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Galaxy Bridge

colonelmarikcolonelmarik Member Posts: 2,218 Arc User
So, with the Galaxy Bridge and interior being of special interest again, I thought it would be a good time to point out that it DOES have some flaws that should be looked at, even though it's decidedly one of the BEST interiors available.

First, the bridge. When you first enter the bridge, you appear standing in the very center, right in front of the command chair. If you return to the bridge from some other deck, you will appear THERE, not in the turbolift. Not even in front of the turbolift. The TOS Constitution bridge got this right. When entering the bridge, you should spawn in the turbolift.

On a related point, you cannot beam out of the ship from the transporter room. If you're to leave the ship from ANYWHERE, this is the spot... and you can't.

On the same deck, it should be noted that you can't lie on the sickbay beds because of the angle of them. Not really a big deal, though. Also, you can't sit in most of the chairs in the Captain's quarters. It would have been nice to sit at the desk, at least. Further, the doors of the Captain's quarters keep opening because of the wandering crew. Wandering crew really shouldn't cause doors to open unless they're pathed to go through them.

On deck 10, 10 Forward is pretty well empty. There should have been some crew in here, relaxing. Also, the holodecks can't be used for anything. It would have been nice if you could at least spawn some bad guys to fight, or something.

The engineering deck looks great, but you can't go up to the upper deck. We see Picard do this in the very first episode, riding the elevator beside the warp core.

Also, there are many turbolift locations that COULD have had turbolifts, but that don't... requiring you to run all over to get to turbolifts to the bridge, which is the only place you can leave the interior from.

Finally, there's a question of SCALE, as there is with pretty well ALL of STO's interiors. Everything is just too big. I won't belabour this point though.

Having said all that, let me reiterate, it's by far the best interior in the game. A few tweaks to fix these rather minor issues, and this would be pretty well perfect.

(EDIT)
Oh, I'll add one other thing. There are several DO assignment NPCs around the ship wearing the Odyssey uniform, while the rest of the crew are in the correct TNG uniforms. This is not exclusive to this interior, but should still be addressed.
Once, I was simply called Mojo. Now, I'm forced into a new name, but don't be fooled, I'm the original STO Mojo!

This game needs detailed crafting, exploration and interaction systems.
Post edited by baddmoonrizin on

Comments

  • annemarie30annemarie30 Member Posts: 2,694 Arc User
    not sure I've ever gone into the interior. I dislike the way the galaxies fly so I level them for traits then mothball them.
    We Want Vic Fontaine
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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    So, with the Galaxy Bridge and interior being of special interest again, I thought it would be a good time to point out that it DOES have some flaws that should be looked at, even though it's decidedly one of the BEST interiors available.


    Couldn't agree with you more! I also know Cryptic couldn't care less. They don't do bridges any more. I have ever-since protested the fact by only buying ships with unique bridges (from the era where they still cared); recently, a Tadaari Raider, S'ateth Escort, and even a Voth Bastion Science ship (surprisingly lovely bridge, that Voth one). My rationale has since been 'No bridge, no money.'

    I do wish you get your proposed fixes, of course. I bought that Galaxy bridge myself, and it's overall pretty screen-accurate.

    N.B. Not to hijack your thread, but while they're out their, fixing the Galaxy interior, please let me place the Trophies I bought for it (on my Orion toon): if I can fly Fed ships, I should be able to place Trophies on said Fed ships.
    3lsZz0w.jpg
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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    I know they're not interested in bridges. It's a shame, I think there is still a market for them.
    .

    I'd be all over them. :smiley:

    Also, player-housing. I recently visted the Iconian home world (in 'Midnight'). I would be embarrassed to admit how much Zen I'd pay to set up quarters there. o:)

    But yeah, let's fix existing stuff first. And then can also fix the seating on Temporal bridges too, so my boffs don't hover 20cm above their seats.
    3lsZz0w.jpg
  • eazzieeazzie Member Posts: 4,226 Arc User
    It is not a case of Cryptic NOT caring for bridges. As it has already be stated several times in the past. Bridges and interiors are too costly in time and money. Bridges and interiors are only made now if they serve a purpose to a specific episode or story arc. On average bridges and interiors cost in man hours etc 6 to 8 weeks to make compared to ew content which takes far less time.
  • ian#9987 ian Member Posts: 65 Arc User
    edited April 2023
    Yes, I've just revisited my Galaxy bridge after several years and I forgot how beautiful it is. Those fixes would be nice but the only one I would really push for is the Captain's quarters door! How on earth did Picard get any 'alone time'?

