test content
What is the Arc Client?
Install Arc

will there be any new bridges?

would very much like to see a STMP K'tinga bridge with rotating weapons stations abaft the captain's chair, and it's canon
WE SURVIVE!

aut vincere aut mori pro imperio
either to conquer or to die for the Empire

Comments

  • corinthalascorinthalas Member Posts: 1,573 Arc User
    Only if they find a reason to build them for use in story missions. Otherwise, no. Bridges are a lot of work to create, offer no gameplay value, and don't sell well.
  • sirsitsalotsirsitsalot Member Posts: 2,555 Arc User
    I think that Cryptic's position on this is "You THINK you want new bridges, but you really don't."

    They arrive at this conclusion based on how few people actually buy bridge packs. Nevermind that people do not buy bridge packs because there is no meaningful reason to even visit our ship interiors aside from the tiny number of DOff assignments that exist there, but do not really meaningfully contribute to the rest of the game. So by avoiding the creation and implementation of engaging activities that can take place on board ship... you know... the setting in which 90% of all scenes in every Star Trek episodes collectively take place in... results in people not engaging in their use and therefore not willing to spend money to buy bridge packs.

    Cryptic creates nothing interesting to do there and then BLAMES the players for not being interested. It's just like they refused to create Klingon content early on because too few people were playing/buying Klingon content. Nevermind the fact that at that particular juncture, Klingon content was incomplete and you couldn't level your character effectively as a Klingon. The players were blamed for not playing as Klingons when Klingon content was more or less unplayable. They blamed US for the lack of interest THEY caused.

    They REMOVED the foundry from the game because not enough people were creating or playing Foundry content. Nevermind the fact that because they could not be bothered to actually treat the Foundry like part of the core game, every time they updated the core game, Foundry was broken and inaccessible for weeks. And the interface that facilitated access to Foundry content only listed the top-played missions. Oh, you could search for any mission on the foundry if you knew its ID code. Which you had to come to these forums under a subforum to find. WE got blamed for the lack of interest THEY created by not not giving a damn about an entire system which STO had that no other MMO had (Aside from Neverwinter which saw ITS foundry removed as well).

    They neglect it and then blame us for not bothering with broken or incomplete or pointless elements.

    So no... until this "Let's blame the players for our shortcomings" mentality stops, we won't get new bridges... or an exploration system... or anything that would really add depth to this game. See Cryptic cannot point their fingers at the real reason why they CAN'T... And that real reason is that Perfect World Entertainment WON'T give them the additional funds they need to be able to bring greater depth to the game. Everyone has to wear too many different hats at Cryptic. They need dedicated developers handling different elements. But every time a dev leaves the team, PWE sees it as a means of saving money by not extending the funds to get someone else in their place. Or to put new people in position to take on specific aspects of development while leaving the existing team to focus on maintaining the status quo...

    From my chair, that is what's truly wrong with STO, but won't be getting fixed unless someone at PWE steps into a decision-making position and actually gives a damn about development of meaningful content in addition to raking in as much money as they can. This is not an impossible occurrence, just not one I, or any of us, should hold our breath for.


    TLDR:

    No.
    Cryptic Studios CAN'T
    because
    Perfect World Entertainment WON'T
  • davefenestratordavefenestrator Member Posts: 9,566 Arc User
    A few people want STO to be Bridge Commander (it's in the F.C.T. list) but that would be a new game not STO.

    I remember back in 2012 when you needed to go to your bridge and then go deck to deck to find Engineering, Medical, Science, etc. for the different doff missions. Players enjoyed doing that once or twice, but after that all of the walking around and map transitions felt like a waste of time just to play the doffing minigame.

    It's like sector space travel: enjoyable at first, but eventually you're getting up to get a drink or switching to something else while the minutes crawl by.

    I like the idea of bridges, and I like visiting them at first. Needing to visit them all of the time is much less fun.

