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Game improvements

Hello captains!

I've been talking with some fleet mates (KajTheLiar and Pondafarr) about what the devs could do to improve the game and augment the player base which is beneficial for everybody. so without further ado here is the list:


1) More crew and ship interaction, including BOffs backstories and sidequests
2) BOff influence system so that what kind of captain you are actually matters(being a bad captain meaning you get a slower ability recharge time, etc...)
3) ability to fight space battles from inside the bridge
4) Quest choices that actually affect the game, and accolades that serve a purpose
5) More independent story arcs for each faction, and more development of the New Romulus and Tal Shiar sections for Rom players
6) Uniform options as quest rewards
7) Specific BOffs/DOffs as quest rewards, as with the Tutorial crew, and "Law"
8) More Romulan ship options
9) Better distinction between Bridge Crew and Away Team Crew
10) More things purchasable with Energy Credits and GPL.
11) Picking department heads actually makes a difference, like having DOffs assigned to ground/space duty
12) Penalties for dying (Lv20 onwards, you take a small XP and EC hit for respawning, or you can just wait to be revived.)
13) More RP elements
14) longer range on ground weapons.
15) more crew backstories (Like they did with Tovan)
16) Threat level indicator
17) More skin tone options for humans
18) Random events (boarding party, rescue missions), but make them skipable (in options, "enable random events")
19) There needs to be more difference between weapon types. Like, cannons use less power but have less effect on shields. Beams have better effective range but require more power. Etc.
20) More realistic power management (Ability to reroute power to certain systems but having to sacrifice other for the extra power after taking 50% damage for example)
21) more variation between combat, hyper engines, make the difference noticeable

Feel free to add anything you guys think would be a good addition to the game

Live long and prosper!
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Comments

  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    22) Crossfaction team and queue ups.
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  • kekvinkekvin Member Posts: 633 Arc User
    23) ships from previous games (yomatto, archillis, hulet, akula ect)
    24) vo by any of the captains
    25) missing fed ships like the new orleans / niagra
    26) ground based viechiles
    27) more use of traditional enimies like borg, klingon, cardassian, romulian
    28) ship part packs
    29) more customisation in the ship selector
    30) t4 galaxy ships added to the t5 / t6
  • paddy#3322 paddy Member Posts: 203 Arc User
    I'm not going to put a number next to it but instead just describe what I think people would like because I've seen it in other games: personalization of ships and homes. Cryptic has done some of this with allowing us to hang trophies or awards etc in the interior of our ships, but they could so much more. Why not allow us to purchase customizable skins for our ships? Or, allow us to obtain rooms on our home planet, spacedock, that we can customize like in the Fallout universe. Everytime we kill 1000 of an enemy we get an accolade. How about with that accolade our room gets a trophy? Do it with the new fleet holding and get people interested in grinding for it.
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  • kekvinkekvin Member Posts: 633 Arc User
    Its a wish list. Anything is possibe.

    Some ships Pretty sure some can be used. The akula is in Sfc 1 and 2, st legacy, shattered universe for example. The zeypher in Startrek alien domain looks very simular to an akira varient in sto. The titan and avertine are not on tv so If cryptic wants them....... Most of these games are like over 15 years old anyway.

    Want vo by bakula, shatner, stewart ect.

    And they can reuse those races. Its not like they only appeared once in cannon
  • kekvinkekvin Member Posts: 633 Arc User
    And they dident have to do that for the avintine? Like i said the akula has been used by mutiple developers so there may be some designs that are owned by cbs like possibly the akula rather than different companys that own like the typhoon from st invasion. Even then the licance agreement between the said developers could say cbs owns all designs and materials used by the game. We dnt kno. Like i said its not imossible just a lil unlikely
  • kekvinkekvin Member Posts: 633 Arc User
    The akula appears in startrek legacy done by maddoc / bethasida and sfc 1 and 2, klingon academy done be 14 degrees east / interplay. Im not including shattered universe as that was started by interplay but finished and released 2 years later by tdk. Which are 2 different game devlopers might i add.