    This is a pure pipe dream, but it would also be great if they added a third warp nacelle for the view from the briefing room window and updated the schematics from Galaxy to Galaxy x on the LCARS. Market it as the Galaxy X bridge. (Free to people who already bought the Galaxy bridge). With the popularity of Picard, I'm sure people would buy the 2 bridges with a bit of marketing. Maybe sell for 2000 zen?
  • ian#9987 ian Member Posts: 65 Arc User
    > @annemarie30 said:
    > not sure I've ever gone into the interior. I dislike the way the galaxies fly so I level them for traits then mothball them.

    All of them? There is now a huge variety in Galaxy ships, even more if you include the Galaxy X variants.
  • spiritbornspiritborn Member Posts: 4,372 Arc User
    edited April 2023
    The "captain quarter's door" is a actually part of a greater problem that effects all interiors that aren't just the bridge and what I'd really like to see fixed if possible.

    Currently you got around 10% of the NPCs present doing either scripted actions or acting as "vendors or questgivers" and standing around, the rest 90% is aimlessly wandering about the maps. What I'd change is make 80-90% of the NPCs be performing some scripted "task" task in programming sense, said task could be for example "sit and chat in the crew lounge" with the remaining 10-20% be the wandering NPCs maybe even reduce the amount of NPCs in total if this makes there be too many people performing randoms tasks.

    Since currently the ships look less busy and more like most of your crew is utterly lost and trying to find their stations.
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  • drunkflux#5679 drunkflux Member Posts: 216 Arc User
    ian#9987 wrote: »
    > @annemarie30 said:
    > not sure I've ever gone into the interior. I dislike the way the galaxies fly so I level them for traits then mothball them.

    All of them? There is now a huge variety in Galaxy ships, even more if you include the Galaxy X variants.

    Pretty for its down to them being THE heaviest overall ships in the game, only d'deredix being either as slow or barely faster in turning. I think even the oddy has at least better inertia. I have the same problem with them, just to slow to turn that even a ton of RCS consoles won't fix it.

    Slowest turning ships for me tend to be the legendary scimitar and similar, theres a world of difference between 6 and 7.5. Let alone 5 that some older galaxies have.


    Thinking of ideas from lots of games for, dunno how long now.
  • spiritbornspiritborn Member Posts: 4,372 Arc User
    You got wonder where the idea that GCS competes with Earth who has the slower turn rate comes from, it certainly wasn't that slow to turn on-screen. (for those who wonder Earth has turn rate of roughly 0.0042 degrees/second)
  • baddmoonrizinbaddmoonrizin Member Posts: 10,897 Community Moderator
    valoreah wrote: »
    Truly a shame Cryptic cannot figure out a way to monetize interiors. So much of the various Trek series took place aboard the ship. It is sad that we cannot do more with them here.

    Well, I've given them plenty of ideas on this front, so it's not that. And it's not a case of them not wanting to do something with interiors. I know that they would love to. It's a case of it not being something they can do right now.
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  • phoenixc#0738 phoenixc Member Posts: 5,841 Arc User
    edited April 2023
    They really don't have an efficient toolset for "ground" settings (seriously, even Second Life had better tools a decade ago than the ones they showed in Ten Forward during the J'Ula arc about two years ago) so the interior of a ship is way more expensive in time and effort to make than the exterior and all of its functions (and probably all of the consoles and weapons mounted in it as well).

