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Subject: "Season 9: April 22nd"     Previous Topic | Next Topic
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laudre
Member since Nov-14-06
349 posts
Apr-11-14, 09:21 AM (EDT)
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"Season 9: April 22nd"
 
   Official announcement, complete with story trailer covering "Sphere of Influence" and "A Step Between Stars."

In addition, starting on the 14th (this coming Monday) and running through the 21st, bonus XP will be active.

Off the top of my head, Season 9 has:

- New rep faction related to the war against the Undine (who, in story, at least, pushed the Voth out of the Solanae Dyson sphere in their initial onslaught, before the Dyson Alliance fought them off, AIUI). There's a new STF queued mission (a ground mission involving finding Undine infiltrators on Bajor) and a new space Battlezone with mechanics similar to the ground Battlezone, related to the new faction.

- Rep system revamp, big time.
- The pre-Dyson reps have been reworked so that they work like the Dyson rep, with an hourly project for a small amount of rep XP, and a daily (i.e. 20-hour CD) project for a big chunk of rep XP. Currently, the Dyson version of the latter uses a Commendation, but those are being removed, and everything will run off rep marks. (There'll be a project to convert leftover Commendations into Dyson marks.) Those projects will not increase in cost with rep level.
- Additionally, there will be only one version (Tier XII Very Rare (purple)) of each rep set going forward. Existing rep gear sets of lower quality/tier will remain as such, as a kind of legacy item, I guess.
- The rep set bonuses and individual gear powers have been tweaked to be equal (or close enough to it, anyway, as can be managed in an MMO) in overall power, though things like the Dyson gear bonuses against Voth or the Omega gear bonuses against Borg are still going to be in place, AFAIK.
- Because of the power creep problem inherent in the existing rep power system (the more reps around, the more powerful an established Vice Admiral is in comparison to a fresh VA, because they just stack infinitely), the power/trait system has been overhauled. There will now be a fixed amount of space passives, ground passives, and active powers overall, but they can be switched around freely when out of combat in a social ground zone or in sector space (to avoid some potentially exploitative or unintended behavior, I gather). This list includes the traits you select while leveling up as a captain, racial traits, and rep traits. It also means that C-store trait respec tokens are going away, since it'll now be available for free. (Me, I wish I didn't have to spend 500 Zen to respec skills. That's one of the few things I see as truly absurd in the STO F2P implementation.)

- Kit revamp! (dev blog)
- Instead of a single kit that has a selection of powers built in, captains will equip a kit frame which can hold kit modules, each of which confers a single power. Sort of like consoles.
- Kits are still career-linked, of course.
- Each slot has a limitation on the kinds of modules it can accept. All will be constrained to career-related modules, of course, but modules will further be linked to one of the two specializations that show up for each career (such as science officer medic powers vs. researcher powers), and different frames may have slots for only one specification or for both.
- Higher-tier frames have more slots for modules. This will mean more granularity in the quantity and types of slots, depending on the frame, and there will also be some slots which can accept either type of module.
- The UI will (hopefully) make it clear what can be equipped.
- The dev team has talked about, in the future, introducing universal kit modules, analogous to universal consoles. (Not right now, though -- the fact that you can have multiple Level IV powers in one kit is probably enough of a headache for the devs.)
- Existing kits will not be removed or affected -- so you don't have to worry about replacing it immediately or anything.
- The fleet kits (from the Spire and the Embassy) will be getting the revamp as well.
- Lastly, the cosmetic parts of kits are being separated from the kit equipment and moved to uniform customization. So, yes, at last Klingons will have visible kits, and you'll be able to put them on your boffs, as far as I know. They also won't be career-limited, so you can have your tac captain walking around with holographic stuff showing, or what-have-you.

- Earth Spacedock is getting completely rebuilt (again, though I wasn't around for the first one).


"Mathematics brought rigor to economics. Unfortunately, it also brought mortis."
- Kenneth Boulding


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  Subject     Author     Message Date     ID  
  RE: Season 9: April 22nd laudre Apr-11-14 1
     RE: Season 9: April 22nd Malkarris Apr-12-14 2
         RE: Season 9: April 22nd Senji Apr-12-14 3
         RE: Season 9: April 22nd pjmoyermoderator Apr-12-14 4
             RE: Season 9: April 22nd Gryphonadmin Apr-12-14 5
                 RE: Season 9: April 22nd eriktown Apr-12-14 6
                     RE: Season 9: April 22nd Malkarris Apr-12-14 7
                         RE: Season 9: April 22nd laudre Apr-12-14 8
                             RE: Season 9: April 22nd Berrik Apr-13-14 9
  RE: Season 9: April 22nd laudre Apr-16-14 10
     RE: Season 9: April 22nd Berrik Apr-18-14 11
         RE: Season 9: April 22nd laudre Apr-18-14 12
             RE: Season 9: April 22nd Berrik Apr-18-14 13
                 RE: Season 9: April 22nd laudre Apr-18-14 14
     RE: Season 9: April 22nd Malkarris Apr-19-14 15
  RE: Season 9: April 22nd Gryphonadmin Apr-22-14 16
     RE: Season 9: April 22nd laudre Apr-22-14 17
         RE: Season 9: April 22nd Gryphonadmin Apr-22-14 18
             RE: Season 9: April 22nd BZArcher Apr-22-14 19
                 RE: Season 9: April 22nd Gryphonadmin Apr-22-14 20
                     RE: Season 9: April 22nd Matrix Dragon Apr-22-14 21
                         RE: Season 9: April 22nd eriktown Apr-22-14 23
         RE: Season 9: April 22nd Senji Apr-23-14 24
             RE: Season 9: April 22nd laudre Apr-23-14 25
                 RE: Season 9: April 22nd Senji Apr-23-14 26
                     RE: Season 9: April 22nd laudre Apr-23-14 27
                         RE: Season 9: April 22nd Senji Apr-23-14 28
                             RE: Season 9: April 22nd laudre Apr-23-14 29
                                 RE: Season 9: April 22nd Matrix Dragon Apr-23-14 30
                                     RE: Season 9: April 22nd BobSchroeck Apr-24-14 31
                                         RE: Season 9: April 22nd Matrix Dragon Apr-24-14 32
                                 RE: Season 9: April 22nd Gryphonadmin Apr-24-14 33
                                     RE: Season 9: April 22nd Matrix Dragon Apr-24-14 34
                                         RE: Season 9: April 22nd laudre Apr-25-14 36
                                         RE: Season 9: April 22nd StClair Apr-25-14 38
                                     RE: Season 9: April 22nd Nova Floresca Apr-25-14 35
                                         RE: Season 9: April 22nd Gryphonadmin Apr-25-14 37
                                             RE: Season 9: April 22nd Nova Floresca Apr-25-14 39
                                             RE: Season 9: April 22nd Gryphonadmin Apr-25-14 40
                                             RE: Season 9: April 22nd laudre Apr-25-14 41
                                             RE: Season 9: April 22nd Mercutio Apr-25-14 42
                                             RE: Season 9: April 22nd Gryphonadmin Apr-25-14 43
                                             RE: Season 9: April 22nd Senji May-07-14 45
                                             RE: Season 9: April 22nd StClair May-11-14 47
                                             RE: Season 9: April 22nd Senji May-11-14 48
                                 RE: Season 9: April 22nd Senji May-07-14 46
  RE: Season 9: April 22nd laudre Apr-22-14 22
  RE: Season 9: April 22nd Sofaspud Apr-27-14 44

