact, if I'm not misremembering, the flight system used by Champions was used for ship movement, hence the lack of straight vertical up/down movement from standstill, and one had to circle up or down. Or was it the other way around? It's been awhile. Someone with more knowledge on the subject can comment. I know for sure STO shares it engine with one of Cryptic's other games, and I'm pretty sure it was Champions.
The lack of full 3D movement is an intentional design decision rather than an engine limitation. A goal of this game is to replicate the Star Trek feeling, and full 3D movement is not the norm in Star Trek. Ships bank when turning, they are almost always aligned in one plane. And on to of that - many players suck at dealing with full 3D movements.
Of course, I am sure there will be showing a cool scene where the Enterprise D shoots 2 Neg'Vars from below - but ignore that such a scene was t he exception. Or claim that players have no problem wtih full 3D movement, and I'd ask them how many Descent-clones have there been compared to how many Doom and Call of Duty clones there have been.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
The lack of full 3D movement is an intentional design decision rather than an engine limitation. A goal of this game is to replicate the Star Trek feeling, and full 3D movement is not the norm in Star Trek. Ships bank when turning, they are almost always aligned in one plane. And on to of that - many players suck at dealing with full 3D movements.
Yep, the limitation on 3D flight is a design decision. Heck, you can take a hero with a flight power in Champions and fly straight up, no problem.
As far as the game engine goes, ("The Cryptic Engine" the last time I recall it ever being named/referred to,) it's an engine designed and maintained by Cryptic which is the foundation for Champions Online, Star Trek Online and Neverwinter Online. Each game has it's own branch of development, but there's also been a certain level of cross-development -- times when STO has brought in features that were built in the NWO branch and so on. That's the gist of it, to the best of my recollection.
And on to of that - many players suck at dealing with full 3D movements.
That, I could see being the reason to mess up a 3-dimensional law of physics.
But when you consider autotargeting and flight programs currently in use in modern fighter planes (I'm ignoring modern spacecraft, since they don't use modern tech, but older tech tested for 20+ years), then the only real problem with 3D space would really be: point-of-view of the camera; collision; speed; and choosing your target/weapon/skill. Oh - and whether or not a player suffers from vertigo or motion-sickness, which are the two biggest killers of a career as a pilot and just as much in effect in a real sim.
The ships are supposedly mostly automated, run by "Computer". ("Hello, Computer!") - Not a true AI, nor a living program, just an automation more advanced but similar to what exists today.
Space is a true 3D, so everything should be examined from the player's angle of view. The 'horizon' is only the midline of what a player sees, not a fixed point of referrence. If the angle of view changes, your horizon changes. To the player, everything else is moving around, but they aren't. On Earth, we make the assumption that the ground is a fixed point and associate our assumed horizon with that, when in truth, it moves with your eyes (or camera).
They get this correct in the movies and newer star treks, just not in Classic or the early STNG. You could say that the fact things look in line with the ship on the view screen is due to auto-adjustments made by Computer, rather than how things appear in actuality. As for when things line up when the camera pulls way out? Um... Coincidence?
Yep, the limitation on 3D flight is a design decision. Heck, you can take a hero with a flight power in Champions and fly straight up, no problem.
Can you do Loop-de-Loops? I don't remember.
If you can't, then they've likely just set the horizon limiter to a higher setting, which means it's an engine design flaw rather than a developer choice.
So many suggestions along those lines have been put forth but the end-game is still the same old Doffing and repetitive STF grinds.
And story driven episodes, which unlike "exploration" in the style of NMS are somewhat analogous to the style and focus of the Star Trek television series.
If you want a proof of concept for why this is an important torpedo struck against the hull of Exploration 2.0, consider your first playthrough of the Delta Rising patrols. Without knowing the content, shuffled mission selection, and with randomized mission elements, they strongly emulated what the core gameplay of a new STO exploration system would most plausibly be like (without the supporting systems, just the heart of the idea.) Yet the community did not cry out "THIS IS PERFECT, WE'RE INCREMENTALLY APPROACHING THE TYPE OF SYSTEM CRYPTIC SHOULD BE DEVELOPING!" because the mode of small vignettes distributed randomly through space, ultimately, is not a more suitable format to STO than what STO has more heavily invested in (ie. bigger story driven episodes with characters, plots, and issues.)