    If they would invest in some more modern modeling and organizing tools (either adapting store-bought ones or making new ones from scratch) it would probably become cost-effective to do interiors again, and the efficiency would be indispensable in making settings for missions as well. Even just an organization tool for the graphic objects (it was sadly comical watching the dev look for the stuff he was talking about in the stream) would be a huge step up, even if something to help automate the more tedious time-consuming parts of setting up a scene proved to be too far out of budget.
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  • psiameesepsiameese Member Posts: 1,650 Arc User
    My only complaint about the galaxy bridge interior has been NPC pathing. Not all them need to loop the deck from Ten Forward doors to the other set of doors. Too many cluster repeatedly and trigger both doors too frequently. Without modifying the interior that is something that should be addressed. As suggested above place a TNG uniformed officer or three at a Ten Forward table? Neither suggestion requires an overhaul of the interior.
    (/\) Exploring Star Trek Online Since July 2008 (/\)
  • spiritbornspiritborn Member Posts: 4,372 Arc User
    psiameese wrote: »
    My only complaint about the galaxy bridge interior has been NPC pathing. Not all them need to loop the deck from Ten Forward doors to the other set of doors. Too many cluster repeatedly and trigger both doors too frequently. Without modifying the interior that is something that should be addressed. As suggested above place a TNG uniformed officer or three at a Ten Forward table? Neither suggestion requires an overhaul of the interior.

    As I said above it's really an issue that effects all interiors and has more to do that there's way too many wandering NPC about compared to ones that are performing tasks of various sorts and yes I'd like to see that fixed too.
  • lianthelialianthelia Member Posts: 7,887 Arc User
    psiameese wrote: »
    My only complaint about the galaxy bridge interior has been NPC pathing. Not all them need to loop the deck from Ten Forward doors to the other set of doors. Too many cluster repeatedly and trigger both doors too frequently. Without modifying the interior that is something that should be addressed. As suggested above place a TNG uniformed officer or three at a Ten Forward table? Neither suggestion requires an overhaul of the interior.

    I personally think in general they should reduce or totally remove all the npcs that pace back and forth opening doors, when have we ever seen a dozen or more crewman shuffling through a corridor other than a emergency evacuation? Even on a ship with a 1000+ people on it they never had to shuffle through crowded halls during every day operations
    Can't have a honest conversation because of a white knight with power
  • spiritbornspiritborn Member Posts: 4,372 Arc User
    lianthelia wrote: »
    psiameese wrote: »
    My only complaint about the galaxy bridge interior has been NPC pathing. Not all them need to loop the deck from Ten Forward doors to the other set of doors. Too many cluster repeatedly and trigger both doors too frequently. Without modifying the interior that is something that should be addressed. As suggested above place a TNG uniformed officer or three at a Ten Forward table? Neither suggestion requires an overhaul of the interior.

    I personally think in general they should reduce or totally remove all the npcs that pace back and forth opening doors, when have we ever seen a dozen or more crewman shuffling through a corridor other than a emergency evacuation? Even on a ship with a 1000+ people on it they never had to shuffle through crowded halls during every day operations

    In TNG there were several times the corridors were deserted or nearly so. Like I said earlier it would be nice if they changed the ratio of NPCs doing pre-programmed tasks and the ones just wandering about. Currently it looks more like my crew has no sense of direction and keeps getting lost in the corridors instead of being in their duty stations (like would explain my helmsman though).
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  • phoenixc#0738 phoenixc Member Posts: 5,841 Arc User
    edited April 2023
    spiritborn wrote: »
    lianthelia wrote: »
    psiameese wrote: »
    My only complaint about the galaxy bridge interior has been NPC pathing. Not all them need to loop the deck from Ten Forward doors to the other set of doors. Too many cluster repeatedly and trigger both doors too frequently. Without modifying the interior that is something that should be addressed. As suggested above place a TNG uniformed officer or three at a Ten Forward table? Neither suggestion requires an overhaul of the interior.

    I personally think in general they should reduce or totally remove all the npcs that pace back and forth opening doors, when have we ever seen a dozen or more crewman shuffling through a corridor other than a emergency evacuation? Even on a ship with a 1000+ people on it they never had to shuffle through crowded halls during every day operations

    In TNG there were several times the corridors were deserted or nearly so. Like I said earlier it would be nice if they changed the ratio of NPCs doing pre-programmed tasks and the ones just wandering about. Currently it looks more like my crew has no sense of direction and keeps getting lost in the corridors instead of being in their duty stations (like would explain my helmsman though).

    In TNG, as deserted as they usually were, the corridors were still actually a little busier than they should have been just going by deck area per person calculations. If course, part of that is probably because the ship ran with about a third of interior space as unfinished area set aside for things like population expansion in case of unexpected ultra-long missions like the one that Voyager found themselves on in the Delta quadrant.

