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SystemSystem Member, NoReporting Posts: 178,019 Arc User
A thread started by ProfessorSTAFF asked what top things we would like to see in a functional interior.
http://forums.startrekonline.com/showthread.php?t=205344

I felt it was necessary to compile that list from the input of that discussion and I would be happy list additional items generated from this one. I am going in the order that I see additions so they are not actually prioritized.
  • 1- Shuttle bay: "I want to be able to go to my shuttle bay via my interior, select my shuttle and LAUNCH FROM MY CURRENT POSITION."
  • "Allow switching between ships in flight"
  • "Really need the ability to change into your shuttles from your ship and not have the shuttle take a precious ship slot. There should be shuttle/fighter slots, and you can own no more than 3 or 4."
  • "For flying shuttles (would be even cooler if the room would display the shuttles you own)."
  • "Already alluded to is that we will launch our shuttles from the shuttle bay."
  • "Shuttle Bay(with separate slots for our shuttles that do not take up our ship spots, because shuttles are not ships)"
  • "This one, at least so I've heard, is already being worked on. I'd love to see small craft be switched over to slots separate from ship slots, though. Also, the option to not have the "U.S.S." title in their name, due to the same "they're not starships" thing would be nice as well. Did the Enterprise D have a shuttle named the USS Galileo? No, it was just named the Galileo."
  • 2- Holodeck: "I'd like to see holodecks added to ships not just as a place to have a possible mission (Dixon Hill or Sherlock Holmes holodeck program gone awry, anyone? :) but I'd like to see ship's holodecks be something I can go to for target practice, space battle simulations, or just having a relaxing Elizabethan holiday while charting the B'Tran cluster."
  • "A holodeck as the launching point for user-generated content or mission replay. That way, you're running through a holo-novel or a simulation of "actual/historical events'"
  • "use of the holodeck to access mission replay and Foundry"
  • "Testing starship/personal setups without "penalties," depending on difficulty settings."
  • "I can see this being a minimission area that we can go for relaxation or training purposes. A nother location for minigames such as fishing, pool, cobat scenarios, etc."
  • "This may be a hopelessly dumb idea, but I'd like to see the holodeck included as a sort of 'foundry plus'; where it might be possible to introduce whole new game modes. I'd really like to see things like the 'Battle of Britain' dogfighting game O'Brian and Bashere used to play in the DS9 holosuites, or a 'Captain Proton' point and click adventure game. Heck, maybe Atari could release game demos in there."
  • "With UGC i could see players creating missions for both out in the star trek universe, and inside as holodeck programs, and the ability to choose which kind they would want to create. that would be cool. Choosing to create a holodeck program mission, for example, could unlock all sorts of assets and textures (for a 20th century Dixon Hill story for instance) that you wouldn't get to use for STO universe missions."
  • "Personally, this is how I feel mission replay should work, having a player or team going to a holodeck to relive a mission. It can also be used for holodeck-specific missions, and plain old recreation and training."
  • "Holodeck has some obvious potential to be a training tool to allow you to pick a terrain set and NPC's to fight. Mission replay should be funneled here as well in my opinion."
  • "Come on! The only series that didn't have holodecks (or Holosuites, as is the case with DS9) is TOS and Enterprise. I think all Foundry-made quests should be played in the Holodeck, since there probably won't be any rewards for finishing them. Also the Foundry could be expanded to allow for different costume sets so that people can make missions in different times and themes."
  • "The current mission replay would be moved to the holodeck.
  • Also, you would be able to load generic VS scenarios, PVE, space or ground, where you can set amount of enemy, type, terrain, etc. You can even establish winning conditions. You would not receive any skill points or loot for the scenarios...they would be for practice only.
  • Finally there would be a Multiplayer PVP component, ship, surface or space, that you can set up on your ship, with friends present, to generate matches. Again, no skill points or ranking. Just for fun.
  • I would also add that certain missions could be tailored specifically for the holodeck using the foundry, like historic encounters (WoK, First Contact, Nemesis battle, etc) or a replay of certain show episodes that would not lend themselves to open space design."
  • 3- Cargo Bays: "I'd like to see cargo bays as actual options for on-ship storage and inventory. I'd like to see these not only as a place you can go visit akin to the strangely named "bank" on space stations now, but also as a SLOT on ship setups. Some players might buy (or win!) larger cargo bays for larger storage. Some smaller ships might now allow such big cargo bays. Either way, I'd like the function of having more storage space on my ship in the form of a cargo bay."
  • "Get rid of the "BANK" and move all storage to our ship's cargo bays."
