Thank you! It seems they just forgot to add in the second colour box. It is a fantastic hairstyle though, I've been waiting for STO to have curly hair for years.
Yeah, I question Cryptic's decision to go all in on Discovery content, it's practically asking for a divided fanbase. It would be fun to have your game develop alongside a TV show and having both add new depth to the story. But Discovery has been so controversial Cryptic should have just let it be and focused on…
Sadly, I'll have to give this a pass. If it was an account unlock, I'd consider it. However, this does rekindle my hope for T6 Dyson Science Destroyers.
Well, the crafting requirements are just examples, I would imagine they would be reduced if it ever made it to the live server. Still, the purpose of this rework is to make it more complex. I was never going for a role-playing angle, I just wanted to make this system more interesting and reliable and less of 'RNG stealing…
I wasn't going for role-playing per se, more to just make use of available systems and remove the RNG from upgrading. I don't mind just clicking a button and seeing numbers go up, but the only way to make that process balanced (not gaining instant points for no work) is to add an RNG element. I hate RNG. I don't mind it in…
Good point. I never intended to force people to go there, I just thought it would be a nice touch. Everything I state in the post can be done in the R&D UI.
YES! YES YES! It is not intuitive, a pain to navigate, and actually has reduced functionality over the old one, namely the inability to queue more than one difficulty of the same mission. There was no reason for this new UI, absolutely none.
The phrase 'if it ain't broke, don't fix it' comes to mind. Were there any complaints about the previous UI? It seemed perfect to me, it was easy to understand and navigate. This one is anything but.
I'm getting a real Spiritseer vibe here ;) - http://www.arcgames.com/en/forums/startrekonline/#/discussion/1223601/spiritseer-class-fan-made Regardless, great work Cryptic. I've been looking forward to some gameplay tweeks and I hope this sets the stage for further developments :)
The support craft detaches from the ship. They have a split saucer design which wraps around the neck of the ship. I realised the nacelles on my drawing looked too tall, but rather than rub out and redesign them, I decided to add a reason as to why they were so tall, so I added the Support Ship. Here is the first sketch I…
Thanks! I didn't really have 'playability' on my mind when thinking of the BOFFs, I was just concerned about the theme and role of the vessel. But if these were added into the game (for whatever reason) I'm sure the devs would tweak it :)