One can hope that next time will be different, but when at the heart of the matter is an fundamental disconnect between the X3/Elite Dangerous/NMS genre and Star Trek (they do very different things in very different ways) another strictly mechanical approach to exploration would be a sizable risk. I don't think it's fair to lament that the devs haven't jumped at it.
You raise interesting points on that.
The funny thing is I quite enjoyed the Delta Patrols. I didn't have a problem with them other than technical glitches, like massive slowdown on the help the Ocampan ship patrol. Also the difficulty spike of the enemies was savage except for the DPS crowd that it seemed Delta Rising was simultaneously catering too and trying to give a reasonable challenge.
The problem with them was the reward/advancement ratio was so massively altered. You go from one mission=one level to how many more of these do I have to do before I level up for the next story mission?
It's interesting, when they put up the polls the first time I voted for more episodes. I thought that I was going to get feature series like with the 2400, the Deferi, and Cloaked Intentions. Instead they've been dropping a single episode at the same rate that they were dropping series, which is like, that is NOT what I was voting for. But they were dropping episodes more often so it was still an improvement. On the next poll I voted for exploration. So far they have given us New Dawn, which gave us First Contact with two new civilizations and also dragged us into the Temporal War, the story arc in Star Trek I despise beyond all others. *shrug*
Those votes were over a year ago, and I like to think that the Devs are working it out behind the scenes and once everything has come together properly they're just gonna drop it on us in a completed form. The Devs seem to feel that communicating with the community about things in the developmental stages, the old Engineering Reports and the like, ultimately resulted in bashing and criticism rather than a free flow of ideas. Such is the internet. I also like to be surprised so them not saying anything about it is fine I suppose. I'd just like to know that they do in fact have it in their minds.
I'm not saying that exploration should be the primary content of the game either. This game has always been clear that as a Star Trek simulator it is also emulating the format of the TV series from calling missions episodes to calling complete story arcs seasons, this is an interactive Star Trek television show. But it is also a video game and an MMO at that, so there's no call for that to be the only content.
STO will never be able to do a good procedurally generated content system with the limitations of an ancient engine and the lack of dedicated server space to process each and every different area to a good degree. At best, it'd just be a series of mix-and-match maps with different objectives, NPCs, and buildings or flora and fauna.
And furthermore, STO will never allow original naming of random new species or real choices that affect your game on the level of Mass Effect's choices (even including the corrected freedom of choice final endings).
Well an engine overhaul isn't in the cards that's for damn sure. Part of the reason the game was able to be made at all was because Cryptic could build it in their own engine in a short period of time Piggybacking on Jaguar's statement, STO itself was an MVP game at launch. Perpetual sat on the license without making progress for so long STO had a severely truncated development time. But improvements to the engine will never be able to generate the kind of improvements they would get from a new engine.
STO has experimented with choice based gameplay, the Delta Quadrant mission where the Vaadwaur refugees just want away from the fighting and a nice place to start over actually will determine what kind of Vaadwaur reinforcements you get at Vaadwaur Prime for the final battle. The game simply will judge based on your last decision in that mission. Ultimately it's a series of yes/no or score based decisions in the engine that will be referenced by the system later. So choice IS actually possible in STO.
For my ideas I was actually thinking that the content as far as species wouldn't be fully procedurally created as a matter of quality, but the devs would create several sets of aliens for each cluster just with common scenarios to unite them, First Contact, embassy creation, deal violation, enemy attack, pirate raid, convoy escort, etc. Three species you could contact at launch and every season they add new species to each exploration cluster quadrant each season.
STO's engine is the same one used to run Champions Online, IIRC. We've had the devs themselves state across different subjects as to why they can't make certain things work (true 3D movement, move to a location while on the bridge, etc), and the overall reason is that the engine is ancient and inflexible, and for some cases, would require a completely new engine.
Yep. I am wondering how long STO will actually run before they go to a new engine for all of their products.
And while STO has experimented with choice-based gameplay (see Fed's Rescue the Azura mission and the class-specific choices) and again in Delta as you mentioned, both were quickly abandoned and did not notably affect any cutscene or event. Why couldn't my Klingon slap or punch Keten, drag him to a mirror, and tell him he's no longer Harry Kim, and have a cutscene showing that? Why can't I punch Sela unconscious in one or two missions? Why can't the players choose which ending they prefer by having them take up sides based on their actions; such as choosing to stop Sela from harming the Iconians or allowing her to, and the majority choice either results in returning to a shifted reality in which the Iconians are a distant, but friendly race, or the ending we got where it's an apocalyptic battle that ends only because we gave them back their ball of DNA since they lost the means to breed their race.