  • "Use the ship's cargo bay to store commodity based items (food, provisions, etc)"
  • "Bank type place to store your goods...and hopefully with multiple tabs"
  • "Again mentioned and I think is a great idea is this is our bank! This is where we store and transport items and since we have transporters in our cargo bays we have access to our "bank" as long as we have contact with our ship!"
  • "All starships have them, although the size varies. Why not let players actually use them to store items apart from their inventory and the "bank"? CO has the option for extra storage space, why not here too? Inventory, even at VA, can get filled pretty quickly if you're doing missions a decent amount of the time."
  • "Cargo Bay is along the same lines as the armory. All your other 'stuff' goes here. All that supply stuff for the aid the planet missions, the anomaly things you pick up, mission items, etc."
  • "This is where the bank would be moved to. Bank access would still be allowed on a starbase, and Fleet bank access would remain where it is."
  • 4- Brig: "working brig where I can throw NPC bosses (like the ones u defeat in weekly series) into and use as trophies..."
  • "we have a v-nice brig though, can we have an option that if we kill a fed a certain amount of times in pvp we can lock them in it an gloat for about 10 mins via air guitar"
  • 5- Sickbay: "You want to heal? Go to your sickbay."
  • "to repair injuries"
  • "Again mentioned is the ability to heal via mini-game in the medical bay."
  • "Heal crew and do research for "immunization" buffs."
  • "serve the purpose of dealing with injuries/ship damage. You could also acquire the tools to deal with these things when not in sickbay/engineering. Injuries/ship damage could either be treated in these places via the way it works in a starbase already, or you might be able to stock up on healing/repair supplies to save EC."
  • "I'd like to see a sickbay that can treat some of the more common injuries that my BOffs sustain on away missions when playing on the higher difficulty levels. More extensive ones would require a trip back to ESD, but giving that sickbay some utility would be pretty neat."
  • "Sickbay. I play on advanced difficulty now because I enjoy it but the first time one of my officers got seriously injured and I lacked the proper regenerator to cure them I beamed up to my ship (essentially abandoning that section of the mission) and went to sickbay because surely there'd be a way to heal them there, right? No, of course not. I was, frankly, stunned. You mean I have to fly all the way back to a starbase to have a broken arm (or whatever) healed? Talk about an immersion breaker."
  • "Here you would heal your crew. Advanced minigames would exist for science officers to termporarilly boost crew repair rate, efficiency and so on."
  • 6- Engineering: "to repair injuries"
  • "All sorts of mini games can happen here, including crafting and saving the ship from all sorts of crazy warp core breaches and random things."
  • "Others have mentioned that we should have a mini game option via the Engineering to repair ship damage, additionally there could be mini-games that give us minor boosts to certain systems, maybe like the Diplomatic Explore missions, you get these minimissions once an hour and it gives a slight boost to a ship performance for that hour."
  • "Repair the ship and do research for buffs."
  • "serve the purpose of dealing with injuries/ship damage. You could also acquire the tools to deal with these things when not in sickbay/engineering. Injuries/ship damage could either be treated in these places via the way it works in a starbase already, or you might be able to stock up on healing/repair supplies to save EC."
  • "[And as a "cosmetic" thing I would love to choose between different engineerings as well ;-) ]"
  • "This would be the spot that you could repair your ship, as well as engage in certain minigames to temporarilly boost your auxilliary and engine output. Advanced minigames would be available for engineers that could boost specific systems, like deflectors, sensors, etc."
  • 7- Science Lab: "Crafting"
  • "Discovery of new life mini game, mixing common resources to make rare crafting resources mini game and a tribble breading mini game."
  • "Crafting, tribble breeding, science mini-games"
  • 8- Mess Hall: "shenanigans of all sorts should happen here. Watch your crew sing, watch an Orion dance, watch/join in fights and play mini games or even a way to make rare foods mini game."
  • "I love the idea of a mess hall mini-game that will help people acquire uncommon and rare foods that we are not able to buy from an NPC in game. It would give us another way to acquire this food than just buying it on the exchange or finding the right ground mission to replay and get it."
  • "Here you could engage in entertainment minigames."
  • 9- Crew Deck: "I want crew quarters deck to be a complete circle and actually have an armory, an exchange, and crew quarters ranging from family size to enlisted bunks. Most of that is just fluff but it is role playing fluff that i would love to see."
Post edited by Unknown User on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    • 10- Crew Interaction: "I would like to have my crew acknowledge me as I walk through the decks. The occasional crew member with a bubble that says, "Captain." (or Admiral) as I walk by. Or maybe "Sir." Not on every person who walks by, but from some of them."