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laudre
Member since Nov-14-06
349 posts
Apr-11-14, 02:09 PM (EDT)
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1. "RE: Season 9: April 22nd"
In response to message #0
 
   Was poking at the test server patch notes, and it reminded me of something else: The Borg and Undine episodes are getting revamped and combined, bringing them in line with the new Undine-related content and such, I gather.

I quote:

  • Updated rewards for all four of the newly-revamped Borg/Undine Missions.
    • Each now includes a Purple Mk X (for levels 40-49) or Mk XI (for level 50) piece of gear as a reward option.
    • The first time a player completes "Assimilation" they will have a choice of one Borg Prosthetic Arm assault weapon.
      • Additional weapons of this type can be found in the Omega Reputation.
    • The first time a player completes "Fluid Dynamics" they will receive:
      • 15 Omega Marks
      • A unique "Adaptive Transphasic Torpedo Mk XII (Dmg)x3 (Borg)" which deals additional damage to enemy Borg.

Also, some of the new Risa event stuff was leaked. Hoverboards are in the list, as are a ton of swimsuit options (mostly for female characters, though there were some male options on the list).


"Mathematics brought rigor to economics. Unfortunately, it also brought mortis."
- Kenneth Boulding


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Malkarris
Member since Jan-5-11
59 posts
Apr-12-14, 01:50 AM (EDT)
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2. "RE: Season 9: April 22nd"
In response to message #1
 
   LAST EDITED ON Apr-12-14 AT 03:52 PM (EDT) by Gryphon (admin)
 
For those curious, here is a pic of all the swimsuit options, unfortunately no one has a pic yet for what they actually look like.

Also, here is the ship we will probably be doing a five minute thing for 25 days if we want it. Please insert your favorite Fifth Element joke here.

http://imgur.com/a/f2ioC

And yes, it has smokestacks.

I won't fight you Atton.
I don't care, I just want you to die.
(Disciple and Atton KOTOR2)


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Senji
Member since Apr-27-07
159 posts
Apr-12-14, 02:14 PM (EDT)
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3. "RE: Season 9: April 22nd"
In response to message #2
 
   What on earth are the bellows for on that?

S.


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pjmoyermoderator
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Apr-12-14, 03:40 PM (EDT)
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4. "RE: Season 9: April 22nd"
In response to message #2
 
   Interesting that you can have smokestacks on that, yet they feed right into the large environmental gallery there...

--- Philip






Philip J. Moyer
Contributing Writer, Editor and Artist (and Moderator) -- Eyrie Productions, Unlimited
CEO of MTS, High Poobah Of Artwork, and High Priest Of the Church Of Aerianne -- Magnetic Terrapin Studios
"Insert Pithy Comment Here"
Fandoms -- Fanart


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Gryphonadmin
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Apr-12-14, 03:53 PM (EDT)
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5. "RE: Season 9: April 22nd"
In response to message #4
 
   LAST EDITED ON Apr-12-14 AT 03:53 PM (EDT)
 
>Interesting that you can have smokestacks on that, yet they feed right
>into the large environmental gallery there...

What else were you expecting from the crack naval architects of Buy 'n Large?

--G.
And I do mean "crack".
-><-
Benjamin D. Hutchins, Co-Founder, Editor-in-Chief, & Forum Mod
Eyrie Productions, Unlimited http://www.eyrie-productions.com/
zgryphon at that email service Google has
Ceterum censeo Carthaginem esse delendam.


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eriktown
Member since Jan-28-06
103 posts
Apr-12-14, 07:42 PM (EDT)
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6. "RE: Season 9: April 22nd"
In response to message #5
 
   Someone over on SA pointed out that there is a small boat in the terrarium section.

It's just yachts all the way down.


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Malkarris
Member since Jan-5-11
59 posts
Apr-12-14, 08:14 PM (EDT)
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7. "RE: Season 9: April 22nd"
In response to message #6
 
   Gryphon thanks for the edit.

And actually if you look really close that thing in the center of the park area looks to be a giant horga'hn statue. So apparently anyone in visual distance of this ship is invited to jamaharon. Not sure what that really says about the ship.

Also there are some people who are absolutely begging to actually be able to wonder around the park area in the ship and use all the Risan only stuff, like jet packs and,apparently, swimsuits. No clue if that will actually happen given that all special ships only get a bridge and nothing else up till now.