    Cryptic is right to let us play the game without forced bridge visits, and as a consequence bridges are not important to the game.
  • spiritbornspiritborn Member Posts: 3,426 Arc User
    A few people want STO to be Bridge Commander (it's in the F.C.T. list) but that would be a new game not STO.
    Honestly what people seem to asking often would be even more work then Bridge Commander style piloting, what they're asking is essentially for the game to run 2 maps at once a fully usable interior with no limits as where you can go on the bridge while piloting the ship from the bridge and a standard space map or the sector space map (oh and due how the game is programmed 2 instances of your character at the same time that do different things).

    After all Bridge Commander that very limited interactions with the crew as it was flight sim with your bridge crew replacing the UI function of various dials and switches in a more traditional flight sim. In Bridge Commander your captain has their rear glued to the center chair 24/7 and can only turn around.
  • qultuqqultuq Member Posts: 555 Arc User
    > @spiritborn said:
    > Honestly what people seem to asking often would be even more work then Bridge Commander style piloting, what they're asking is essentially for the game to run 2 maps at once a fully usable interior with no limits as where you can go on the bridge while piloting the ship from the bridge and a standard space map or the sector space map (oh and due how the game is programmed 2 instances of your character at the same time that do different things).
    >

    It would be cool though. Expensive and impractical, but really immersive. Even if they could just fake it with timers for travel between systems, it would be cool.
  • phoenixc#0738 phoenixc Member Posts: 3,898 Arc User
    edited November 2021
    The only game I know of that does that very well is Star Citizen, which is on CryEngine3, an engine designed from the ground up for player character's to stay in one form and use vehicles instead of switching between ground characters and space ships as alternate forms.
  • sirsitsalotsirsitsalot Member Posts: 2,555 Arc User
    A few people want STO to be Bridge Commander (it's in the F.C.T. list) but that would be a new game not STO.

    I remember back in 2012 when you needed to go to your bridge and then go deck to deck to find Engineering, Medical, Science, etc. for the different doff missions. Players enjoyed doing that once or twice, but after that all of the walking around and map transitions felt like a waste of time just to play the doffing minigame.

    It's like sector space travel: enjoyable at first, but eventually you're getting up to get a drink or switching to something else while the minutes crawl by.

    I like the idea of bridges, and I like visiting them at first. Needing to visit them all of the time is much less fun.

    Cryptic is right to let us play the game without forced bridge visits, and as a consequence bridges are not important to the game.

    Speaking for myself, I am a strong proponent for meaningful content involving our ship interiors, I DON'T want STO to be Bridge Commander. It has been long understood that in order for that to happen it would require STO to be totally redesigned. This is not something which Cryptic is in a position to do (especially if they cannot even get an in-game calendar to work without having to do an actual update to the game just to have it display relevant data).

    In every single ship-based Star Trek show, the setting where everything meaningful happens is on board the ship. Yet there is nothing in STO which calls for any meaningful utilization of our ship interiors. We've got science labs, medical labs and engineering labs. We've got consoles all over the place. Yet nothing does anything.

    There are any number of activities which could be hooked up to interactive elements in our ship interiors. Personally, I wouldn't mind them making ship interiors an alternative map to load into between missions instead of sector space. we can already transwarp to any relevant mission. So why not tell the hemsman where to go and once you click engage, a timer/distance indicator simulates trsavel time. And once arriving at the destination, the transporter room becomes the door to beam down to the ground map, or sitting in the captain's chair transitions to a space map. Depending on the distance, there could be randomly triggered events that present a decision we need to make.

    The biggest question surrounding something like this is, what happens if the player logs out while in transit? If they log back in, do they start back at the origin or be at the destination? It's a timer. There's no reason why the game cannot remember how much time has passed while the player is offline. After all, DOff and Admiralty assignments use a timer that remains persistent whether the player is in-game or not. Same thing can apply. And before anyone goes "You can't move through sector space while on another map.

    READ IT A-FREAKING-GAIN!