Oh I agree. Personally my Captain, who is pretty friendly would've still kicked Keten right in his vestigial nuts, just for all the trouble and disobeying two superior officers, myself and himself.
My only thought on why not is that too much deviation in the mission outcome would also require different starting points for other missions, while also effecting the ongoing queues as far as how they fit into the story, though I think those would be acceptable breaks from the narrative.
As to your ideas, they would fit in as pre-generated content that's then pulled upon in a controlled fashion in a fascimile of procedurally driven content (basically, a more organized and in-depth form of the failed Exploration content that was pulled a long while back). The catch would be if the system is able to remember your decisions from the earlier generated content and not only propel you along your own miniature choose-your-own-adventure, but also reward you well enough for it and still somehow be replayable, without resorting to a "timeline reset" function to replay it all along a new path. Maybe you got tired of being a good guy for this particular alien group, or you didn't like the reward, and want to do it all over again, even if the objectives change some or the story changes some.
Frankly adding different ways to alter the ongoing relationship with the species could be a feature.
Say you discover something about the race that you didn't know before, or they're in conflict with another species and you don't assign it the urgency they think you should. If you make the wrong diplomatic choice, then you could end up in conflict with them due to them becoming intractable, or just personally annoying. Kind of like the Octanti and Turei, who are objectively somewhat reasonable on most things, but personally annoying and self righteous.
The lack of full 3D movement is an intentional design decision rather than an engine limitation. A goal of this game is to replicate the Star Trek feeling, and full 3D movement is not the norm in Star Trek. Ships bank when turning, they are almost always aligned in one plane. And on to of that - many players suck at dealing with full 3D movements.
Of course, I am sure there will be showing a cool scene where the Enterprise D shoots 2 Neg'Vars from below - but ignore that such a scene was t he exception. Or claim that players have no problem wtih full 3D movement, and I'd ask them how many Descent-clones have there been compared to how many Doom and Call of Duty clones there have been.
I always heard it was an engine limitation. If it is as you describe that was a colossal mistake.
So I should also ignore that scene in Wrath of Khan where Kirk went straight up and down to baffle Khan who wasn't thinking in 3D?
The lack of full 3D movement is an intentional design decision rather than an engine limitation. A goal of this game is to replicate the Star Trek feeling, and full 3D movement is not the norm in Star Trek. Ships bank when turning, they are almost always aligned in one plane. And on to of that - many players suck at dealing with full 3D movements.
Yep, the limitation on 3D flight is a design decision. Heck, you can take a hero with a flight power in Champions and fly straight up, no problem.
While you're at it, Risa floaters are fully vertical.
As far as the game engine goes, ("The Cryptic Engine" the last time I recall it ever being named/referred to,) it's an engine designed and maintained by Cryptic which is the foundation for Champions Online, Star Trek Online and Neverwinter Online. Each game has it's own branch of development, but there's also been a certain level of cross-development -- times when STO has brought in features that were built in the NWO branch and so on. That's the gist of it, to the best of my recollection.
Correct. And they've been updating and improving it ever since. I don't know anything about Champions, but I know that Neverwinter tested a lot of the engine updates that STO got over the last couple of years first.
"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"
I bought NMS about three days before it was released, to get the premium ship (which wasn't very premium).
But I've been playing it off and on and I'm not really all that disappointed with it.
(I've added a couple of recent Player Mods to my version that have improved the game play immensely)
Sure it's probably not worth $60 bucks in it's present state, but I'm hoping for it to slowly improve just like STO did.
(and I paid $200 bucks for the LTS for that when it launched)
At the moment, I'm fiddling with SUBNAUTICA (which I got for $15 bucks on STEAM) it's in a half alpha/half beta state, but I'm having a blast with it.
I've put STO on hold for the time being.
Recent marketing events have soured my enjoyment of the game and I'm having more fun elsewhere for a much smaller cost and far less angst.
STO Member since February 2009. I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born! Forever a STO Veteran-Minion
I've put STO on hold for the time being.
Recent marketing events have soured my enjoyment of the game and I'm having more fun elsewhere for a much smaller cost and far less angst.
I always heard it was an engine limitation. If it is as you describe that was a colossal mistake.