    • "I'd like to see that too, to be addressed by my crew occasionally as I walk past them around my ship."
    • 11- Ready Room: "A medals case in the ready room that displays the medals we've earned from Accolades. I know you can see it all by going to the Accolades window, but I think it would be more immersive to put it in the ready room."
    • "This would function as another form of "trophy" placement in the ship, where you can keep fish and other aquatic nonsentient beings that you either buy or find in the wild."
    • "Here you would be able to pull up information about the game, as well as any info on specific planets and locations. You can also view/listen to game music and cinematic cutscenes/dialog in the game."
    • 12- Conference Room: "That sweet briefing/conference room form that one Cardassian diplomacy mission. Make it useful in some way. It just feels like the map for the bridge is missing a room."
    • "Debrief Boffs and Doffs after missions or to give orders for these missions."
    • "for Duty Officer assignments/missions"
    • 13- Customization: "Customizable Interior- I want near fully customizable interiors. Especially the Ready Room!"
    • 14- Targ Room: "Targ Breeding- I know this might be coming, and I simply want to be able to manage it from the interior instead of my Inventory."
    • "Targ combat training and breeding area."
    • 15- Bridge: "Customizable BO locations and crew uniforms."
    • "Search for missions from your bridge! Contact Starfleet via subspace on your view screen to get missions. Find annomalies, distress ships, enemies and other side missions via ship sensors. Plot the course via helm controls with the help of your helmsman of course!"
    • "This ties into the department head and duty roster stuff, but I want my bridge stations to actually be specific stations; and I want to pick who sits each one. I want there to be a helm, I want to choose my helmsman, and I want that choice to make some sort of difference to how the ship flies. Same with the tactical console, science stations, etc."
    • "The ability to set a warp course thru sector space from the bridge. If I have a long journey, I should be able to walk around my ship and converse with my crew as it were, instead of twiddling my thumbs."
    • "Here is where you would pull up various information displays about your ship, ships encountered, races encountered, etc. Tactical officers would have minigames that could grant temporary boosts and/or buffs to weapons and shields, as well as offensive abilities in space"
    • 16- Engineering Lab: "Crafting, at least in regards to personal items and *maybe* consoles."
    • " How about in addition to crafting on our ships, this is where we can "reverse engineer" certain loot into research samples. We all love variety. this could be another way for us to get samples, make it another mini-game of sorts where in addition to the regular research particles, we also randomly pick up the rare traces."
    • "A place or places where you can do all of your crafting, instead of having to go to Memory Alpha all the time. This would probably end up divided up between Sickbay, Engineering, the Mess Hall, and Hydroponics to name a few places."
    • "for the crafting part of your game. Sticking the workbench on your ship in a Science/Engineering area make a little more sense to me"
    • "The ability to research/craft. Again, this is an immersion issue for me. The ship should have all the equipment necessary to design/replicate items instead of forcing us to fly to Memory Alpha to do it. In fact I do much less crafting than I otherwise would due to the travel inconvenience."
    • "This would be used as the crafting station on your ship. Certain advanced crafting would still be done at Memory Alpha, but almost all of the crafting could be done here."
    • 17- Wardrobe: "a wardrobe that function as a tailor"
    • "a barber and tailor (costume changes)"
    • 18- Transporter Room: "The ability to play ONE mission where you have to fight/reason with a half-mad "duplicate" of yourself created by a malfunctioning transporter into going back with you through the transporter so you can recombine both halves of yourself."
    • "Beam me down to where I need to go by using my ships transporters like done in 'stranded in space.'"
    • "Beamng in at your Transporter instead of on your bridge!"
    • "Here is where the Bridge Officer recruitment pane would be moved to. You would engage in recruitment, training and the like here for the new recruit system....current BO system would remain in place, however."
    • 19- Ten Forward/Mess: "Give me a Gynan, Quark or Nelix and a functioning replicator, and loads of minigames! Crew interaction or friends from other ships."
    • "I'd like functioning replicators in my ship too. Last I checked they didn't work. We have a sort of replicator off the inventory window, so it shouldn't be hard to transfer that functionality to an actual replicator in our lounge/ mess hall. (only limiting it to drinks and food)"
    • "I love the idea of a mess hall mini-game that will help people acquire uncommon and rare foods that we are not able to buy from an NPC in game. It would give us another way to acquire this food than just buying it on the exchange or finding the right ground mission to replay and get it."