I won't fight you Atton.
I don't care, I just want you to die.
(Disciple and Atton KOTOR2)


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laudre
Member since Nov-14-06
349 posts
Apr-12-14, 09:51 PM (EDT)
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8. "RE: Season 9: April 22nd"
In response to message #7
 
   LAST EDITED ON Apr-12-14 AT 09:52 PM (EDT)
 
>Also there are some people who are absolutely begging to actually be
>able to wonder around the park area in the ship and use all the Risan
>only stuff, like jet packs and,apparently, swimsuits. No clue if that
>will actually happen given that all special ships only get a bridge
>and nothing else up till now.

... maybe that is the bridge.


"Mathematics brought rigor to economics. Unfortunately, it also brought mortis."
- Kenneth Boulding

I see the U.S.S. Jimmy Buffett in Momonga's future...


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Berrik
Member since Jul-10-07
54 posts
Apr-13-14, 01:46 AM (EDT)
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9. "RE: Season 9: April 22nd"
In response to message #8
 
   I'm okay with that.


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laudre
Member since Nov-14-06
349 posts
Apr-16-14, 11:07 AM (EDT)
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10. "RE: Season 9: April 22nd"
In response to message #0
 
   And I thought the last XP bonus event was silly.

R'Mukka, my Ferasan tac captain, managed to just trip over the line to level 40 thanks to me going a bit nuts over Junior Officer Unappreciation Weekend. Then, before I even got over to First City to pick up my starter T5 ship, another couple of doff missions pushed me to level 41.

I go ahead and pick it up (went with the raider, rather than any of the heavier ships, since I tend towards space whales on my established VAs), and, after looking at the gear in the previous ship and realizing how out of date it was, wind up finishing the mission I was on using the stock Tier VIII kit (save for the Bio-Neural Warhead from the SoQub), and no devices or consoles.

That turns out to be a bit slow, but not too horrible.

After I wrap up that mission, I head back to Qo'noS, then alt-hop so I can transfer some EC through my account bank, and afford to do a bit of shopping. Average price for most pieces is about 6K for green Tier X kit (the relatively expensive bits were the impulse engines, deflector dish, and shield). Then it's back to the missions... and four missions later, maybe two hours of play time, she's level 50.

And still stupidly overpowered, even with scaling... save for that one D'deridex that holds me down with a tractor beam, strips off my shields, and pounds me with a trio of heavy plasma torps. Need to figure out how to deal with that.


"Mathematics brought rigor to economics. Unfortunately, it also brought mortis."
- Kenneth Boulding


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Berrik
Member since Jul-10-07
54 posts
Apr-18-14, 03:32 AM (EDT)
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11. "RE: Season 9: April 22nd"
In response to message #10
 
   Attack Pattern Omega and Polarize Hull will both help you get out of tractor beams. Failing that, Brace for Impact will sharply reduce torpedo damage, and Hazard Emitters will remove the plasma burn proc.


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laudre
Member since Nov-14-06
349 posts
Apr-18-14, 11:02 AM (EDT)
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12. "RE: Season 9: April 22nd"
In response to message #11
 
   >Attack Pattern Omega and Polarize Hull will both help you get out of
>tractor beams. Failing that, Brace for Impact will sharply reduce
>torpedo damage, and Hazard Emitters will remove the plasma burn proc.

In that fight, it was as much the suddenness with which everything happened as anything else. I registered the tractor beam at the same time I saw the torpedoes (salvo of three heavy plasma torps) coming at me, when I was just a bit over a kilometer from the ship. My next glance was at my shields, which I saw were almost down on that facing (just a sliver of red left), and I just didn't react fast enough when I realized how much damage I was about to eat.

I'll have to remember that about Brace for Impact, in particular; the whole "Cryptic isn't just the studio's name, it's a mission statement!" thing means that, even with a solid year of regular play under my belt, there's still plenty of things I'm learning. Not only that, but, as I said upthread, I'm used to playing space whales, so I'm very much a novice to the hit-and-run glass cannon of a Raider. Learning to use that cloak effectively is probably going to take me a lot of messy deaths.

(And I have Attack Pattern Omega on the tactical boff I have in the Commander universal station, too. Will have to remember that.)


"Mathematics brought rigor to economics. Unfortunately, it also brought mortis."
- Kenneth Boulding


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Berrik
Member since Jul-10-07
54 posts
Apr-18-14, 03:51 PM (EDT)
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13. "RE: Season 9: April 22nd"
In response to message #12
 
   Try to keep Tactical Team I up at all times; doing so will prevent your shields from getting dangerously low on any one side, as it will dynamically adjust your shield facings towards the sides taking damage.


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laudre
Member since Nov-14-06
349 posts
Apr-18-14, 05:12 PM (EDT)
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14. "RE: Season 9: April 22nd"
In response to message #13
 
   >Try to keep Tactical Team I up at all times; doing so will prevent
>your shields from getting dangerously low on any one side, as it will
>dynamically adjust your shield facings towards the sides taking
>damage.

Yeah, that one I knew. :) In that case, my shields had been stripped so fast that Tactical Team I didn't even have a tick or two to compensate. The whole thing happened very fast.


"Mathematics brought rigor to economics. Unfortunately, it also brought mortis."
- Kenneth Boulding


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Malkarris
Member since Jan-5-11
59 posts
Apr-19-14, 08:14 PM (EDT)
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15. "RE: Season 9: April 22nd"
In response to message #10
 
   Ah, that D'deridex.

Rule number one, you're Klingon, act like it and use your cloak if you can.

Rule number two, always attack the sides.

Rule number three, have Fire at Will (beams) or Scatter Volley (cannons) ready to go. Those heavy plasma torps can be shot down if you have enough time to do it. If you want to spend EC, KDF can buy a point defense console that destroys heavy plasma torps, fighters, etc when you activate it. Search the Exchange for Console Pack - Subspace Jump / Point Defence (KDF get the point defense, Feds get the Subspace Jump, while Feds get the point defense from the C-store ship, and same with KDF and subspace jumper ). Looks like they are going for about 3.2 million at the moment.