    There is a video that does the calculations and discusses the ramifications of them here:
    https://www.youtube.com/watch?v=Lwx5uB0pyhQ

  • psiameesepsiameese Member Posts: 1,650 Arc User
    I just wanted to acknowledge that some previously posted experience with Ten Forward appear to have been addressed at some point. I don't recall patch notes addressing it. I guess it's been that long between my own visits when the improvements were made.

    Wandering crew in the outside corridor are not as numerous as I remember them. And the two doors to Ten Forward don't trigger nearly as frequently as I remember either. A few wandering crew do walk up to the bar. And they emote a teacup for a moment. Before wandering back out a door.

    At the central most window at ships bow sits the Counselor Doff contact. She has the default 2409 uniform most Doff contacts wear. There are three NPCs permanently positioned. A Chef and a Bartender Doff contact behind the bar. Who are not wearing default 2409 Starfleet uniforms. These two are customized to look close to the green waiting staff outfits. This suggest it is possible for Devs to modify Doff contacts to better match interiors by period. It must always be a time constraint that limits this kind of polishing?

    I believe all three Doff contacts were always there. I do wish the Counselor would wear the blue TNG uniform. And she were placed to one corner table or the other. So player's could better use that main table.

    The crew deck really could stand to be less busy. The wandering crew walk too close to the Captain's Quarters and Sickbay. Those doors trigger too frequently.

    Engineering only has two Doff contacts in the 2409 Starfleet uniform. No wandering crew at all. This is the one deck that I wouldn't mind at least one or two wandering crew in TNG Engineering gold. Take a few from the crew deck and move them to Engineering.

    In general none of this is as egregious as I remember when I first bought it from the C-Store. Though the subtle improvements we mention in the thread would be most welcome. Some day.



    (/\) Exploring Star Trek Online Since July 2008 (/\)
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    This is the standard 'HoS medium' bridge we get (Klink):

    em0x50p6we7b.jpg

    But why not this one??!

    z4ozj30qo14n.jpg

    The latter I found in the 'Enemies of the Empire' mission. It's gorgeous, completely ready for use, and costs Cryptic absolutely nothing to make! (All it costs is the 1-minute time it takes someone to swap out a pointer to a different map). See, this is what I don't get. While I (grudgingly) accept they won't make new bridges any more, why then not do the players the courtesy of at least installing the best versions of existing bridges? (The same can be said about the old vs. the new Jem'Hadar bridges; but at least on the latter you can assume a monetary reason).

    Here's another shot of the cool, 'full' HoS bridge (what does HoS even stand for? House Of....?)

    xtk2511simcy.jpg
    3lsZz0w.jpg
  • phoenixc#0738 phoenixc Member Posts: 5,841 Arc User
    meimeitoo wrote: »
    This is the standard 'HoS medium' bridge we get (Klink):

    em0x50p6we7b.jpg

    But why not this one??!

    z4ozj30qo14n.jpg

    The latter I found in the 'Enemies of the Empire' mission. It's gorgeous, completely ready for use, and costs Cryptic absolutely nothing to make! (All it costs is the 1-minute time it takes someone to swap out a pointer to a different map). See, this is what I don't get. While I (grudgingly) accept they won't make new bridges any more, why then not do the players the courtesy of at least installing the best versions of existing bridges? (The same can be said about the old vs. the new Jem'Hadar bridges; but at least on the latter you can assume a monetary reason).

    Here's another shot of the cool, 'full' HoS bridge (what does HoS even stand for? House Of....?)

    xtk2511simcy.jpg

    Two good questions. I have wondered the same thing about why some bridges are available but not others even when they are just better modifications of available ones.

    The HoS bridge name is a mystery to me too. Literally translated it just the conjunction "as" but I don't know Klingon lore as well as I do Federation and Romulan so there may be some significance I don't know about there.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    The HoS bridge name is a mystery to me too. Literally translated it just the conjunction "as" but I don't know Klingon lore as well as I do Federation and Romulan so there may be some significance I don't know about there.

    At least I was able to solve that mystery: http://klingon.wiki/Word/HoS

    Which would make our 'HoS medium' bridge actually a Puj bridge. :#
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