    Travel is SIMULATED by a timer. Say it again. A Timer. A T. I.M.E.R. a TIMER. There is no accessing of Sector Space AT ALL. Just a timer. A Timer. A timer. A timer. No dummy ships gets loaded into sector space moving from point A to B. We don't see other ships flying through sector space if those ships are in a different instance. So somebody in sector space will neither know nor care where some other player not sharing the same map is or what they are doing. So it's not even an immersion-thing.

    We did used to have encounters that flew towards us if we got too close and then pulled us into an encounter map of they intercepted us. That made traveling sector space a gameplay element. As it is now, I can fly from one end of the alpha quadrant to the other with nothing to worry about. Meeting other players also traveling through sector space mostly consists of seeing them right before you pass each other. I have never had one of them stop and turn around to follow me, and I have never "hailed" them to say hello. By the time most of us even register that we've passed another player, they are no longer even visible to us.

    Some people like to team up and fly their ships together. Great. Simply select Sector Space between missions. But for those who play by themselves, for whatever reason, an option for Shib Interior between missions might be meaningful.

    So What WOULD happen if you drop out of warp somewhere between point A and point B? You would load into an empty space Zone. Nothing but stars in all directions. I suppose random elements could spawn in that otherwise empty map, just to make sure that no map is truly devoid of something to interact with.

    What if you elect to leave a ship interior while in an empty space map or while on the interior map?

    Load into sector space at a position relative to the destination and the origin at the distance from the origin we would have come. This would work no differently than logging back into the game after logging out in sector space. You log in at the position you logged out.

    In the current game, if I am flying sector space for any significant distance, I double click on the destination, let the ship just go there, and I use that time to get up and go to the bathroom, or go brew some coffee... I might as well park my character's aft section in my ready room chair while the travel timer ticks down...

    But like I said, we've got instant travel from anywhere to the mission map we want to go to. This means technically we don't even need the timer to simulate travel. We just csn tell our hlmsman where we want to go and the transporter room or shuttle bay or captain's chair become the relevant transition point. So with the exception of "I want to fly sector space from the bridge" statement, everything else that has made making simulated travel while in the ship interior a Frequently Closed Thread topic have been rendered moot by design choices that have been made sense. So technically, all that needs to be done is hooking up a mechanic that lets the game know where to put us when we leave the ship interior for mission content. And what stops Cryptic from doing that? Too few people having to wear too many hats and barely able to do the bare minimum that they manage to accomplish.

    But hey... leaving all that aside, I would just settle fore meaningful activities that require ship interior interactions to accomplish which lend themselves to meaningful gameplay in the game as a whole. Give people a meaningful reason to go into ship interiors, and give them ways to customize them, then people will start buying ship interior elements like bridges, ready rooms, transporter rooms, sick bays, engineering sections, conference rooms, and whatever else makes sense. But so long as interiors have no real gameplay function, most players won't bother with them...
    Cryptic Studios CAN'T
    because
    Perfect World Entertainment WON'T
  • raijinmeister#1931 raijinmeister Member Posts: 153 Arc User
    Not sure about new bridges but they should fix the old ones. At least the ones sold in packs. I paid for a bunch of those bridge packs and can't use any because they are so awfully scaled that completely ruins any immersion using them. I end up using the Origin one for Fed ships. And some BoP bridges for my KDF ships. Romulan ships have good ones. Not perfect but really nice. Even Discovery era ships got some nice ones.
    Also, can we get a TMP-era and a proper Sovereign bridge? One can wish.
  • dewolf13dewolf13 Member Posts: 26 Arc User
    There are any number of activities which could be hooked up to interactive elements in our ship interiors. Personally, I wouldn't mind them making ship interiors an alternative map to load into between missions instead of sector space. we can already transwarp to any relevant mission. So why not tell the hemsman where to go and once you click engage, a timer/distance indicator simulates trsavel time. And once arriving at the destination, the transporter room becomes the door to beam down to the ground map, or sitting in the captain's chair transitions to a space map. Depending on the distance, there could be randomly triggered events that present a decision we need to make.