Also of use, jam sensors, scramble sensors, Grav Well.

Sorry for the data dump, I've been on a more than usual STO kick.

I won't fight you Atton.
I don't care, I just want you to die.
(Disciple and Atton KOTOR2)


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Gryphonadmin
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Apr-22-14, 03:53 PM (EDT)
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16. "RE: Season 9: April 22nd"
In response to message #0
 
   Oh hey, they changed something in the graphics config so that the game now looks like utter shite on my laptop. Thanks, guys!

--G.
-><-
Benjamin D. Hutchins, Co-Founder, Editor-in-Chief, & Forum Mod
Eyrie Productions, Unlimited http://www.eyrie-productions.com/
zgryphon at that email service Google has
Ceterum censeo Carthaginem esse delendam.


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laudre
Member since Nov-14-06
349 posts
Apr-22-14, 04:50 PM (EDT)
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17. "RE: Season 9: April 22nd"
In response to message #16
 
   >Oh hey, they changed something in the graphics config so that the game
>now looks like utter shite on my laptop. Thanks, guys!

Focus blur or something like that (I'm at work, so I can't exactly fire up the client and check). Also, they reset all the graphics settings, AIUI, so you'd have to redo all of those anyway (oh yay).


"Mathematics brought rigor to economics. Unfortunately, it also brought mortis."
- Kenneth Boulding


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Gryphonadmin
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Apr-22-14, 05:04 PM (EDT)
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18. "RE: Season 9: April 22nd"
In response to message #17
 
   >>Oh hey, they changed something in the graphics config so that the game
>>now looks like utter shite on my laptop. Thanks, guys!
>
>Focus blur or something like that (I'm at work, so I can't exactly
>fire up the client and check). Also, they reset all the graphics
>settings, AIUI, so you'd have to redo all of those anyway (oh yay).

Reset, hell, they've jiggered the config menu all around. I've been messing with it for a little while now, but everything's jaggy as fuck. It hasn't finished downloading yet on my desktop system, so no data there yet. My laptop was pretty marginal before, I had to run it with most stuff turned off and it didn't look great, but it was serviceable. Now, not so much.

--G.
And they probably redesigned the whole sickbay, too! I know engineers, they love to change things.
-><-
Benjamin D. Hutchins, Co-Founder, Editor-in-Chief, & Forum Mod
Eyrie Productions, Unlimited http://www.eyrie-productions.com/
zgryphon at that email service Google has
Ceterum censeo Carthaginem esse delendam.


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BZArcher
Member since Nov-9-05
630 posts
Apr-22-14, 05:26 PM (EDT)
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19. "RE: Season 9: April 22nd"
In response to message #18
 
   I'm on a work trip and considering trying to run it on my laptop this week so I can at least flip a few DO jobs here and there. I suspect it's going to be a trying experience.

---------------------------
We will BUILD heroes!


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Gryphonadmin
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13824 posts
Apr-22-14, 07:36 PM (EDT)
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20. "RE: Season 9: April 22nd"
In response to message #19
 
   LAST EDITED ON Apr-22-14 AT 07:37 PM (EDT)
 
>I'm on a work trip and considering trying to run it on my laptop this
>week so I can at least flip a few DO jobs here and there. I suspect
>it's going to be a trying experience.

Well, that part should work fine - I mean, that's just menus - but the game environment looks a bit dire on mine. It's worth noting again, though, that mine is fairly old - I bought it when I started college version 3, and I'm just finishing my fourth year (no, not graduating yet) - and, as I said before, the game looked no better than "acceptable" before the update. (Also, upon further review, I think part of the problem is that the new ESD design has arseloads of angles in it of the kind that exaggerate iffy texture resolution and/or missing antialiasing.)

Oh, and while I'm bitching, I'd just like to thank the rest of the user base for making it impossible to appreciate the ESD redesign on my desktop system either, even though the graphics work fine there, because every gonk in the fleet is busting out some kind of compulsory disco ball in there. I mean for fuck's sake.

--G.
humanity must be destroyed
-><-
Benjamin D. Hutchins, Co-Founder, Editor-in-Chief, & Forum Mod
Eyrie Productions, Unlimited http://www.eyrie-productions.com/
zgryphon at that email service Google has
Ceterum censeo Carthaginem esse delendam.


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Matrix Dragon
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1347 posts
Apr-22-14, 08:13 PM (EDT)
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21. "RE: Season 9: April 22nd"
In response to message #20
 
   I would pay real money for the ability to just shoot those damn balls.

Matrix Dragon, J. Random Nutter


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eriktown
Member since Jan-28-06
103 posts
Apr-22-14, 10:54 PM (EDT)
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23. "RE: Season 9: April 22nd"
In response to message #21
 
   >I would pay real money for the ability to just shoot those damn balls.

For what it's worth, with Season 9 they now confer some sort of minor bonus for a half hour or so after you experience their effects.

In Dental, we have taken to referring to this as "Emergency Power to Party".


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Senji
Member since Apr-27-07
159 posts
Apr-23-14, 05:49 AM (EDT)
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24. "RE: Season 9: April 22nd"
In response to message #17
 
   >Focus blur or something like that (I'm at work, so I can't exactly
>fire up the client and check). Also, they reset all the graphics
>settings, AIUI, so you'd have to redo all of those anyway (oh yay).
>
Worse, for some of us they reset again every time you log in.

Hoping that gets fixed today.

Also they broke Joystick support ^_^;;

S.


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laudre
Member since Nov-14-06
349 posts
Apr-23-14, 10:31 AM (EDT)
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25. "RE: Season 9: April 22nd"
In response to message #24
 
   > Also they broke Joystick support ^_^;;

I still don't understand why one would want to play STO with a controller, let alone how, given the sheer number of abilities there are that one would reasonably want immediate access to.