    Anyway these are personal oppinions of mine n i never asked for anyone elses oppinion on my ideas. Nor would i tell anyone else there ideas cant be done.
  • pondafarr#9278 pondafarr Member Posts: 1 Arc User
    The Threat level indicator is simply a gauge showing what the current threat generation is. Am I threatening?Am I not? How MUCH am I threatening? Do I NEED to buy 4 threat nullifiers, or is that overkill? Gimme a NUMBER somewhere to reference :)

    As for the rest of this, somtaawkhar was kind enough to TRIBBLE all over our cheerios about the technical barriers to implementing our ideas. I'm not a programmer, but I did sleep with an Orion girl last night, and she said they are making wonderful advances in isolinear chips nowadays....the point is to ASK THE QUESTION, you may be surprised that someone finds an answer...
  • annemarie30annemarie30 Member Posts: 2,593 Arc User
    for number 12, you can experience penalties by upping your difficulty levels. you get hit you get injured requiring you to be healed, either by a consumable or sickbay. ditto your ship
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  • leemwatsonleemwatson Member Posts: 5,342 Arc User
    kekvin wrote: »
    The akula appears in startrek legacy done by maddoc / bethasida and sfc 1 and 2, klingon academy done be 14 degrees east / interplay. Im not including shattered universe as that was started by interplay but finished and released 2 years later by tdk. Which are 2 different game devlopers might i add.

    Anyway these are personal oppinions of mine n i never asked for anyone elses oppinion on my ideas. Nor would i tell anyone else there ideas cant be done.

    Again, can't be done without buying the right to use them AND CBS would still have to give it's consent to use non-canon ships.

    Alot of things in this game, especially storylines, species and ships needs CBS approval.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • daveynydaveyny Member Posts: 8,227 Arc User
    edited October 2017
    CBS has already flatout refused to let Cryptic acquire/use any of the Franz Joseph designs from his extremely popular 1975 Trek Tech Manual.
    The reason being given is that they don't want to negotiate to pay his Estate for their use.
    (and the bad-blood Roddenberry created with Mr. Joseph back in the 70's didn't help either)

    Based on that, I highly doubt CBS would be willing to negotiate/pay any other company to acquire ships to place in the game.

    The Aventine was an extremely unique case as it's creator was willing to let CBS/Cryptic put it in the game for pretty much a song-and-a-dance.
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  • kajtheliarkajtheliar Member Posts: 1 New User
    > @somtaawkhar said:
    > Here comes the party pooper
    >
    > 1. That would be impossible due to how many Boffs are in the game, and how varied their races/backgrounds would be.
    > 2. That would also be impossible given that it's impossible to make a "bad" decision in the game.
    > 4. This would run into the same problem games like Mass Effect had, in where, the ever cascading list of options would lead to the devs having to find ways to make your options not matter outside of useless emails, or one off lines, that don't actually effect the story.
    > 5. The factions already have unique story arcs that cover all major aspects of those races unique lore.
    > 15. They specifically didn't do more crew backstories like Tovan because doing so would mean those Boffs would be forever forced on the character, and everyone complained about it when they did Tovan.