    This would be orders of magnitude more fun and immersive than the current system of sector space travel. It is a role-playing game after all, so one would hope immersing the player in the role would be a priority. However, I agree it is not likely to ever happen, just due to resources.

    But aside from that, I don't really see a reason NOT to implement something like that hypothetically. I think sector space travel became meaningless when it became free to transwarp to a mission destination (at least, it's like that for me, I don't know if it's some reward or commendation bonus, but I remember back in the day I had to spend energy credits to transwarp - and even that was not really a steep price to pay given how EC-rich end-game players are). Now it's just a tabletop map of the galaxy, and not even a particularly good-looking or functional one at that. I mean, I'm glad it's there rather than the alternative of not having anything at all, and just teleporting from mission to mission. But something like you suggest would be so much more meaningful.

    I feel like there are also these half-hearted attempts - perhaps by old devs/studios that died in new hands - to try to make content for ship interiors. I remember the first time I explored an interior and found the 'library computer' or whatever, and it said I'd have to use it for missions... I assumed it would be more than one or two missions.

    A few people want STO to be Bridge Commander (it's in the F.C.T. list) but that would be a new game not STO.

    Bridge Commander is about the entire gameplay being from the captain's chair, not just using the ship interior to trigger gameplay transitions. If someone said they wanted combat also from the ship interior, then yes that's just Bridge Commander. But I think using ship interiors to interact with the stories in the game makes perfect sense for a Star Trek RPG.

    Cryptic is right to let us play the game without forced bridge visits, and as a consequence bridges are not important to the game.

    I agree that such content shouldn't be forced, but it wouldn't have to be. Just like sector space is no longer forced and players can just transwarp everywhere, and just like DOff department heads in the ship interior are not forced as players can just use the DOff interface, I think there could always be shortcuts for players that just want to teleport from mission to mission. Nothing wrong with that.

    But to completely neglect ship interiors in a Star Trek game is a huge missed opportunity.
  • avoozuulavoozuul Member Posts: 2,969 Arc User
    I wish they would at east update the generic alien bridge, it looks so dated now.
  • davefenestratordavefenestrator Member Posts: 9,566 Arc User
    dewolf13 wrote: »
    I agree that such content shouldn't be forced, but it wouldn't have to be. Just like sector space is no longer forced and players can just transwarp everywhere, and just like DOff department heads in the ship interior are not forced as players can just use the DOff interface, I think there could always be shortcuts for players that just want to teleport from mission to mission. Nothing wrong with that.

    But to completely neglect ship interiors in a Star Trek game is a huge missed opportunity.

    I like ship interiors, I just can't think of anything I'd actually use them for more than once or twice.

    Yes, some people would want to sit in the captain's chair waiting for a timer to count down while you travel to a story episode, but most players will just transwarp. So Cryptic would be doing the work for almost no use.

    Most players seem to want to pew-pew-pew in space combat as their main activity, and to a much lesser extent to pew-pew-pew on ground maps.

    Unless Cryptic can come up with something fun to do on your ship that isn't just busywork, something that adds to the game instead of just forcing the player to go there to do something they used to do elsewhere, I don't see Cryptic putting effort into bridges.

    In older threads, people have suggested "patrols" on your ship, like repelling a boarding party, but ground combat is a distant second for most players so I don't know how popular that would be.
  • shadowkoshshadowkosh Member Posts: 1,610 Arc User
    Still would like a TWOK bridge or Excelsior bridge
  • starshine#7408 starshine Member Posts: 127 Arc User
    edited November 2021
    The bridges I love, are locked to specific ships so can't use them on other ships. It'd be great if once you got a ship it unlocked the bridge for all your ships. If the Connie insides can fit in anything so can the rest.