"Mathematics brought rigor to economics. Unfortunately, it also brought mortis."
- Kenneth Boulding


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Senji
Member since Apr-27-07
159 posts
Apr-23-14, 11:13 AM (EDT)
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26. "RE: Season 9: April 22nd"
In response to message #25
 
   >> Also they broke Joystick support ^_^;;
>
>I still don't understand why one would want to play STO with a
>controller, let alone how, given the sheer number of abilities
>there are that one would reasonably want immediate access to.

They've not broken controllers, just joysticks. I fly with a Saitek X52 Pro which has more than enough knobs and buttons for everything I need right now, and I use keybinds for a few things I don't need right now.

If the Saitek programmer and/or STO weren't quite so stupid then I could ditch the keybinds too.

Also (a) it's a spaceship game; spaceships are like 'planes and are flown with a stick (b) variable turn rate / run speed are really quite handy. Sadly STO doesn't handle throttle on an axis properly so I have to quantize that so only get 10 throttle settings easily accessable rather than fully variable.

S.


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laudre
Member since Nov-14-06
349 posts
Apr-23-14, 12:01 PM (EDT)
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27. "RE: Season 9: April 22nd"
In response to message #26
 
   > They've not broken controllers, just joysticks.

I've seen complaints on the official forums that support for X360 controllers (which is basically the Windows game controller default assumption) also broke with this update.

>spaceships are like 'planes

*TWITCH*

*TWITCH TWITCH*

>(b) variable turn rate / run speed are really quite handy.

I can see that, although what with STO being an MMO with MMO-style combat (aiming doesn't matter, just facing, and it's a minor miracle cover matters), it seems rather limited utility.


"Mathematics brought rigor to economics. Unfortunately, it also brought mortis."
- Kenneth Boulding


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Senji
Member since Apr-27-07
159 posts
Apr-23-14, 12:40 PM (EDT)
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28. "RE: Season 9: April 22nd"
In response to message #27
 
   >> They've not broken controllers, just joysticks.
>
>I've seen complaints on the official forums that support for X360
>controllers (which is basically the Windows game controller default
>assumption) also broke with this update.

Yeah, since the patch this afternoon I've spotted people who had said their controller was working now saying it wasn't. *sigh*.

Thinking about it, if the controller software will handle it, there's probably enough buttons on an X360 controller for a chord-keyboard style setup for everything you need. I wouldn't want to use it though.

>>spaceships are like 'planes
>
>*TWITCH*
>
>*TWITCH TWITCH*

Yeah, I know, only "like". You can't stall them and you can't Immerman; but on the flipside the 2.5D model STO uses makes them a bit more like 'planes than they would otherwise be.

>>(b) variable turn rate / run speed are really quite handy.
>
>I can see that, although what with STO being an MMO with MMO-style
>combat (aiming doesn't matter, just facing, and it's a minor miracle
>cover matters), it seems rather limited utility.

It's minor; but if you add in that I really really can't handle mouse-based controls<1> and that I had the stick already...

S.

<1> Some ports of Elite had a comment about some NPC being the only person known to go back to keyboard operation after mastering the MOUS. That wasn't me, but it sure felt like it ought to be.


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laudre
Member since Nov-14-06
349 posts
Apr-23-14, 01:30 PM (EDT)
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29. "RE: Season 9: April 22nd"
In response to message #28
 
   > Thinking about it, if the controller software will handle it, there's
>probably enough buttons on an X360 controller for a chord-keyboard
>style setup for everything you need. I wouldn't want to use it
>though.

I don't hate myself enough to even want to contemplate such a set-up.

>Yeah, I know, only "like". You can't stall them and you can't
>Immerman; but on the flipside the 2.5D model STO uses makes them a bit
>more like 'planes than they would otherwise be.

That's... the other direction entirely from what I was thinking, actually :).

Spaceships move in an environment that has (a) microgravity* and (b) a vacuum, and there's no reason at all they should move the way they do in STO (or in canon, for that matter), which is somewhere between a wet-ship, a submarine, and an airplane, depending on the specific vessel. They'll keep going in one direction, at an unchanging velocity, until and unless an outside force acts upon them -- a gravity well, a physical object, the ship's own engines. Orientation is completely arbitrary.

But STO ships bank to make turns, and only move when under power -- shut off someone's engines, and they stop moving, which is actually saying that shutting off one's engines applies acceleration of a vector and magnitude such that it cancels out the original velocity and vector, making them stop dead in the current inertial frame. (Well, that may actually be an effect of the inertial dampeners, of course.) Also, every ship ever defaults to the same orientation on the X, Y, and Z axes, with orientation only going off that plane when a ship is dead in the water (so to speak), and, most importantly, you can't actually pitch more than about 70 degrees off the plane of the ecliptic, so you can't even make a loop. If you want to reach some point that's directly below you on the Z axis? You'll have to spiral downwards.

That's just weird.

Of course, it's all to match up with how this stuff usually works in the canon, and, further, having Descent-style space mechanics could get really weird.


"Mathematics brought rigor to economics. Unfortunately, it also brought mortis."
- Kenneth Boulding

* Gravity affecting spaceships is a lot more complicated than assuming that it's immaterial once you're outside of a planetary gravity well, of course; using the gravity of various celestial bodies to affect vector and velocity is vital to our real-world space exploration, for that matter.

And let's not even get into the impossibly dense asteroid fields...


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Matrix Dragon
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1347 posts
Apr-23-14, 05:33 PM (EDT)
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30. "RE: Season 9: April 22nd"
In response to message #29
 
   >
>And let's not even get into the impossibly dense asteroid
>fields...

Millions of years ago, there were Drunk Q. They're still not sure exactly how they made those.

Matrix Dragon, J. Random Nutter


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BobSchroeck
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Apr-24-14, 08:51 AM (EDT)
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31. "RE: Season 9: April 22nd"
In response to message #30
 
   LAST EDITED ON Apr-24-14 AT 08:51 AM (EDT)
 
>>
>>And let's not even get into the impossibly dense asteroid
>>fields...