    • "This could not only be where you could just hang out and keep some of your trophies, but also add a new, separate type of crafting mentioned earlier in the thread. Food. Instead of going to engineering for this, you go to the mess hall to cook more unique recipes using ingredients instead of anomalies/data samples."
    • 20- Mini-Missions: "What's a Star Trek crew without a little drama? As others have pointed out, having little missions inside our ships every now and then would really liven things up a bit. Tribble infestations, mysterious accidents, non corporeal entities, the possibilities are endless."
    • 21- Astrometrics: "(to help find unexplored regions and allow true exploration)"
    • "I'm not entirely sure what this could be used for, although I'm sure players should get the option to go here, at least. Maybe it could be used as an alternate source of anomalies/data samples via minigames? You could even discover some exploration missions this way, too. Another thing is that you could keep additional trophy types there. For some astrometrics examples; holograms of star systems, planets, stars, asteroids, comets, satellites, artifacts, ships unavailable to your faction or even all playable factions, etc. For science labs, you could keep "trophies" of various objects or substances in containment, like the old Metreon Gas trophy."
    • 22- Armory: "A game for weapon buffs. Maybe the ability to slot a weapon into a template slot and make slightly inferior, single mission duration copies on a timer. To encourage going there and outfitting crew as well as to give squad system teammates an extra fighting chance."
    • "An armory where all your ground equipment can be that you've accumulated, as opposed to having it sit in a generic inventory/bank area, would be a stride towards adding some immersion to my game. For instance, I do like having that TOS hand phaser around if I feel like busting it out every so often, but it pains me to have it take up a bank slot or inventory slot that should be going towards something more important instead of what is just a (to me) vanity item."
    • 23- Turbolift: "a bonus for me would be a working turbo lift instead of a load screen."
    • 24- Replicators: "This ties in with Sickback, Engineering, and all types of crafting and general item requisitions. For an EC fee, you can request things like regenerators, starship components, food... you name it. For the more unique or rarer things, however, you would need to go to the respective facilities in the ship to craft them."
    • 25- Lounge: "(Poker)What ship would be complete without a place where you can go (or your crew if you're not into that sort of thing) to play poker? You could even invite other players to play a game or games."
    • 26- Hydroponics/animal studies: "I figure, what the hey, why not let players access and even use hydroponics and even a space for keeping and studying animals? This would work, at least as I imagine it, as both a place where you could do some minigames, as well as a "trophy" area for plants and animals you can find once ambient wildlife is added to maps, as well as possibly even other uses. For example, you could use hydroponics to grow and harvest some of the ingredients needed for cooking in the mess hall. Also, who hasn't thought of keeping the tribble equivalent of an ant farm in their ship at some point?"
    • 27- Cetacean Ops: "Personally, IMO, players need to have the option of having this facility in their ships, even if you can't use it for more than some kind of lounge where you can see cetacean crew members swimming about and interacting with other crew. Although, it could be turned into a place where you could interact with cetacean crew yourself, once the new crew system is added into the game. You could even have some Aquatic Xindi show up, if the Xindi did in fact join the Federation."
    • 28- Probes: "Another idea I had what that you could use probes or shuttles to sample and retrieve anomalies/data samples, and items. The reason for probes being that some things may be too dangerous to have a shuttle take on board. Although transporters will probably make this redundant."
    • 29- Stellar Cartography lab: "[It] has been gone over before way back before the game launched in regards to exploration, where your exploration missions would feed this ever expanding database of knowledge was, and still is, a cool deal. Perhaps some tie in with the what folks put out with the Foundry would be a good idea since the universe we know right now as STO will expand with folks putting out missions with new locations."
    • 30- Decks: T"rue Deck seperation for different levels. Maybe a Large layout offers 6 decks and 18 rooms while a small layout offers 2 decks as we have right now. So not only do the layouts have an impact on how big the floorplan is but howmany levels come with it."
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    ADDED MATERIAL
    As I asked my brother about what interiors should have he went on and on about different rooms many which are listed here but some with no real playability. I suggested that rooms that are put in game should have a playable facter to the game and not just be for "looks." This is what I would hope you present in any further discussion on this matter.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I really want to see multiple decks in interiors and see it arranged something like this:

    Bridge: Deck 01
    -bridge
    -ready room
    -observation lounge/conference room

    Departments: Deck 02
    -Astrometrics
    -Science lab
    -sickbay

    Crew deck: Deck 03
    -Crew's quarters (a whole bunch)
    -Holodeck
    -Captain's quarters

    Crew deck: Deck 04
    -10 forward
    -transporter room 1
    -Shuttlebay

    Engineering: Deck 05
    -Engineering
    -Engineering lab
    -Cargo bay

    As it is, three decks does not qualify a Galaxy class interior or any ship for that matter.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    forresto wrote: »
    I really want to see multiple decks in interiors and see it arranged something like this:

    Bridge: Deck 01
    -bridge
    -ready room
    -observation lounge/conference room

    Departments: Deck 02
    -Astrometrics
    -Science lab
    -sickbay

    Crew deck: Deck 03
    -Crew's quarters (a whole bunch)
    -Holodeck
    -Captain's quarters

    Crew deck: Deck 04
    -10 forward
    -transporter room 1
    -Shuttlebay

    Engineering: Deck 05
    -Engineering
    -Engineering lab
    -Cargo bay

    As it is, three decks does not qualify a Galaxy class interior or any ship for that matter.

    Good post only on deck 3 istead of crew say officer quarters with the captains on the same deck.

    You could also have VIP/guest quarters. I could see this used in missions where you transport ambassadors, admirals and dignitaries and interact with them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    you do know some ships are to small for all this.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Brigs are small enough, you can't waste too much space on prisoners. :p

    --
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I'd like it if you could interact with any visible computer terminal. For example, the ones in the hallways could just bring up an interior map for the entire ship like they did in episodes of TNG where the computer would tell people how to get around the ship.