    It'd be great to have boarding/incursion patrols, even if it was one set for each bridge and the attackers always spawned in the same places, it'd still be something and they'd come up on endeavours so that'd incentivise trying out all the bridges to see how changes

    It'd be nice if all the bridges got used in campaigns/story too. They exist and don't get used so missions might as well.
    TOS>LDS>DSC>VOY>DS9>PRO>ENT>TNG>PIC

    Bring the Enterprise XCV-330 to STO
  • warmonger360warmonger360 Member Posts: 524 Arc User
    so, no bridges :( . gonna have to keep using a b'rel type bridge, small
    WE SURVIVE!

    aut vincere aut mori pro imperio
    either to conquer or to die for the Empire
  • jonsillsjonsills Member Posts: 9,610 Arc User
    I regret to inform you that while the recently-passed Bipartisan Infrastructure Bill does include quite a bit of money for maintenance or replacement of existing bridges, there doesn't appear to be specific funding for new bridges. Sorry.
    Lorna-Wing-sig.png
  • phoenixc#0738 phoenixc Member Posts: 3,898 Arc User
    edited November 2021
    They really wouldn't even have to put in a timer, just have a way to kick off the standard transwarp-to-mission-location thing while sitting in the chair when you are done doing whatever onboard ship things you want to do first.

    A plus would be if they put the questgiver's picture that is normally on the floater on the mainscreen during the quest-acceptance stage when you first start the mission, though just being able to hit the transwarp button from the bridge would be good enough if the rest is too much trouble to code.
  • davefenestratordavefenestrator Member Posts: 9,566 Arc User
    edited November 2021
    They really wouldn't even have to put in a timer, just have a way to kick off the standard transwarp-to-mission-location thing while sitting in the chair when you are done doing whatever onboard ship things you want to do first. A plus would be if they put the questgiver's picture that is normally on the floater on the mainscreen during the quest-acceptance stage when you first start the mission.

    Doing the intro hail on the bridge main screen then transwarp to location does sound like a reasonably easy way to add some immersion, but the ancient STO engine might not support it since I don't think we've had cutscene video on the screen before and it means changing your "outer" map location while inside the "inner" map. I like the idea though.

  • warmonger360warmonger360 Member Posts: 524 Arc User
    edited November 2021
    jonsills wrote: »
    I regret to inform you that while the recently-passed Bipartisan Infrastructure Bill does include quite a bit of money for maintenance or replacement of existing bridges, there doesn't appear to be specific funding for new bridges. Sorry.

    this surprises me not at all
    They really wouldn't even have to put in a timer, just have a way to kick off the standard transwarp-to-mission-location thing while sitting in the chair when you are done doing whatever onboard ship things you want to do first. A plus would be if they put the questgiver's picture that is normally on the floater on the mainscreen during the quest-acceptance stage when you first start the mission.

    Doing the intro hail on the bridge main screen then transwarp to location does sound like a reasonably easy way to add some immersion, but the ancient STO engine might not support it since I don't think we've had cutscene video on the screen before and it means changing your "outer" map location while inside the "inner" map. I like the idea though.

    I'd love to see this happen B)
    WE SURVIVE!

    aut vincere aut mori pro imperio
    either to conquer or to die for the Empire
  • sirsitsalotsirsitsalot Member Posts: 2,555 Arc User
    edited November 2021
    They really wouldn't even have to put in a timer, just have a way to kick off the standard transwarp-to-mission-location thing while sitting in the chair when you are done doing whatever onboard ship things you want to do first. A plus would be if they put the questgiver's picture that is normally on the floater on the mainscreen during the quest-acceptance stage when you first start the mission.

    Doing the intro hail on the bridge main screen then transwarp to location does sound like a reasonably easy way to add some immersion, but the ancient STO engine might not support it since I don't think we've had cutscene video on the screen before and it means changing your "outer" map location while inside the "inner" map. I like the idea though.

    What about summoning a 2D image, sized to the proportions of the screen that simply has the image of the characte you're talking to. It can be positioned flush with the viewscreen surface. It would be fully opaque so when it is there the player would not even see the normal image of the viewscreen. It doesn't even have to be animated.