    1) Ambiguous in the original post, but the suggestion wasn't that ALL BOffs should have backstory, just the Tutorial ones. You already get a snippet of it - for instance we know T'Met was the CMO on DS K-13, Skavrin was an engineer on the Zheng He, etc. Why not expand that to give them more flavour?
    2) See point about having decisions in the game actually make an impact ;)
    4) And yet it's successful in a whole raft of games, both MMO and otherwise. The game doesn't need to have every decision matter, but a few key ones should be available. Additionally, smaller decisions that don't affect the game's overall plot but do affect the current mission should be available more often. There should be multiple ways of completing missions, beyond the occasional and generally insignificant Tac/Eng/Sci optional objectives. This is supposedly a roleplaying game, and yet there is previous little within the game itself to support that notion - we don't make any choices, we don't get to find different solutions for problems, we don't get any character development, and our crew are just personality-free bots. STO is a very fun game, but it's less a RPG and more a 3rd-person shooter.
    5) They have arcs, but with the exception of the Feds they're woefully brief and underdeveloped. New Romulus is discovered, investigated, and then fully colonised in the space of about 30 minutes of gameplay. One mission we're taking plant samples on a newly-discovered planet, the next mission it's got a fully established hub on it. It's not bad, it's just underdeveloped as a plot arc. I'd comment on the Klingon plot but I found it too dull and "Hey let's do what those Fed guys are doing!" to really pay much attention to it. Maybe that's my fault, or maybe it's just rubbish.
    15) Referring back to a previous point, it's supposed to be a roleplaying game. Characters with personality aren't just important, they're essential. Plot-crew needn't be in your Away Team, or even still commissioned, for you to be able to interact with them. Interactions could be done entirely through dialogue screens; this is already partly in the game, after all - I frequently get my science officer giving me mission briefings even though she's not in my away team or assigned to any bridge stations. So a plot-crew could be dismissed from the active crew and continue as a DOff, for example, or just be completely removed from the active crew but still interact via dialogue. There are multiple solutions.
  • kekvinkekvin Member Posts: 633 Arc User
    Thomas said everything sto makes belongs to cbs so im wondering if thats the agreement that beathisda / activision / interplay had. In whichcase its just cbs they have to ask Some of these publishers may nolonger exist anyway. Im going to go look at those designs of Joseph's me thinks
  • kekvinkekvin Member Posts: 633 Arc User
    I kno that. Never a fan of the federation class. The apollo class on the other hand (nacele above n below the sauce / no secondary hull) and the yomatto class are beautys
  • trennantrennan Member Posts: 2,839 Arc User
    kajtheliar wrote: »
    15) Referring back to a previous point, it's supposed to be a roleplaying game. Characters with personality aren't just important, they're essential. Plot-crew needn't be in your Away Team, or even still commissioned, for you to be able to interact with them. Interactions could be done entirely through dialogue screens; this is already partly in the game, after all - I frequently get my science officer giving me mission briefings even though she's not in my away team or assigned to any bridge stations. So a plot-crew could be dismissed from the active crew and continue as a DOff, for example, or just be completely removed from the active crew but still interact via dialogue. There are multiple solutions.

    Right now, if you want a NPC that has any hint of a personality. Then your best option is What Lies Beneath. Outside of this, all the NPCs have the personality of a stump. They're all the same monotone, mechanical "I r tawk" personality. There is just nothing there. Just a blase speech pattern.

    The game would be better without the voice overs. At least this way you could imagine the NPC's having a personality.

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  • kekvinkekvin Member Posts: 633 Arc User
    Noooooo i remember when tbis game had little vo. Its much better now lol
  • vegeta50024vegeta50024 Member Posts: 2,335 Arc User
    kajtheliar wrote: »
    > @somtaawkhar said:
    > Here comes the party pooper
    >
    > 1. That would be impossible due to how many Boffs are in the game, and how varied their races/backgrounds would be.
    > 2. That would also be impossible given that it's impossible to make a "bad" decision in the game.
    > 4. This would run into the same problem games like Mass Effect had, in where, the ever cascading list of options would lead to the devs having to find ways to make your options not matter outside of useless emails, or one off lines, that don't actually effect the story.
    > 5. The factions already have unique story arcs that cover all major aspects of those races unique lore.
    > 15. They specifically didn't do more crew backstories like Tovan because doing so would mean those Boffs would be forever forced on the character, and everyone complained about it when they did Tovan.




    1) Ambiguous in the original post, but the suggestion wasn't that ALL BOffs should have backstory, just the Tutorial ones. You already get a snippet of it - for instance we know T'Met was the CMO on DS K-13, Skavrin was an engineer on the Zheng He, etc. Why not expand that to give them more flavour?