    Some of them in sensitive areas could even ask for some kind of clearance.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Just /signed since i have literary nothing to add.

    Thank you for reading.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    you do know some ships are to small for all this.

    Well..., each type of vessel would have the appropriate number of decks..

    That's kinda-sorta obvious to me.


    Though in some cases, which exact number to use, would probably become a veritable quantum-rage-storm around here, based on the number of different 'canon' versions/deck numbers we've been given. :rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    /signed

    I'd love to see ALL of these come into the game! Maybe you'd have certain special rooms for the different ship types: I.E. Ability to acess the Warp Core and make it more powerful for... say an hour... by throwing stuff in (this would be for Cruisers only), being able to modify Deflector controls on a Sci ship, or being able to do some modifications to up weapon damage and sheild bleedthrough on Escorts. Stuff like that.

    Also... the different layouts should come with certain rooms, but no matter what your layout, you should be able to get EVERY room (Except ship-specific ones) by buying them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Although I agree I really want to just build my own interior using the foundry. I understand where they are coming from but I don't care for a soverign engineering section in my "small" defiant interior.

    If they gave us the hookups for the separate useful officers like and either a "gateway" for usable shuttles or a common shuttle room I would be more then happy. I just really want to make my own, rather then rely on the one size fits all concept.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I suggested in one of these threads that Sickbay be a place where you can maybe set up ground immunities/resistances in advance.

    Also... My idea of the armory is actually that you'd have a place to slot weapons and create slightly inferior, limited duration copies of any weapon you own to hand out to away team members or friends you're playing with. Maybe set to expire after 30 minutes or a mission completion, whichever comes first.

    You have a weapon you like? Replicate up 4 slightly inferior copies of it and pass them out to your friends to "gear-up".
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Oooohhh....
    A crew Morale Mini-Game where you have to assign social activities based on the crew's "mood" to boost morale.

    Ex:
    A play.
    A concert.
    Dance Party.
    Banquette.

    To learn their moods you walk around your ship and listen to their ambient dialog, which always hints towards what they'd like to have occur. Then you change your roster to that. If you get it right, you have that activity occur for the next 24 hours. (which would require some major modifications to the map code) You also get a 5% boost to hull repair.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    you do know some ships are to small for all this.

    Yes, for all of it! I would wager that NO ship had everything available to it but many were pretty close.

    I would even argue that no ship should have everything listed rather they must choose what they have on their ship.

    #30 is listed as Decks. This would be based on the size of interior you select. Thus, if you select a large layout you would have to choose, say 18, different rooms to be layed out on your ship and they would fit on say 6 decks. Large layouts would be intended for large ships but it would be the discretion of the player what they had and since so many captains are concerned with immersion and canon I suspect this is the case fo most ships currently in game.

    Note More added to front page!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    lets look at USS Defiant (NX-74205). she is only 4 deck.
    here is the brake down .

    Deck 1: main bridge, captain's ready room, transporter room 1, phaser cannons (2), upper main engineering, plasma exhaust vents, upper sensor array, officer and crew quarters, deuterium storage.

    Deck 2: lower main engineering, main impulse engines, computer core, targeting sensors, mess hall, warp coils, sickbay, medical and science laboratory, transporter room 2, officer and crew quarters, warhead control room.

    Deck 3: main impulse engines, warhead impulse engines, shuttlebays 1-3, antimatter storage, cargo bays 1-4, airlocks (2), aft torpedo magazine, warp coils, shuttle and cargo management unit maintenance.

    Deck 4: landing struts, navigational deflector, phaser cannons (2), forward and aft torpedo magazines, aft torpedo launchers (2), forward torpedo launcher (1), lower sensor array, shuttlebay 1-2 exterior doors and elevator system, main tractor beam emitter.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I suggested in one of these threads that Sickbay be a place where you can maybe set up ground immunities/resistances in advance.