    For that matter, potentially any image could be shown on the viewscreen. Even one of the planet you are at.

    The most they would have to code would be a mechanic that allows different images to be called up based on certain values being met. ScreenObject could be the actual 2D rectangle object upon which the image is cast to. If it were to be given characteristics of an HTML file, it could be set up like so:

    <ScreenObject width=1920 height=1080 Opacity=100>
    <img={URL of Image to display}>
    </ScreenObject>

    Something like that would be what tells the game which image to display and how to display it. Length and width values were just plugged in based on standard Windows PC screen resolution and could be tailored based on the unit size of the viewscreen for the active bridge map... Opacity would range from 0 to 100 and could be used to make a screen be a translucent holographic image projected somewhere.

    This could be used to show the image of a ship, a planet, a character you're talking to, a schematic of something. ANYTHING, really.

    It could in theory be used to hail other players. Spatial chat that is typed or voice chat would be the actual method of communication, but the image could be of the other player's character.

    This is theoretically doable, but really only adds to immersion potential while in ship interiors. Much more needs to go into making the interiors actually engaging enough to make them worth a player's time to even bother visiting. Like I have said, there are tons of things that can be hooked up to interiors. Hell, an entire metagame could exist that is driven entirely by variables and thresholds being met in all sorts of areas of the game.

    And it is absolutely true. A travel timer is not needed. Neither is sector space travel at this point, not with all areas of importance instantly reachable via that transwarp button. So why not hook transition triggers that function the same way into dialogue options via your helmsman... You know... One of the characters that you actually have as one of your BOffs... If on the bridge, talk to him directly. If anywhere else on the ship, tap your combadge and give him orders. This would merely set which trigger that will transition to the next non-ship-interior map. Transporter pads if a ground map that doesn't require a shuttlecraft, shuttle bay for maps that call for landing via shuttle, or Captain's chair if it's a space map.

    If Cryptic had not made the design decision to add a convenient instant travel option to all mission content, then a timer would be necessarity to create parity with travel time required via sector space, so it would take either preferred method roughly the same amount of time. But Sector Space has been rendered more or less irrelevant. There's nothing to do there other than go from point A to point B... And most people set a course, engage, and then go to the bathroom as their ship creeps across the sector space map.

    In the shows, we did not see the ships traveling for any length of time on some overworld map... At most, there was a cut-away to the ship going to warp, flying by at warp, or coming out of warp and then it was back to more ship-board activities. It was understood by the audience that it took time to get there.

    So how do you simulate THAT in ship interiors?

    Simple. Add a big square room to the ship interior map. Put a dummy model of the ship in the middle. give it a starfield skybox. And use that at warp environment effect that already exists in the game. When the player clicks "Engage!", camera switches to that room, where the ship model is seen jumping to warp, and then go back to the player's perspective.

    The game MAKES us take time doing something that we never saw any ship in any show having to do, and gives us no meaningful reason to be somewhere that every show had its characters located 90% of the time. That has always bugged me. And there's no good reason for it other than they wanted to make travel a time sink. Bat again, in fairness, at one time there were events that once existed on sector space maps that could pull the player into an encounter if they got too close. But that was removed a long time ago because people complained about being pulled into something they didn't want to bother with. After that, it became only about going from point A to point B... Then they merged the sector blocks into larger quadrant maps to cut down on the number of map loads that had to happen while getting from point A to B. Now it's pee-break time. Or go fix coffee time. Or nuke a TV dinner time.

    It's immersive only the first time you experience it. After that, the novelty eventually wears off... Even being able to pan around your ship and admire it becomes Meh after a while.

    So yeah... Something never seen in the shows freplaces what was seen in every show.

