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."
Comments
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.
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.
--
Some of them in sensitive areas could even ask for some kind of clearance.
Thank you for reading.
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:
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.
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.
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".
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.
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!
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.
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.
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.
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.
These are just ideas of stuff i would like to see. I don't know how feasible any of it is.
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...
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...
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...
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....