| USS Kelvin Wallpapers from intel
https://boldlygo.intel.com/content/index.html
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20 November 2008, 1:26 pm USS Kelvin Wallpapers from intel
https://boldlygo.intel.com/content/index.html
https://30a101da-fccf-4bc8-8706-c27b2ba12f88.s3.amazonaws.com/BoldlyGo/assets/media/wallpaper/wallpapers/USS_Kelvin_wallpaper_2_1600x1200.jpg
https://30a101da-fccf-4bc8-8706-c27b2ba12f88.s3.amazonaws.com/BoldlyGo/assets/media/wallpaper/wallpapers/USS_Kelvin_wallpaper_1_1600x1200.jpg
20 November 2008, 1:26 pm Re: Federation Small Fighter craft
not really, this is a shuttle sized weapon system, thus this is a basically a Type S-Va Puilse Phaser cannon. and to put it in terms, a S-XV would be equivilent to the damage produced by the defiants Type V's.
plus this is in the TMP era, where weapons designations were different than what TNG on said they were, these would be smaller versions of the Miranda class's Pulse Phaser cannons.
19 November 2008, 1:57 pm Re: Federation Small Fighter craft
not really, this is a shuttle sized weapon system, thus this is a basically a Type S-Va Puilse Phaser cannon. and to put it in terms, a S-XV would be equivilent to the damage produced by the defiants Type V's.
plus this is in the TMP era, where weapons designations were different than what TNG on said they were, these would be smaller versions of the Miranda class's Pulse Phaser cannons.
19 November 2008, 1:57 pm Re: Federation Small Fighter craft
one thing that disturbs me, not that big of an issue, is that it has type Va pulse phaser cannons? if im not mistaken, the defiant had type IV cannons, yet it was introdiced in the 2370s? i think you may want to reclarify your weaponry... fine little ship other than that, great work. :P
19 November 2008, 11:53 am Re: Federation Small Fighter craft
one thing that disturbs me, not that big of an issue, is that it has type Va pulse phaser cannons? if im not mistaken, the defiant had type IV cannons, yet it was introdiced in the 2370s? i think you may want to reclarify your weaponry... fine little ship other than that, great work. :P
19 November 2008, 11:53 am Re: Federation Small Fighter craft
well i siad it could, but if you look at the stats, it's 0-full impulse, which i believe is set at 1/2 or 3/4 Light speed, so basically what that means is the Hull is designed to take tolorances to .999 lights speed, not that it would ever flay that fast ;)
18 November 2008, 5:02 pm Re: Federation Small Fighter craft
well i siad it could, but if you look at the stats, it's 0-full impulse, which i believe is set at 1/2 or 3/4 Light speed, so basically what that means is the Hull is designed to take tolorances to .999 lights speed, not that it would ever flay that fast ;)
18 November 2008, 5:02 pm Re: Federation Small Fighter craft
Flying so close to light speed, how does this ship work around the reletavistic problems encountered at such a speed?
The closer a ship approaches the speed of light without entering a warp bubble, the faster time outside the ship passes.
A 1 day Trip at this ships top speed could equate to a week or more in REAL time......
18 November 2008, 3:27 pm Re: Federation Small Fighter craft
Flying so close to light speed, how does this ship work around the reletavistic problems encountered at such a speed?
The closer a ship approaches the speed of light without entering a warp bubble, the faster time outside the ship passes.
A 1 day Trip at this ships top speed could equate to a week or more in REAL time......
18 November 2008, 3:27 pm Re: how many people do you think STO will have
Honestly its hard to say, the average is in the 100,000 for a solid AAA MMO, with the Trek name behind it I'm hoping that it'll be higher than that. I can asure you of this, the game will start with possibly 500,000+ players (remember Conan did about 600k at launch I belive) and like all MMOs you'll have those people who don't like it, arn't fans or just want to try other things and the population will drop a bit (possibly 1/3 of the players). The reason I feel so strong on that guess is that look at WAR, it was rather hyped before launch and already people are leaving it (just as what happened with Conan) so in the end you can't please all your players but you can try your best to hold onto most of them, which is what I think STO will do.
10 November 2008, 7:29 am Re: how many people do you think STO will have
I figuire about at least 100 to 150,000 initially.
4 November 2008, 1:47 pm Re: how many people do you think STO will have
After the inital launch and first few months, STO will probably have a good 100 thousand plus subs for quite awhile. Everyone won't be happy, but I think this game may be pretty good.
3 November 2008, 10:06 pm Re: how many people do you think STO will have
game will launch with probably 50k subs (war, the most highly anticipated game this year had 175k subs in the first month, a record for any game launch), will probably swell to 200k by 6 months, but because it will be so badly made, the long lifers will be gone by then, the jumpers will have found a new game and STO's numbers will fall to around 75k subs by the end of the first year.
this "game" and i use Game loosely, will be such an utter disaster that no self respecting Fan or even casul fan will even enjoy the 'censored' Cryptic is giving us all in the name of the all mighty quick profit.