By what metric was it a colossal mistake? The total failure of Star Trek Online and its closing 2 years after release? Oh, that didn't happen.
The fact that people cite Star Trek Online's space combat as the least compelling aspect of the game? Oh, that didn't happen either!
So I should also ignore that scene in Wrath of Khan where Kirk went straight up and down to baffle Khan who wasn't thinking in 3D?
No, you should treat it as the exception it was. You could use this to suggest the T6 Miranda special console.
"Advanced RCS Thrusters". Passive: +15 % turn rate. Active: "Three Dimensional Thinking": Your ship's assume neutral ptich and W/S no longer alter your pitch, instead they move your ship upwards respectively downwards at 50 % impulse speed for 15 seconds. A second click disengages the power and grants you a +20-50 % damage strength and defense bonus for 15 seconds. The strength of the bonus depends on the duration the power was active. Starting at 20 % and capping at 50 % for one km movement. Cooldown: 2 Minutes.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Why couldn't my Klingon slap or punch Keten, drag him to a mirror, and tell him he's no longer Harry Kim, and have a cutscene showing that?
Why couldn't my Romulan high-five Harry Kim, promise to take good care of this cool ship he's kindly stolen for me from the zombie horde and have my medical staff spend an episode curing the brainwash virus before he's fully assimilated?
Because then they'd have to give a Samsar and a Harry Kim boff to everyone who plays the episode that way.
Comments
I agree with most of that, and nice post.
But to clarify a bit about the ME3/NMS comparison, what I mean specifically is the "anger/rage" is similar. It reached astronomical levels with ME3, and basically took over the internet for a time lol. That same level of outrage is being reached with NMS.
But yeah totally agree, ME3 didn't crash on me, and gave pretty much what it promised. It was just the ending where your choices didn't matter much that much which pissed people off after playing it for 7-8 years. Despite that though, I loved the ME series. And I'd also agree ME2 had the best mix of combat/rpg/ and story, it'll be hard to top.
I had heard this was due to them not adding the player models to game. But yeah, probably was never intended to be multiplayer. And like @starkaos said, most online multiplayer games cannot load previous saves. Or even pausing the game.
Most multiplayer games you can "soft pause" but the action continues around you. So yeah I guess that's a pretty huge grievance for those who expected it. And I do think it's a shame they didn't add at least flight combat multiplayer module/arena.
Maybe in the future it'll happen, but I think it'll be too little too late for most people.
They were supposed to add base building soon, maybe that will allow players to meet up, I dunno.. I was talking with my friends who are playing last night, and we thought it would be nice, if your friends could visit your base, and share resources with one another. For example, one guy might be in need of aluminum, but is having trouble finding it, so you say "Hey come by the base, I've got some aluminum for you.." Or even, just leave it there banked for them. Then they could drop by at their leisure when they get time.
@jaguarskx yeah wait until you can find a used copy, I'd feel bad if you paid full price and didn't like it.
But its a pretty cool experience if you think long distance space travel sounds interesting.
So many suggestions along those lines have been put forth but the end-game is still the same old Doffing and repetitive STF grinds.
And story driven episodes, which unlike "exploration" in the style of NMS are somewhat analogous to the style and focus of the Star Trek television series.
If you want a proof of concept for why this is an important torpedo struck against the hull of Exploration 2.0, consider your first playthrough of the Delta Rising patrols. Without knowing the content, shuffled mission selection, and with randomized mission elements, they strongly emulated what the core gameplay of a new STO exploration system would most plausibly be like (without the supporting systems, just the heart of the idea.) Yet the community did not cry out "THIS IS PERFECT, WE'RE INCREMENTALLY APPROACHING THE TYPE OF SYSTEM CRYPTIC SHOULD BE DEVELOPING!" because the mode of small vignettes distributed randomly through space, ultimately, is not a more suitable format to STO than what STO has more heavily invested in (ie. bigger story driven episodes with characters, plots, and issues.)