    Also... My idea of the armory is actually that you'd have a place to slot weapons and create slightly inferior, limited duration copies of any weapon you own to hand out to away team members or friends you're playing with. Maybe set to expire after 30 minutes or a mission completion, whichever comes first.

    You have a weapon you like? Replicate up 4 slightly inferior copies of it and pass them out to your friends to "gear-up".

    neat idea, but im not in agreement.

    might as well just add the "I WIN" button the mission at this point...just sayin.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    neat idea, but im not in agreement.

    might as well just add the "I WIN" button the mission at this point...just sayin.

    Even if it's downgraded to a green weapon?

    I dunno.

    Overall, it makes little sense to me that we can have ONE of a weapon. Maybe super-special unique weapons should be like that but a standard Mk weapon, once you have one should be available to everyone, at least at a basic green quality or maybe as a new tier between white and green.

    If that makes things too easy, the problem there is probably that we have 5 person away teams -- which I'm on record as saying that I think are too large and result in bloated interior sizes and overly limited gameplay.

    I've found, personally, that 3 person away teams maintain that command feeling without making the Captain NEARLY as irrelevant. If that's not versatile enough, the solution should be the ability to swap out away team members on the fly.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Overall, I think giving individual away team members equipment slots is one of those areas where the use of database storage got bloated. It's not essential for reasonably effective use of expose and exploit and just like transferring weapons between ships, just slows the pace of play down to a crawl until you get decent gear for everyone, which doesn't take that long.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    lets look at USS Defiant (NX-74205). she is only 4 deck.
    here is the brake down .

    Deck 1: main bridge, captain's ready room, transporter room 1, phaser cannons (2), upper main engineering, plasma exhaust vents, upper sensor array, officer and crew quarters, deuterium storage.

    Deck 2: lower main engineering, main impulse engines, computer core, targeting sensors, mess hall, warp coils, sickbay, medical and science laboratory, transporter room 2, officer and crew quarters, warhead control room.

    Deck 3: main impulse engines, warhead impulse engines, shuttlebays 1-3, antimatter storage, cargo bays 1-4, airlocks (2), aft torpedo magazine, warp coils, shuttle and cargo management unit maintenance.

    Deck 4: landing struts, navigational deflector, phaser cannons (2), forward and aft torpedo magazines, aft torpedo launchers (2), forward torpedo launcher (1), lower sensor array, shuttlebay 1-2 exterior doors and elevator system, main tractor beam emitter.

    Query: ... even for a ship the Defiant's size, which is pretty much just 10 times the size of a standard shuttle... WHY IN THE HECK WOULD YOU NEED LANDING STRUTS?!?

    /endconfusion

    Okay, so the Defiant is just one example, and, although in my opinion you should be able to acess anything that's not specific to a ship class regardless of the size of your ship, I do think the number of independant decks your ship has should be determined by its size.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    forresto wrote: »
    I really want to see multiple decks in interiors and see it arranged something like this:

    Bridge: Deck 01
    -bridge
    -ready room
    -observation lounge/conference room

    Departments: Deck 02
    -Astrometrics
    -Science lab
    -sickbay

    Crew deck: Deck 03
    -Crew's quarters (a whole bunch)
    -Holodeck
    -Captain's quarters

    Crew deck: Deck 04
    -10 forward
    -transporter room 1
    -Shuttlebay

    Engineering: Deck 05
    -Engineering
    -Engineering lab
    -Cargo bay

    As it is, three decks does not qualify a Galaxy class interior or any ship for that matter.

    i've mentioned something like this previously and i fully endorse it still. Although i suggested making the decks non-sequential , say, deck one, 3, 7, 10, and 15. Just to make our ships feel a little bit bigger, knowhutimsayin?