3 November 2008, 6:10 pm Re: how many people do you think STO will have
i agree with BLZBUB. i predict that one off the folowing senarios will (more ore less) bee the outkome.
1. it will first be a Zerge rush, then it will boyle down to a core of long term fans and the standard No-Lifers, the fans will explore and ocasionaly (cuite often me thinks ) fight a historical battle (ore fire torpedos like mad at the first ship not from the same side) and have a grate time. the no-lifers will rush thru like the game like a Klingon were chasing them beliving that thats the games goal. (bettre known as the WoW syndrome)
2. same exept that most find it intresting and whant to explore some more, more catch the intrest and the player number goes to ridicules hights.
thats my opinion at least.
Titan-A
3 November 2008, 1:45 pm Possible Problems Of Using Keyboard Alike Controles On A Console
The matter of how a keyboard will work on a console like the PS3 or the Xbox 360 live as on a PC will run the game smoothely. It's just my 2 cents what comes to mind making STO run.
So that in the game the player can grind, craft, survey, fight, controle a spaceship, rank up & explore new worlds. Did I miss anything?
4 October 2008, 12:37 am Exploring STO
One of the things I havant seen in the sto forums and made a thread on is about what kind of scenerios we will be looking forward to playing through in the game. While numerous posters have been discussing at great length pvp and other aspects of combat, no one seems interested in discussing what we may be doing exploration wise in the game. Surprising considering this is a major component of STO.
On the diplomatic front it would be interesting to play through scenerios, where you are required to investigate if the world applying for membership is suitable and ready for membership. During this scenerio, imagine they dont fit the criteria, but discover the world in question is rich in a very rare resource that the federation needs. Do you accept their membership to the federation and deal with the consequences of that acceptance for that much needed resource or do you say "they are not ready yet". and file the world as " to be later contacted"?
A variation on this for the klingon players in mind. The empire sends you to a remote world to study it's potential resourses to the empire, nevermind that it is inhabited by a species in it's early industrial era. The klingons might have to avoid combat, if only for the sake ...
6 September 2008, 10:43 am Re: Starship Combat: Skill and Tenacity over Levels and Numbers
You made a good point with FPS games which I liked in to finish a mission or win over a final enemy. Therefor I found multiplayer games not alike generaly MMORPGs.
A viewscreen for the fight of a enemyship under fire should fit in. I'd like to have RR inside my ship with my crew joined forces with Klingons, Romulans & all the friendly species Federation or not.
6 September 2008, 12:40 am Re: Starship Combat: Skill and Tenacity over Levels and Numbers
He also said it would be like Bridge Commander, I heard both comments 
29 August 2008, 7:24 pm Re: Starship Combat: Skill and Tenacity over Levels and Numbers
Actually what he said was that combat would be more like "tall ships" requiring manuvers and timing to defeat an enemy. But I agree with you, combat should be decided by skill rather than who has the biggest and more numerous guns. But knowing the typical mentality of "most", brainless pvpers if such a system were implemented, they will scream and whine that its too hard and demand cryptic to dumb it down for them. I personally would really like to see a game that for once espouses using your head and creative tactics. Another really good example of this kind of play was demonstrated in the TOS episode "Balance of Terror" as well as in the movie "Wrath of Kahn".
29 August 2008, 9:09 am Re: Officers, Enlisted and Civilian......Should this be the breakdown in STO?
While such a detailed breakdown would be wonderful to see, I definitely think Cryptic's working as hard as they can just to get the game out, systems like this are more icing on the cake that they can simply patch in after Launch..
25 August 2008, 8:36 am Re: Soft Canon Question
I was assuming that Mr. Emmert meant that we may be able to travel back in time and, during whatever mission it was, meet one of the legendary character's whilst there. I cannot see the use of travelling back to Wolf 359 except to study tactics about the Borg. One had best not change the history there, or all heck would break loose and ripple up the time line. How-ever, as you stated Daniels, a temporal visit from people like Capt. Sisko...or even from a travelling Crusher (or the Traveller himself), would not be out of the realm of possibilities.
If they were to screw with the events of Wolf 359, it would invalidate the entire DS9 storyline, it's possible Sisko would not be assigned to the station, and who knows what sort of affect that would have on the outcome of the Dominion War.
Totally agree BLZBUB, they should not mess with events of that size, scope and nature.
16 August 2008, 8:11 am Re: Soft Canon Question
I was assuming that Mr. Emmert meant that we may be able to travel back in time and, during whatever mission it was, meet one of the legendary character's whilst there. I cannot see the use of travelling back to Wolf 359 except to study tactics about the Borg. One had best not change the history there, or all heck would break loose and ripple up the time line. How-ever, as you stated Daniels, a temporal visit from people like Capt. Sisko...or even from a travelling Crusher (or the Traveller himself), would not be out of the realm of possibilities.