    I believe that this would be problematic for many when you consider that once your bridge officers become... well your officers, whatever backstory they had essentially goes poof. They even cease to be voiced after their introduction, with the exception of Tovan up to the end of the Elachi arc. Backstories for them don't even matter that much in the game unless you're a role player and like making that stuff up.

    Besides, most of the tutorial/early mission bridge officers that you get introduced to already do have some backstory. Their backstory isn't extensive since they figure eventually, you will likely replace them with better officers. Heck, you even get bridge officer rewards that are special ones that join up that might have had some impact on the story, but don't once they become part of your crew.

    Breen Tactical Officer: This is a Breen officer that defects from the Breen way of life. Could have been interesting to see how they would have adjusted to the new life that they're living. (Granted, it might not be possible considering that it's a limited time reward).

    Reman Science Officer: Same as above, just from Obisek's faction of Remans. A good story could have been him getting used to the federation, empire or Romulan Republic's way of life, or could even suggest that the player goes to New Romulus so he could see what his new world is now like.

    Jem'hadar Tactical Officer: Could have a story where the officer has trouble adjusting to life aboard his new starship.

    Nelen Exil: Very little is said of the Voth defector after they join the crew. For all we know, he could be the first Voth to actually step foot back on the planet his ancestors left.

    Hierarchy Bridge Officer: Nothing is ever stated about why you get him following the mission. Maybe as an officer exchange program or a plant in your crew?

    Kobali Bridge Officer: Obviously a big stand out of your crew. If you take her as part of your run on Kobali Prime, she doesn't drop dead if you're doing the mission with the gas that's toxic to the Kobali (though this could be for the reason bridge officers usually don't affect the story beyond the tutorial missions).


    2) See point about having decisions in the game actually make an impact ;)
    4) And yet it's successful in a whole raft of games, both MMO and otherwise. The game doesn't need to have every decision matter, but a few key ones should be available. Additionally, smaller decisions that don't affect the game's overall plot but do affect the current mission should be available more often. There should be multiple ways of completing missions, beyond the occasional and generally insignificant Tac/Eng/Sci optional objectives. This is supposedly a roleplaying game, and yet there is previous little within the game itself to support that notion - we don't make any choices, we don't get to find different solutions for problems, we don't get any character development, and our crew are just personality-free bots. STO is a very fun game, but it's less a RPG and more a 3rd-person shooter.

    I think the point of the bridge officers being free of personalities is so that the player is free to make his bridge officers have whatever backstory that he or she wants beyond their initial appearance.
    5) They have arcs, but with the exception of the Feds they're woefully brief and underdeveloped. New Romulus is discovered, investigated, and then fully colonised in the space of about 30 minutes of gameplay. One mission we're taking plant samples on a newly-discovered planet, the next mission it's got a fully established hub on it. It's not bad, it's just underdeveloped as a plot arc. I'd comment on the Klingon plot but I found it too dull and "Hey let's do what those Fed guys are doing!" to really pay much attention to it. Maybe that's my fault, or maybe it's just rubbish.

    I would actually say that for the most part, the Klingon and Romulan arcs are actually pretty well developed, at least of the latter, but also for the former.

    Klingon story arc: Most of the events of the Klingon Tutorial are orchestrated by Franklin Drake to help guide the player to Alexander and eventually to uncover the treachery of Torg that plagues the House of Martok. The rest of the story is weaker compared to the quality that was brought out with Legacy of Romulus, but hopefully the devs will bring it up to speed.

    Romulan Story arc: The arc with New Romulus being founded doesn't exactly happen in the span of "30 minutes" as you state. We don't know how long of a time actually is given between New Romulus being founded and the events that happen later above New Romulus during the Elachi arc, but it has to be at least a few months which would be enough time to build at least a command center.
    15) Referring back to a previous point, it's supposed to be a roleplaying game. Characters with personality aren't just important, they're essential. Plot-crew needn't be in your Away Team, or even still commissioned, for you to be able to interact with them. Interactions could be done entirely through dialogue screens; this is already partly in the game, after all - I frequently get my science officer giving me mission briefings even though she's not in my away team or assigned to any bridge stations. So a plot-crew could be dismissed from the active crew and continue as a DOff, for example, or just be completely removed from the active crew but still interact via dialogue. There are multiple solutions.