One can hope that next time will be different, but when at the heart of the matter is an fundamental disconnect between the X3/Elite Dangerous/NMS genre and Star Trek (they do very different things in very different ways) another strictly mechanical approach to exploration would be a sizable risk. I don't think it's fair to lament that the devs haven't jumped at it.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
I did not buy the game yet. I think somewhere in the middle of my post I mentioned I was simply going to wait for NMS to be patched (for performance issues and more content) and the price to be reduced before I buy it. That's assuming I am still interested in playing it later.
there is a forbes article that says a LOT of players are feeling ripped off
I am always surprised how much hatred the Delta Rising patrols garnered. They were perfect for fleshing out the Delta Quadrant. They gave you a bit of insight into the different species, so that even people that have never seen anything of VOY would get an idea what the major players are. I thought they were quite nice.
Though honestly, I suspect people only hated it because of the level gating and the "need" to repeatedly play those patrols. No matter what kind of masterpiece a mission would be, playing it 10 or 50 times in a row would make you hate it. That's like a child's parents demanding it to read the first Lord of the Ring novel 10 times before they would buy you the second novel.
I could've sworn it was one of the most maligned games to come out since Watch Dogs.
They added a lot of flavor in their own right but where I think the functional problems comes in is context. There's better ways of incorporating flavor than isolated mini-missions spaced between episodes (such in-mission as optional dialog, optional objectives, and greater indulgence taken with the setting.)
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
My character Tsin'xing
Yeah, there's a lot of rage going around right now. About pricing, multiplayer, game instability, content removal.
Personally, I think in many cases it's a bandwagon thing. People are hopping on the Hate Train left and right, because its the cool thing to do at the moment. Many of those people haven't even played the game, they're just piling on, for the sake of piling on.
In my experience, I've had 3 system freezes in about 60 hours of gameplay. Maybe I'm lucky in this regard, maybe its worse for others. Not sure, but it has not been anything more then a minor issue for me on PS4.
I do know PC had a terrible launch and like 99% of players couldn't play it on day one.
I think that's where things started to spiral out of control.
Many PC players rated it 0, and returned it right away. And then things got really out of control from there.
On Multiplayer, I never really cared about it to begin with, so that doesn't affect me. But some were expecting it, and I think it's a fair complaint.
As for the pricing issue, no one was forced to buy/preorder the game, and nobody held a gun to my head or anyone else's. If it turned out that I didn't like the game (which is not the case, I think its a great journey so far), that's really all on me, for not being patient and testing it out before buying.
Furthermore, with the insane level of Hype NMS achieved, Sony and Hello Games would have been out of their minds to charge anything less then market value, which is 60$ American;
It's sort of like the Connie Promo here in STO. While I may personally believe a straight CStore release would have been the best for everyone, with the amount of hype the Connie carries, it would have been foolish for PWE to release it any other way then Promo.
Just like Hello Games and Sony would've been crazy to sell this super hyped game for say, 20-30$.
I could barely get through LotR one time lol. Tolkien just keeps rambling on and on with the descriptors...it nearly killed me.
10x would qualify as cruel and unusual punishment I think.
but anyway, I too liked the Delta patrols, I never had an issue with them, actually I still do a patrol circuit from time to time. I really like the how they included the APU race in the patrols, that was a nice surprise for me. But yeah, the level gating was pretty damn annoying.
Patrol missions COULD be a great way to fill out the game's depth, but the Delta Patrols were really just a lot of monotony and tedium. Real missions can be this way, and one every now an then is alright, but they put a lot of those together in an effort to pad out the Delta Arc. With a lot of players who are probably ADD to begin with, you easily loose the player's attention to boredom.
It may be why they've shifted to a more shoot-'em-up-Bang-Bang attitude to gameplay.
I think it's called 'Fighter Pilot Syndrome', where you have to be on the edge of your seat the whole time or else you loose complete focus and just zone out.
You misspelled Star Citizen.
I'm only on the rage train because I spent 60 bucks, did everything they said to do, and STILL couldn't get the game to work on a very very good PC.
Needless to say, took my money back and said frak it.
Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!
http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
STO's engine is the same one used to run Champions Online, IIRC. We've had the devs themselves state across different subjects as to why they can't make certain things work (true 3D movement, move to a location while on the bridge, etc), and the overall reason is that the engine is ancient and inflexible, and for some cases, would require a completely new engine.
And while STO has experimented with choice-based gameplay (see Fed's Rescue the Azura mission and the class-specific choices) and again in Delta as you mentioned, both were quickly abandoned and did not notably affect any cutscene or event. Why couldn't my Klingon slap or punch Keten, drag him to a mirror, and tell him he's no longer Harry Kim, and have a cutscene showing that? Why can't I punch Sela unconscious in one or two missions? Why can't the players choose which ending they prefer by having them take up sides based on their actions; such as choosing to stop Sela from harming the Iconians or allowing her to, and the majority choice either results in returning to a shifted reality in which the Iconians are a distant, but friendly race, or the ending we got where it's an apocalyptic battle that ends only because we gave them back their ball of DNA since they lost the means to breed their race.