16 August 2008, 7:04 am Re: Soft Canon Question
While Emmert did say that we would not be seeing any captains from the shows, he did say that there is always time travel. I would not be surprised if there was a Wolf 359 and Dominion War battle quest for fleets
16 August 2008, 1:43 am Re: Soft Canon Question
Yeah that sorta bothers me as well, he better not use the shatnerverse novels 
16 August 2008, 12:32 am Re: Crews in STO
looks like cryptic ruined it for you again zack.
NPC crews that you modifiy with skills and such. you can invite players on your ship to show em around and do certain specific missions onboard, but otherwize it's every man in thire own ship.
maybe they add the future that let's you play as a team on a bridge later on?
even tho i can understand why they let everyone have thire own ship etc like this. bigger fleets, insted of 3 ships with 15 peps total vs 15 npc fleet.
insted it's 15 ships vs 15 npc's.
13 August 2008, 12:24 pm Re: EVE players of STO.net
im Makimera in there 
13 August 2008, 12:21 pm Re: Crews in STO
Don't forget, in Guild Starbases you could have big research facilities where you research new technologies, aswell as develop ship schematics and configurations, phaser upgrades, etc etc. If a fleet/guild could even have its own 'tech tree' it would rule. Technologies should be traded too
20 July 2008, 12:52 pm Re: Crews in STO
Add to that, if they could build ships too when theyve built a shipyard. And when a base/ship is being built it looks like its being built too :P
Sounds good, and a very valid point, especially in the world of Trek. It would be nice to help people in guilds, to have in a way player cities in space. While the Starbase can accommodate this role with crew quarters, and recreation areas, there needs to be an incentive to come back to you're guild's base, including giving guild the ability to build drydocks and industrial replicator facilities. An example to best illustrate this would be, I left Lotus Fleet Starbase 10, I am heading towards Betazed when I am hit by an Ion Storm, I can turn back, and use the dry docks at Starbase 10 transport to the starbase and chit chat while my ship is being repaired. It can also be worked out to where your guild base would also have fuel storage centers so you can refill your vessel's supply of deuterium and dithium, a cache if u will. I would also be able to go to other guild's bases and "pay" for fuel and repairs. I think in STO they can do ALOT with guilds. I will, I think have a more detailed plan posted later on.
16 July 2008, 6:26 pm Re: Crews in STO
Add to that, if they could build ships too when theyve built a shipyard. And when a base/ship is being built it looks like its being built too :P
16 July 2008, 12:06 pm Re: The Galaxy Class Starship
Large cargo capability (frieght as well as personnel), Large shuttle compliment (if the Fed develops fighters, Galaxy would be good carrier platform)
23 May 2008, 9:33 pm Re: Loading Screens or a Completly Seamless Universe.
Definately no loading screens!
23 May 2008, 9:27 pm Re: Loading Screens or a Completly Seamless Universe.
Perhaps more and more MMOs will "go to commercial" in the future... perhaps you could even offer free or discounted accounts to people who wanted their loading screens to "go to commercial..." that actually sounds kinda cool in a way.
But in all seriousness, I think that Procedural generation is kind of the way to go for ST:O... even before I knew what Procedural Generation was. I would suggest that the STO Dev team develop all the assets that the plug into their ProceduralGen system, but that some kind of AI should be used to create billions of unexplored planets for all these players.
That said, loading assets takes time, even if you aren't "loading" their arrangement, and as such, I would suggest that minor loading times would still exist, but be small enough to be coverable by those ten second transitions. I would suggest animated loading screens over mini-instances, because, in theory, you can carry memory-heavy stuff (including other players) with you into your mini instance, ruining its effectiveness as a loading screen. Much better to stick with some tried and true animations. Of course, vary them, but I don't think a ten second shuttlecraft sequence, or teleportation sequence will really ruffle to many feathers, especia...
23 May 2008, 9:20 pm Re: Loading Screens or a Completly Seamless Universe.
OK I haven't made a post here in a long time. It's been a very long time since I've commented on star trek online. But this certain topic is definitely something that I have to comment on. The only reason why I've never played and MMO and don't like them very much is because they always have those loadings screens. I'm a impatient gamer and I don't like having to wait for my game to continue. Especially if I know it's possible for them to make a game that can be seamless. I know it's possible. And here is proof. It's called infinity: the quest for earth. It has a seamless engine. If you program it right and use the right type of technology it's possible to have a massive universe without the lag. This is how they do it.
They use a technology called Procedural Programming
I quote
"Procedural Programming is a technique to let the computer generate the game universe on-the-fly, in real-time on request, rather than manually building everything. Because of this, the generated universe can be absolutely huge. In Infinity, billions of worlds, most of them never explored by any player, are awaiting the adventurous soul."
end quote
Now isn't that interesting billions of worlds they say. Most of them never explored by any pla...
5 April 2008, 6:57 am Re: Loading Screens or a Completly Seamless Universe.
Heck, we could always go to commercial! That's what they did on the shows afterall.
:P
Haha, did we finally find a way for a play-for-free game? Comercial brakes?
Even if the game is for free, comercial brakes in an MMO would be the most silly thing I would have ever seen.
12 March 2008, 8:29 pm
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