    Basically, the reason why you have crew whom are not on your away team but still giving you mission briefings is down to how the mission is built for mission briefings. The officer could be your highest ranking officer or whatever and the game goes directly to them.

    The problem with making plot-crew is that you get into the territory that the STO devs have to start coming up with varied dialog for any crew that is present. A starfleet crew, Romulan crew and a Klingon crew would all have different ways of looking at the situation, and thus that's extra dialog that would be needed in order to keep the officers in character. This would lead to more demand on the writers and possibly lead to the stories leaning heavily on the crew that should be present and take away from the fact that it's your point of view, at least in my opinion.

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  • trennantrennan Member Posts: 2,839 Arc User
    Klingon story arc: Most of the events of the Klingon Tutorial are orchestrated by Franklin Drake to help guide the player to Alexander and eventually to uncover the treachery of Torg that plagues the House of Martok. The rest of the story is weaker compared to the quality that was brought out with Legacy of Romulus, but hopefully the devs will bring it up to speed.

    Don't count on it. Like PvP, the Klingon faction has been the re-headed step child of STO. It's been this way since the popping of the Excelsior the day after it's release in PvP back in 2013. Granted, they instituted the Klingon Story arc after this. But, it was slated to be released, and was already in production at the time.
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  • asuran14asuran14 Member Posts: 2,335 Arc User
    I could go for more side-story arc that might pick up where a previous story arc had finished, and then expand on what has been happening since that story arc finished previously. Such mission packs/sub-story arc could be good additional filler between larger additions, though such a thing almost would need to be a form of c-store purchase that could pay for itself overtime.

    I actually would not have minded if they made it that beam type weapons deal less damage to the hull, but higher to shields. While cannons deal pretty much equal damage to shields an the hull of a ship, and the torpedo/mine type weapons deal high damage to hull byet low damage to shields. Give the different weapon types more variety, and niches that they would fill.
  • crypticarmsmancrypticarmsman Member Posts: 4,111 Arc User
    edited October 2017
    The biggest improvement they could make would be to remove pvp to increase the overall quality of the game, or else stop supporting it.

    When have they EVER really supported PvP in STO? PvP got what ONE new map (I think all the way back in Season 2?)

    IDK how anyone cvan say "Cryptic supports STO PvP..." with a straight face.
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  • usskentuckyusskentucky Member Posts: 402 Arc User
    Ending PvP would be the equivalent of shutting down the CDC, patent office, and universities. Cryptic benefits from the PvP community because PvP players are the ones putting the effort into trying new mechanics, testing the viability of old ones, and generally pushing gameplay to its limits. PvP players are the first to notice something broken or overpowered.
  • fluffymooffluffymoof Member Posts: 430 Arc User
    RAINBOW GENERATOR so that we can have Rainbow Beams without the performance hit of mixing types.
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  • capone001#7972 capone001 Member Posts: 21 Arc User
    Personally I think this game lacks anything that really keeps legacy players attention. At some point you will have all reps completed and all rep equipment built. What then? Just keep grinding for marks for dil? Thats basically all you can do. I think this game would benefit from a few things. First they really need to make full expansions not just new seasons with 1 or 2 new missions and then releasing a new mission every week or so. If it wasnt for rewards would we really be doing these missions more then once. At the least an expansion could contain whole story arcs with multiple missions multiple new factions so we would get new marks, pve and pvp maps. Think of how you felt when you first logged on and saw how many missions there were..we need that feeling again. Also this game could use some massive raid type pve. Something where you can have 20 or 30 players in massive battles for instance a Wolf 359 scenario or stopping the Dominion from invading via the wormhole.
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