As to your ideas, they would fit in as pre-generated content that's then pulled upon in a controlled fashion in a fascimile of procedurally driven content (basically, a more organized and in-depth form of the failed Exploration content that was pulled a long while back). The catch would be if the system is able to remember your decisions from the earlier generated content and not only propel you along your own miniature choose-your-own-adventure, but also reward you well enough for it and still somehow be replayable, without resorting to a "timeline reset" function to replay it all along a new path. Maybe you got tired of being a good guy for this particular alien group, or you didn't like the reward, and want to do it all over again, even if the objectives change some or the story changes some.
Learned something new.
Thx, Hyper.
= ^.^ =
I forget exactly which Dev stated it, and was further confirmed by players who've been with Cryptic for far longer than I, but the base engine used for STO and Champions was the same. Sure, they've mutated in different directions over the years, but IIRC, STO's reused the core engine to make a playable ST game or else they'd lose the license. In fact, if I'm not misremembering, the flight system used by Champions was used for ship movement, hence the lack of straight vertical up/down movement from standstill, and one had to circle up or down. Or was it the other way around? It's been awhile. Someone with more knowledge on the subject can comment. I know for sure STO shares it engine with one of Cryptic's other games, and I'm pretty sure it was Champions.
My character Tsin'xing
Of course, I am sure there will be showing a cool scene where the Enterprise D shoots 2 Neg'Vars from below - but ignore that such a scene was t he exception. Or claim that players have no problem wtih full 3D movement, and I'd ask them how many Descent-clones have there been compared to how many Doom and Call of Duty clones there have been.
Yep, the limitation on 3D flight is a design decision. Heck, you can take a hero with a flight power in Champions and fly straight up, no problem.
As far as the game engine goes, ("The Cryptic Engine" the last time I recall it ever being named/referred to,) it's an engine designed and maintained by Cryptic which is the foundation for Champions Online, Star Trek Online and Neverwinter Online. Each game has it's own branch of development, but there's also been a certain level of cross-development -- times when STO has brought in features that were built in the NWO branch and so on. That's the gist of it, to the best of my recollection.
That, I could see being the reason to mess up a 3-dimensional law of physics.
But when you consider autotargeting and flight programs currently in use in modern fighter planes (I'm ignoring modern spacecraft, since they don't use modern tech, but older tech tested for 20+ years), then the only real problem with 3D space would really be: point-of-view of the camera; collision; speed; and choosing your target/weapon/skill. Oh - and whether or not a player suffers from vertigo or motion-sickness, which are the two biggest killers of a career as a pilot and just as much in effect in a real sim.
The ships are supposedly mostly automated, run by "Computer". ("Hello, Computer!") - Not a true AI, nor a living program, just an automation more advanced but similar to what exists today.
Space is a true 3D, so everything should be examined from the player's angle of view. The 'horizon' is only the midline of what a player sees, not a fixed point of referrence. If the angle of view changes, your horizon changes. To the player, everything else is moving around, but they aren't. On Earth, we make the assumption that the ground is a fixed point and associate our assumed horizon with that, when in truth, it moves with your eyes (or camera).
They get this correct in the movies and newer star treks, just not in Classic or the early STNG. You could say that the fact things look in line with the ship on the view screen is due to auto-adjustments made by Computer, rather than how things appear in actuality. As for when things line up when the camera pulls way out? Um... Coincidence?
I'm just thinking out loud.
Can you do Loop-de-Loops? I don't remember.
If you can't, then they've likely just set the horizon limiter to a higher setting, which means it's an engine design flaw rather than a developer choice.
I ment, can you do them in Champions Online?
I know you can't do them in STO and it's one of the biggest annoying things in the game.
You raise interesting points on that.
The funny thing is I quite enjoyed the Delta Patrols. I didn't have a problem with them other than technical glitches, like massive slowdown on the help the Ocampan ship patrol. Also the difficulty spike of the enemies was savage except for the DPS crowd that it seemed Delta Rising was simultaneously catering too and trying to give a reasonable challenge.