>Millions of years ago, there were Drunk Q. They're still not sure
>exactly how they made those.

So there are impossibly dense Q, too.

-- Bob
-------------------
My race is pacifist and does not believe in war. We kill only out of personal spite.


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Matrix Dragon
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Apr-24-14, 08:22 PM (EDT)
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32. "RE: Season 9: April 22nd"
In response to message #31
 
   >>>
>>>And let's not even get into the impossibly dense asteroid
>>>fields...

>>Millions of years ago, there were Drunk Q. They're still not sure
>>exactly how they made those.
>
>So there are impossibly dense Q, too.

Well, I was going with the old theory of mine that anything in the setting that is more fiction-science then anything (Dense asteroid fields, the Badlands, impossibly compressed nebulas) can easily be blamed on the Q messing around with things.

... Although your line could refer to some of the Continuum in Voyager, really.

Matrix Dragon, J. Random Nutter


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Gryphonadmin
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Apr-24-14, 08:31 PM (EDT)
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33. "RE: Season 9: April 22nd"
In response to message #29
 
   LAST EDITED ON Apr-24-14 AT 08:32 PM (EDT)
 
Long ago, at around the same time as the original Wing Commander was making it big, there was another space combat game that was obviously developed by people who had an Axe to Grind with the unrealistic physics models of Star Wars, Star Trek, and, well, Wing Commander (or, as I believe the box described it, "that other space game"). It was called Mantis and it was ghastly, as one might expect of a space combat game utilizing Newtonian physics and "realistic" weapons-in-space expectations (beyond-line-of-sight targeting etc). Unplayable and boring, which is not a combination many games have managed.

--G.
-><-
Benjamin D. Hutchins, Co-Founder, Editor-in-Chief, & Forum Mod
Eyrie Productions, Unlimited http://www.eyrie-productions.com/
zgryphon at that email service Google has
Ceterum censeo Carthaginem esse delendam.


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Matrix Dragon
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Apr-24-14, 09:11 PM (EDT)
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34. "RE: Season 9: April 22nd"
In response to message #33
 
   >It was called Mantis and
>it was ghastly, as one might expect of a space combat game
>utilizing Newtonian physics and "realistic" weapons-in-space
>expectations (beyond-line-of-sight targeting etc). Unplayable
>and boring, which is not a combination many games have managed.

I'm reminded of two separate space combat games now. One of them was the Babylon 5 Starfury game in development around 2000 or so. Like all Babylon 5 items beyond the original series, it choked and died, and that might well have been a good thing in this case. The only thing I remember about it was a preview I saw in a PC Gaming magazine, where the reviewer said he started at the jump gate, pointed the fighter at B5 and hit full acceleration. And was delighted when nothing happened. He claimed that the fact it took twenty minutes to fly to Babylon 5, because REAL PHYSICS, was proof that this was going to be the greatest space fighter sim of all time.

The other thing I'm remembering is from an article on Star Citizen, where the developers commented that they're making it 'realistic, within reason'. They commented that, when experimenting with earlier builds, they went overboard, and found the end result to be too complicated and boring as all hell.

Matrix Dragon, J. Random Nutter


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laudre
Member since Nov-14-06
349 posts
Apr-25-14, 12:21 PM (EDT)
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36. "RE: Season 9: April 22nd"
In response to message #34
 
   Yeah, there's a reason why there should be a limit to certain things...

>He claimed that the fact it took twenty minutes to fly to Babylon 5,
>because REAL PHYSICS, was proof that this was going to be the greatest
>space fighter sim of all time.

... yeah, one of the things that will make me instantly like any given MMO more is if traveling between Places Where I Can Do Stuff does not consume subjectively more time than actually doing stuff. (STO, at low levels, can have painfully long travel times here and there, but (a) I can set autotravel and walk away to use the restroom or get my drink, or just alt-tab to watch a cat video on YouTube or something. And there's also the fact that I can click on a single button and be instantly warped to wherever I need to be, if I so choose, though sometimes doing so requires spending some EC, and sometimes a somewhat non-negligible amount.)

Upthread, I was more bugged by the general assertion that "spaceships are like airplanes" (which, in reality, they're not, although a transatmospheric craft would make that somewhat more ambiguous); while I'd like to have somewhat more freedom of movement in the third dimension (not to mention being able to mess around with orientation if I'm so inclined), I don't object to the general aesthetics of spaceship flight in STO at all. For fuck's sake, it's Star Trek, where space combat and movement should occupy a space somewhere between wet-navy battles, submarine battles, and cinematic aerial dogfighting (as opposed to real-world dogfighting, where you're almost certainly never going to even see your opponent as anything other than a radar blip), based on whatever's cooler. (Same thing with Star Wars stuff, for that matter.)

>The other thing I'm remembering is from an article on Star Citizen,
>where the developers commented that they're making it 'realistic,
>within reason'. They commented that, when experimenting with earlier
>builds, they went overboard, and found the end result to be too
>complicated and boring as all hell.

Indeed -- see, when I think about finding the balance of "respects physics and dynamics of space combat" and "actually playable", I think about some of the combat scenes in B5, such as one in the first season when Sinclair leads a wing of Starfuries in an operation, and one of the maneuvers is to do an attack run, and then, after they pass the target, use the orientation thrusters to spin around without changing vector or velocity to launch another volley.


"Mathematics brought rigor to economics. Unfortunately, it also brought mortis."
- Kenneth Boulding


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StClair
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Apr-25-14, 01:10 PM (EDT)
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38. "RE: Season 9: April 22nd"
In response to message #34
 
   LAST EDITED ON Apr-25-14 AT 01:11 PM (EDT)
 
>I'm reminded of two separate space combat games now. One of them was
>the Babylon 5 Starfury game in development around 2000 or so. Like all
>Babylon 5 items beyond the original series, it choked and died, and
>that might well have been a good thing in this case.