    In TOS Captain Kirk was not the Enterprise. He commanded the Enterprise, but he existed INSIDE the ship. Doing a space-map mission where we control the ship makes perfect sense, just like controling our character on a ground mission makes sense. But it makes more sense to be inside ou ship between missions, as the character we are, where we have seen every Trek character exist when not on an away mission.

    But hey... You like flying through sector space as your ship? Fine... I just thin that the option of being aboard ship while in between missions with the ability to not HAVE to use sector space if I don't want to.

    What about teaming with other players? Can't they beam over to our ship? Can't I beam over to their ship? Those are already options that exist.

    There's not a single reason other than "Because we said so" that this sort of thing has never been part of STO.
    Post edited by sirsitsalot on
    Cryptic Studios CAN'T
    because
    Perfect World Entertainment WON'T
  • corinthalascorinthalas Member Posts: 1,573 Arc User
    edited November 2021
    They really wouldn't even have to put in a timer, just have a way to kick off the standard transwarp-to-mission-location thing while sitting in the chair when you are done doing whatever onboard ship things you want to do first. A plus would be if they put the questgiver's picture that is normally on the floater on the mainscreen during the quest-acceptance stage when you first start the mission.

    Doing the intro hail on the bridge main screen then transwarp to location does sound like a reasonably easy way to add some immersion, but the ancient STO engine might not support it since I don't think we've had cutscene video on the screen before and it means changing your "outer" map location while inside the "inner" map. I like the idea though.

    "Viewport" projection rendering *IS* ancient 3d tech. That goes back decades, far enough back that its uses was 'rediscovered' for 'portals' in games like Valve's Portal games or the original Prey. There was another game that made use of it (which game skips my mind now) that used a static ship model in complete isolation that the player could walk around in, while what was happening outside of the ship was 'projected' onto the ship's viewports, giving the illusion that it was all one contiguous space. But if the player could walk out of the interior of ship, they'd find nothing outside of it.
  • sirsitsalotsirsitsalot Member Posts: 2,555 Arc User
    They really wouldn't even have to put in a timer, just have a way to kick off the standard transwarp-to-mission-location thing while sitting in the chair when you are done doing whatever onboard ship things you want to do first. A plus would be if they put the questgiver's picture that is normally on the floater on the mainscreen during the quest-acceptance stage when you first start the mission.

    Doing the intro hail on the bridge main screen then transwarp to location does sound like a reasonably easy way to add some immersion, but the ancient STO engine might not support it since I don't think we've had cutscene video on the screen before and it means changing your "outer" map location while inside the "inner" map. I like the idea though.

    "Viewport" projection rendering *IS* ancient 3d tech. That goes back decades, far enough back that its uses was 'rediscovered' for 'portals' in games like Valve's Portal games or the original Prey. There was another game that made use of it (which game skips my mind now) that used a static ship model in complete isolation that the player could walk around in, while what was happening outside of the ship was 'projected' onto the ship's viewports, giving the illusion that it was all one contiguous space. But if the player could walk out of the interior of ship, they'd find nothing outside of it.

    It may be "old" tech, but it still has to be coded into the engine for it to work, and unless I am mistaken, it is NOT coded into STO's engine.
    Cryptic Studios CAN'T
    because
    Perfect World Entertainment WON'T
  • saurializardsaurializard Member Posts: 4,173 Arc User
    Speaking of the TMP K'Tinga bridge, I've noticed the D4x one is pretty close and does have the rotating tactical stations (they don't rotate of course, but their shape implies they do in-universe).
    #TASforSTO
    Iconian_Trio_sign.jpg?raw=1
  • corinthalascorinthalas Member Posts: 1,573 Arc User
    They really wouldn't even have to put in a timer, just have a way to kick off the standard transwarp-to-mission-location thing while sitting in the chair when you are done doing whatever onboard ship things you want to do first. A plus would be if they put the questgiver's picture that is normally on the floater on the mainscreen during the quest-acceptance stage when you first start the mission.