The problem with them was the reward/advancement ratio was so massively altered. You go from one mission=one level to how many more of these do I have to do before I level up for the next story mission?
It's interesting, when they put up the polls the first time I voted for more episodes. I thought that I was going to get feature series like with the 2400, the Deferi, and Cloaked Intentions. Instead they've been dropping a single episode at the same rate that they were dropping series, which is like, that is NOT what I was voting for. But they were dropping episodes more often so it was still an improvement. On the next poll I voted for exploration. So far they have given us New Dawn, which gave us First Contact with two new civilizations and also dragged us into the Temporal War, the story arc in Star Trek I despise beyond all others. *shrug*
Those votes were over a year ago, and I like to think that the Devs are working it out behind the scenes and once everything has come together properly they're just gonna drop it on us in a completed form. The Devs seem to feel that communicating with the community about things in the developmental stages, the old Engineering Reports and the like, ultimately resulted in bashing and criticism rather than a free flow of ideas. Such is the internet. I also like to be surprised so them not saying anything about it is fine I suppose. I'd just like to know that they do in fact have it in their minds.
I'm not saying that exploration should be the primary content of the game either. This game has always been clear that as a Star Trek simulator it is also emulating the format of the TV series from calling missions episodes to calling complete story arcs seasons, this is an interactive Star Trek television show. But it is also a video game and an MMO at that, so there's no call for that to be the only content.
Yep. I am wondering how long STO will actually run before they go to a new engine for all of their products.
Oh I agree. Personally my Captain, who is pretty friendly would've still kicked Keten right in his vestigial nuts, just for all the trouble and disobeying two superior officers, myself and himself.
My only thought on why not is that too much deviation in the mission outcome would also require different starting points for other missions, while also effecting the ongoing queues as far as how they fit into the story, though I think those would be acceptable breaks from the narrative.
Frankly adding different ways to alter the ongoing relationship with the species could be a feature.
Say you discover something about the race that you didn't know before, or they're in conflict with another species and you don't assign it the urgency they think you should. If you make the wrong diplomatic choice, then you could end up in conflict with them due to them becoming intractable, or just personally annoying. Kind of like the Octanti and Turei, who are objectively somewhat reasonable on most things, but personally annoying and self righteous.
I always heard it was an engine limitation. If it is as you describe that was a colossal mistake.
So I should also ignore that scene in Wrath of Khan where Kirk went straight up and down to baffle Khan who wasn't thinking in 3D?
While you're at it, Risa floaters are fully vertical.
Correct. And they've been updating and improving it ever since. I don't know anything about Champions, but I know that Neverwinter tested a lot of the engine updates that STO got over the last couple of years first.
But I've been playing it off and on and I'm not really all that disappointed with it.
(I've added a couple of recent Player Mods to my version that have improved the game play immensely)
Sure it's probably not worth $60 bucks in it's present state, but I'm hoping for it to slowly improve just like STO did.
(and I paid $200 bucks for the LTS for that when it launched)
At the moment, I'm fiddling with SUBNAUTICA (which I got for $15 bucks on STEAM) it's in a half alpha/half beta state, but I'm having a blast with it.
I've put STO on hold for the time being.
Recent marketing events have soured my enjoyment of the game and I'm having more fun elsewhere for a much smaller cost and far less angst.
I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born!
Forever a STO Veteran-Minion
Good to Go, Mate!
The fact that people cite Star Trek Online's space combat as the least compelling aspect of the game? Oh, that didn't happen either!
No, you should treat it as the exception it was. You could use this to suggest the T6 Miranda special console.
"Advanced RCS Thrusters". Passive: +15 % turn rate. Active: "Three Dimensional Thinking": Your ship's assume neutral ptich and W/S no longer alter your pitch, instead they move your ship upwards respectively downwards at 50 % impulse speed for 15 seconds. A second click disengages the power and grants you a +20-50 % damage strength and defense bonus for 15 seconds. The strength of the bonus depends on the duration the power was active. Starting at 20 % and capping at 50 % for one km movement. Cooldown: 2 Minutes.
Why couldn't my Romulan high-five Harry Kim, promise to take good care of this cool ship he's kindly stolen for me from the zombie horde and have my medical staff spend an episode curing the brainwash virus before he's fully assimilated?
Because then they'd have to give a Samsar and a Harry Kim boff to everyone who plays the episode that way.