Actually, as I was recently informed/reminded, "I've Found Her" is still out there, though it's still pretty much as it was the last time I saw it, ten years ago. A visit to YouTube can provide some more (visual) details.


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Nova Floresca
Member since Sep-13-13
45 posts
Apr-25-14, 11:46 AM (EDT)
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35. "RE: Season 9: April 22nd"
In response to message #33
 
   >It was called Mantis and
>it was ghastly, as one might expect of a space combat game
>utilizing Newtonian physics and "realistic" weapons-in-space
>expectations (beyond-line-of-sight targeting etc). Unplayable
>and boring, which is not a combination many games have managed.

On the pen-and-paper front, the Battletech people released a space combat module (called variously over the years Battlespace, Aerotech, and probably something else now, and it takes the term "logicistical nightmare" to new and exciting places. There was a separate worksheet just for tracking the velocity vector and fuel consumption of your ships, and it was every bit as un-exciting as it sounds.

"This is probably a stupid question, but . . ."


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Gryphonadmin
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Apr-25-14, 12:53 PM (EDT)
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37. "RE: Season 9: April 22nd"
In response to message #35
 
   >On the pen-and-paper front, the Battletech people released a space
>combat module (called variously over the years Battlespace,
>Aerotech, and probably something else now, and it takes the
>term "logicistical nightmare" to new and exciting places. There was a
>separate worksheet just for tracking the velocity vector and fuel
>consumption of your ships, and it was every bit as un-exciting as it
>sounds.

Ha haaa, Aerotech was FASA's fun and easy space fighter battle game next to Renegade Legion: Interceptor.

--G.
-><-
Benjamin D. Hutchins, Co-Founder, Editor-in-Chief, & Forum Mod
Eyrie Productions, Unlimited http://www.eyrie-productions.com/
zgryphon at that email service Google has
Ceterum censeo Carthaginem esse delendam.


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Nova Floresca
Member since Sep-13-13
45 posts
Apr-25-14, 05:00 PM (EDT)
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39. "RE: Season 9: April 22nd"
In response to message #37
 
   >Ha haaa, Aerotech was FASA's fun and easy space fighter
>battle game next to Renegade Legion: Interceptor.

All I can say is, yikes! To wrap back around to (vaguely) the topic at hand, was FASA the ones who made the fiendishly complex Star Trek combat sim, or were there two bands of rules-crazed lunatics running around back then?

"This is probably a stupid question, but . . ."


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Gryphonadmin
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13824 posts
Apr-25-14, 05:44 PM (EDT)
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40. "RE: Season 9: April 22nd"
In response to message #39
 
   >>Ha haaa, Aerotech was FASA's fun and easy space fighter
>>battle game next to Renegade Legion: Interceptor.
>
>All I can say is, yikes! To wrap back around to (vaguely) the topic at
>hand, was FASA the ones who made the fiendishly complex Star Trek
>combat sim, or were there two bands of rules-crazed lunatics running
>around back then?

Both. FASA did indeed make a Star Trek RPG, and it did indeed have some pretty crazy space combat rules, but you are probably thinking of Star Fleet Battles, a weirdly-unpursued unauthorized game based on Star Trek fanon as of just before The Motionless Picture. (Wrapping back around on itself, the gameplay in the Starfleet Command games, which were properly licensed, is, I am told, Eerily Similar to some parts of the Star Fleet Battles experience. :)

--G.
-><-
Benjamin D. Hutchins, Co-Founder, Editor-in-Chief, & Forum Mod
Eyrie Productions, Unlimited http://www.eyrie-productions.com/
zgryphon at that email service Google has
Ceterum censeo Carthaginem esse delendam.


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laudre
Member since Nov-14-06
349 posts
Apr-25-14, 06:40 PM (EDT)
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41. "RE: Season 9: April 22nd"
In response to message #40
 
   >Both. FASA did indeed make a Star Trek RPG, and it did indeed
>have some pretty crazy space combat rules, but you are probably
>thinking of Star Fleet Battles, a weirdly-unpursued
>unauthorized game based on Star Trek fanon as of just before
>The Motionless Picture.

It's not unauthorized, it's just that its license is very tightly constrained to TOS and TAS (which is why the Kzinti are in its version of the Trek universe), and there's probably strict limits on the specific canon characters they can use (if any -- I've never read any of the books myself). Not only is it still in print, it's got a bunch of spin-off products, including several versions of a tabletop RPG. Paramount watches them like a hawk, too -- as I recall, one supplement released referenced something in TMP, and Paramount got that specific supplement recalled/pulped/whatever for copyright infringement.


"Mathematics brought rigor to economics. Unfortunately, it also brought mortis."
- Kenneth Boulding


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Mercutio
Member since May-26-13
506 posts
Apr-25-14, 08:18 PM (EDT)
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42. "RE: Season 9: April 22nd"
In response to message #39
 
  
>All I can say is, yikes! To wrap back around to (vaguely) the topic at
>hand, was FASA the ones who made the fiendishly complex Star Trek
>combat sim, or were there two bands of rules-crazed lunatics running
>around back then?

That, as others have said, is Star Fleet Battles (yes, two words, not one, very legally two words instead of one) and it at the very least has the virtue of being intuitive in addition to being complex; the rules flow logically into each other so at a certain point you flip over from "aaaaaaaa so many numbers to" to "oh! I see exactly how I can use these numbers to get my space murder on." It's been a called a game designed by engineers, for engineers, which means that after thirty-five years or so it's gotten pretty balanced.

I do not recommend exposing people to it raw, though. You have to gateway drug them into it, and the way it was done to me (by fellow forum dweller Croaker, in fact) was to start with Federation Commander, which uses a stripped-down and in many ways more elegant and cinematic ruleset and has nice friendly cards depicting your starship you can mark all over with dry-erase markers and other things to make play more friendly. If a person ends up taking to it, they often come to wish for more granular control over things like phaser fire, boarding parties, shield facing, etc etc. and that's when you smile and drop a copy of the SFB rules on the table.