    Doing the intro hail on the bridge main screen then transwarp to location does sound like a reasonably easy way to add some immersion, but the ancient STO engine might not support it since I don't think we've had cutscene video on the screen before and it means changing your "outer" map location while inside the "inner" map. I like the idea though.

    "Viewport" projection rendering *IS* ancient 3d tech. That goes back decades, far enough back that its uses was 'rediscovered' for 'portals' in games like Valve's Portal games or the original Prey. There was another game that made use of it (which game skips my mind now) that used a static ship model in complete isolation that the player could walk around in, while what was happening outside of the ship was 'projected' onto the ship's viewports, giving the illusion that it was all one contiguous space. But if the player could walk out of the interior of ship, they'd find nothing outside of it.

    It may be "old" tech, but it still has to be coded into the engine for it to work, and unless I am mistaken, it is NOT coded into STO's engine.

    What do you think happens when you open a dialog box? The NPC is being rendered in complete isolation you wherever you are, and the result is displayed in the dialog UI. That is viewport projection rendering -- taking the render result of one viewport and projecting it into another.
  • davefenestratordavefenestrator Member Posts: 9,566 Arc User
    They really wouldn't even have to put in a timer, just have a way to kick off the standard transwarp-to-mission-location thing while sitting in the chair when you are done doing whatever onboard ship things you want to do first. A plus would be if they put the questgiver's picture that is normally on the floater on the mainscreen during the quest-acceptance stage when you first start the mission.

    Doing the intro hail on the bridge main screen then transwarp to location does sound like a reasonably easy way to add some immersion, but the ancient STO engine might not support it since I don't think we've had cutscene video on the screen before and it means changing your "outer" map location while inside the "inner" map. I like the idea though.

    "Viewport" projection rendering *IS* ancient 3d tech. That goes back decades, far enough back that its uses was 'rediscovered' for 'portals' in games like Valve's Portal games or the original Prey. There was another game that made use of it (which game skips my mind now) that used a static ship model in complete isolation that the player could walk around in, while what was happening outside of the ship was 'projected' onto the ship's viewports, giving the illusion that it was all one contiguous space. But if the player could walk out of the interior of ship, they'd find nothing outside of it.

    It may be "old" tech, but it still has to be coded into the engine for it to work, and unless I am mistaken, it is NOT coded into STO's engine.

    What do you think happens when you open a dialog box? The NPC is being rendered in complete isolation you wherever you are, and the result is displayed in the dialog UI. That is viewport projection rendering -- taking the render result of one viewport and projecting it into another.

    Yes, and the STO engine already has code to do that in a dialog box. New code is probably needed to do that inside of a ship located roughly where the main screen is. Not impossible, maybe not even difficult, but not there now.
  • warmonger360warmonger360 Member Posts: 524 Arc User
    edited November 2021
    Speaking of the TMP K'Tinga bridge, I've noticed the D4x one is pretty close and does have the rotating tactical stations (they don't rotate of course, but their shape implies they do in-universe).

    what's it called, or is it specific to that ship?
    WE SURVIVE!

    aut vincere aut mori pro imperio
    either to conquer or to die for the Empire
  • saurializardsaurializard Member Posts: 4,173 Arc User
    Speaking of the TMP K'Tinga bridge, I've noticed the D4x one is pretty close and does have the rotating tactical stations (they don't rotate of course, but their shape implies they do in-universe).

    what's it called, or is it specific to that ship?
    Only for the D4x, unfortunately.
    #TASforSTO
    Iconian_Trio_sign.jpg?raw=1
  • warmonger360warmonger360 Member Posts: 524 Arc User
    Speaking of the TMP K'Tinga bridge, I've noticed the D4x one is pretty close and does have the rotating tactical stations (they don't rotate of course, but their shape implies they do in-universe).

    what's it called, or is it specific to that ship?
    Only for the D4x, unfortunately.

    figures
    WE SURVIVE!

    aut vincere aut mori pro imperio
    either to conquer or to die for the Empire
Sign In or Register to comment.