    On top of that list, i would also like to see an armoury, arboretum, and a gymnasium. The armoury, as others have mentioned, could operate as a sort of Bank alternative, a place to store your many weapons. Arboretum speaks for itself, i read somewhere that Cryptic already has (or had) plans for one. And a gymnasium could be used as a place for target practice, and to play sports like parises squares, maybe raquet ball and some fencing. :) (not asking for too much hey)
    These are just ideas of stuff i would like to see. I don't know how feasible any of it is.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    spartan844 wrote:
    Query: ... even for a ship the Defiant's size, which is pretty much just 10 times the size of a standard shuttle... WHY IN THE HECK WOULD YOU NEED LANDING STRUTS?!?

    /endconfusion

    So it can land on planet surfaces. Voyager was much bigger and landed on planets with its landing struts in a couple of episodes
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Lilist wrote:
    So it can land on planet surfaces. Voyager was much bigger and landed on planets with its landing struts in a couple of episodes

    yeah...but the question is why? given the tech, why would you need to land any ship (aside from a shuttle) on a planet surface?

    i do not recall why they did, but i was not hip on the episodes that involved that anyway...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    yeah...but the question is why? given the tech, why would you need to land any ship (aside from a shuttle) on a planet surface?

    i do not recall why they did, but i was not hip on the episodes that involved that anyway...

    Once they landed voyager to hide from persuers as the atmosphere of the planet hid their scanners. That would be a good enough reason to be able to land the Defiant class. Also as Voyager had not access to spacedock hey landed on a planet to carry out major refits and repairs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    You know I support anything involving interior functionality, especially if holodecks are included. I have some more ideas, which I will post later as I'm leaving the house in a few moments.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Lilist wrote:
    Once they landed voyager to hide from persuers as the atmosphere of the planet hid their scanners. That would be a good enough reason to be able to land the Defiant class. Also as Voyager had not access to spacedock hey landed on a planet to carry out major refits and repairs.

    good points...but ti still seems off somehow...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    good points...but ti still seems off somehow...

    I agree, I never understand how a ship such as Voyager wouldn't collapse on the surface of a planet but I think the planetary landings were quite cool.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Lilist wrote:
    I agree, I never understand how a ship such as Voyager wouldn't collapse on the surface of a planet but I think the planetary landings were quite cool.

    well i found the landing funny in terms as follows:

    small extendable legs from the hull that weighs tons seemed off. the fact they landed on a planet with gravity cries foul in that the saucer should have nose dived into the surface of the planet do to being over center of gravity....i.e. more weight and off center makes it top/forward heavy.

    and thank god they found a planet with suitable surface density to hold such weight...

    just a few things...that is why i dont see the need for them...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    well i found the landing funny in terms as follows:

    small extendable legs from the hull that weighs tons seemed off. the fact they landed on a planet with gravity cries foul in that the saucer should have nose dived into the surface of the planet do to being over center of gravity....i.e. more weight and off center makes it top/forward heavy.

    and thank god they found a planet with suitable surface density to hold such weight...

    just a few things...that is why i dont see the need for them...

    The ship has artificial gravity generators for the insides and there are boots that both defy and simulate gravity where there is none. Doesn't bug me.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Thanks OP for such a great list of ideas, it's been a good read to see other people are looking for more functionality with their interiors as well as I. Although I agree with all of the about list I must also agree that some of the ships would be far too small to house all of these on them. However, maybe the DEV's will add in more spaces in the ship interiors and allow the captain to "tailor" which rooms are what when we go to space dock, kinda like how they had to make room for the whales in the 4th movie "voyage home"? At any rate, I really excited to see people have put more thought into what could help functionality with our interiors because the interiors are such a vitual part of trek, and with what we have now, it just makes me sad to see there's really no reason to go there. And even if you do go to your bridge and log out, when you relog you are back to your ship view, even just logging back into your bridge would be nice.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    The ship has artificial gravity generators for the insides and there are boots that both defy and simulate gravity where there is none. Doesn't bug me.

    inside yes...how does that keep the ship from saucer flopping on the planet surface...??

    and i dont recall anyone wearing the grav boots in those episodes....
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