-Merc
Keep Rat


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Gryphonadmin
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Apr-25-14, 08:25 PM (EDT)
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43. "RE: Season 9: April 22nd"
In response to message #42
 
   >That, as others have said, is Star Fleet Battles (yes, two
>words, not one, very legally two words instead of one)

In fairness, "Star Fleet" was two words in Star Trek until the movies, too. In fact, in early episodes it's "the Star Fleet".

--G.
-><-
Benjamin D. Hutchins, Co-Founder, Editor-in-Chief, & Forum Mod
Eyrie Productions, Unlimited http://www.eyrie-productions.com/
zgryphon at that email service Google has
Ceterum censeo Carthaginem esse delendam.


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Senji
Member since Apr-27-07
159 posts
May-07-14, 04:26 PM (EDT)
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45. "RE: Season 9: April 22nd"
In response to message #42
 
   >I do not recommend exposing people to it raw, though. You have to
>gateway drug them into it, and the way it was done to me (by fellow
>forum dweller Croaker, in fact) was to start with Federation
>Commander
, which uses a stripped-down and in many ways more
>elegant and cinematic ruleset and has nice friendly cards depicting
>your starship you can mark all over with dry-erase markers and other
>things to make play more friendly. If a person ends up taking to it,
>they often come to wish for more granular control over things like
>phaser fire, boarding parties, shield facing, etc etc. and that's when
>you smile and drop a copy of the SFB rules on the table.
>
Whilst I can quote SFB rules nearly verbatim (interactions interactions interactions dammit) I actually play FC; mostly because it's actually possible to complete a game in an evening without resorting to flying the smallest possible ships or using the cutdown tournament rules.

S.


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StClair
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May-11-14, 01:01 AM (EDT)
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47. "RE: Season 9: April 22nd"
In response to message #45
 
   One of the reasons I loved the various Starfleet Command games, back when Interplay had the license, is that it was SFB with the computer handling all the fiddly bits (energy allocation, turn modes, etc etc) in the background, something which computers excel at.

Also, I still love the sprites/FX they had for plasma torps.


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Senji
Member since Apr-27-07
159 posts
May-11-14, 03:47 PM (EDT)
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48. "RE: Season 9: April 22nd"
In response to message #47
 
   >One of the reasons I loved the various Starfleet Command games, back
>when Interplay had the license, is that it was SFB with the computer
>handling all the fiddly bits (energy allocation, turn modes, etc etc)
>in the background, something which computers excel at.

I wish I could get SFC working on Win 7; but no cheese so far :-).

S.


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Senji
Member since Apr-27-07
159 posts
May-07-14, 04:37 PM (EDT)
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46. "RE: Season 9: April 22nd"
In response to message #29
 
   I had quite a long reply to this but then my web browser crashed and I got a bad cold and couldn't think for a few days. I might come back to it later. :-).

S.


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laudre
Member since Nov-14-06
349 posts
Apr-22-14, 08:30 PM (EDT)
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22. "RE: Season 9: April 22nd"
In response to message #0
 
   Having finished "Surface Tension" (the next installment in the Dyson sphere episode), I can say: shit just got real.


"Mathematics brought rigor to economics. Unfortunately, it also brought mortis."
- Kenneth Boulding


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Sofaspud
Member since Apr-7-06
174 posts
Apr-27-14, 11:36 PM (EDT)
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44. "RE: Season 9: April 22nd"
In response to message #0
 
   Our STO group has been running the new missions and some of the new fleet actions and the new space battleground and...

... this is all really, really keen, actually. I find myself liking most of the changes.

Re: the graphics woes, for some reason they've split the graphics settings into, well, Graphics, and also the Display tab. Because THAT makes perfect sense. I had the horrible jaggies until I found that the antialiasing settings were in the display section.

I don't understand this design choice but I can't say it's not unheralded: STO has never had a proper UI designer onboard, near as I can tell.

At any rate, the new missions are fun. I found myself thinking "This is lame! They reduced two episode arcs to just four missions!" and then I was reminded that most of those episode missions were horribly grindy and non-fun, which is true. They were. These four missions cover the same ground and hook in some of the endgame stuff and ... well, they're pretty nice. They're not grindy at all, you can blast through them or take your time and smell the roses. I think they're very well done.

(I also have to give huge kudos to the devs for doing a SWTOR-like conversation system in them. I really hope that gets expanded elsewhere. It makes it less annoying -- now, whoever clicks first doesn't get to say what all of you do.)

I had a moment of absolute dread when I saw one of the fleet actions. It's basically a lane defense/escort mission rolled into one unholy menage a crappe; except when you get into it they've done everything right instead of giving you the finger. The ships you have to escort are apparently indestructible (well, they're Andorian...), they push forward as fast as you can clear the enemies rather than being scripted to lag behind, and there's no time limit that we were able to find. That action turned out to be a helluva lot of fun.

My dread was unfounded, is what I was saying.

The other fleet action we tried is more typical of standard STO fare, except here again they've opted to avoid the traditional fuck-yous to the players. There is still a pretty substantial one but while the movement debuff is annoying (and can be deadly), it's not unavoidable.

At this point they just need to get rid of the interruptible trigger actions and everything will be roses and sunshine.

Finally, the new space battlezone is... well, it's a battlezone. Except in space. If you like the Voth ground battlezone, you'll probably like this. I note it can pulverize the ability of your graphics card to make with the pretty pew-pew beams and such. During the entire fight the only way I could tell I was shooting was by watching the numbers fly off the enemy (and my power tray cycling). But for all that it's still pretty fun and they've fixed some of the more glaring ground zone problems. In the space zone, you get credit for it regardless of how long you've been there or whether you did enough damage to get past some magic threshold.

All in all I'm extremely pleased with all the updates.

Now, pardon me, I'mma go back to adding glowy techy bits to everyone. :D

--sofaspud
--


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