Author Topic: The Tricorder  (Read 16266 times)

Offline Luke

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The Tricorder
« on: May 10, 2010, 06:34:08 AM »


We'd like to give you guys the opportunity to give your opinions and feedback on the current (non-final) tricorder design.
The UI is something ive put together, and most likley won't be staying, but it gives you the general idea, any questions about that are best directed towards our experts, minuteman and Merciless :P.

We don't have a definate list of what the Tricorders functions will be, so any suggestions or ideas within reason we'll have a look at :)

Also, heres a quick pic to show you my ideas with the UI, but as i said i'll be handing it over to the UI guys but its food for thought.


« Last Edit: November 22, 2010, 12:39:30 AM by Mark »
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Offline Brendan Caulfield

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Re: The tricorder
« Reply #1 on: May 10, 2010, 07:20:32 AM »
Looks like an iPhone!

I like the idea. You could try to release a tie-in iPhone app when it's released, perhaps it could work as a controller for the game? Gimmicky, but fun. And probably impossible (at least impossible to do without rousing the sleeping dog of legal issues...).

Offline Ryan

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Re: The tricorder
« Reply #2 on: May 10, 2010, 09:54:19 AM »
This looks like a great first-attempt at the tricorder.  I like that you're going for something more practical than what we always see in the shows/movies.

My first question would have to be about intent.  What is your intent for the role of this tricorder?  It seems like you want it to be more than just the standard scientific scanner/solve-all instrument, but I am not quite sure.  I guess some other questions and opinions would then stem from the answer to that question.

Going on assumptions and given screenshots:

One comment I have is that I personally wouldn't try to combine functions like you would see on a PADD with those of a tricorder.  In other words, I wouldn't try to put a mission log tab/screen or other data (like mission notes, "database" queries, inventory, etc.) into the same thing that you use to scan for anomalies or generate X mission-specific EM radiation bands (i.e. a PADD vs. tricorder, respectively).  Personally, I would love to see a PADD in addition to this tricorder.  I can understand if that would put undue stress on or add unacceptable amounts of time to the project, but it's just something I think would be good.

I do think those four buttons on the bottom would work well as tabs/modes, meaning each button corresponds to a different screen that you can display for a certain function.  Examples: GEO for a terrain map (topo or other), BIO for a biological scan, AUX for miscellaneous functions like power transfers, daisy-chaining, etc.  Though, to me, there seems like there could be the need for a lot more functionality or modes than four buttons can provide,  so some tweaking or expanding upon this idea could be warranted.

I love that we're seeing this now.  This looks very nice.  I see so much potential for this device, in both the stock delivery and in mods.  I can't wait to see and hear more.
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Offline furswift

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Re: The tricorder
« Reply #3 on: May 10, 2010, 10:13:07 AM »
I've never understood why tricorders and PADDs needed to be different devices. Especially in this day and age of smart phones that let you check email, talk to someone, find your location on a map, browse the Internet, and use thousands of other apps. It just seems more convenient for officers to always be carrying such an all in one device around as one would carry a cell phone. Since this game is post Nemesis, it seems like a good idea to merge PADDs and tricorders into a device that's more advanced than any used by Federation officers on Trek. I think the sleek, iPhone like design is also a good idea.

Offline Ryan

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Re: The tricorder
« Reply #4 on: May 10, 2010, 11:35:09 AM »
I've never understood why tricorders and PADDs needed to be different devices. Especially in this day and age of smart phones that let you check email, talk to someone, find your location on a map, browse the Internet, and use thousands of other apps. It just seems more convenient for officers to always be carrying such an all in one device around as one would carry a cell phone. Since this game is post Nemesis, it seems like a good idea to merge PADDs and tricorders into a device that's more advanced than any used by Federation officers on Trek. I think the sleek, iPhone like design is also a good idea.
I don't really see a problem with that.  All ST games have to stretch canon to an extent and that would be a logical stretch.
oh hai

Offline ODST General

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Re: The tricorder
« Reply #5 on: May 10, 2010, 01:08:47 PM »
Geo obviously should be used for maps of the different environments. Perhaps use the Aux mode to interact with objects that don't fall under its normal functions or something.
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Offline MR_7

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Re: The tricorder
« Reply #6 on: May 10, 2010, 02:06:22 PM »
ooooooooooo nice, looks brilliant i'm sure the final version will be mind blowing

how big is it compared to a hand?

Offline Toxa

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Re: The tricorder
« Reply #7 on: May 10, 2010, 08:20:52 PM »
not very inspired ...

why don't you keep that one ?



also used in ST:EF2

more canon  :P 8)
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Offline Warbird

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Re: The tricorder
« Reply #8 on: May 10, 2010, 09:05:53 PM »
I like it, very simplistic.

Offline furswift

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Re: The tricorder
« Reply #9 on: May 10, 2010, 10:33:04 PM »
Will it be a medical tricorder as well? That seems like a good innovation, that every tricorder is also a medical tricorder. It would be annoying if you had injured or sick people stranded on a planet and your doctor couldn't make a diagnosis because the medical tricorder was smashed and the only working tricorders are "standard" ones.

Offline tnathan475

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Re: The tricorder
« Reply #10 on: May 10, 2010, 10:34:21 PM »
not very inspired ...

why don't you keep that one ?



also used in ST:EF2

more canon  :P 8)

I agree. I don't really care for the one you made....way too much apple computer.

Offline iko1234

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Re: The tricorder
« Reply #11 on: May 10, 2010, 10:55:38 PM »
I agree. I think that if the shell looked more like the screenshot by Toxa, (The one used in EF2) it would look more Trek and less iPhone. Great idea though, and don't think that having it have PADD features is so bad, we can stretch canon a bit :) Great job otherwise.

Offline iko1234

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Re: The tricorder
« Reply #12 on: May 10, 2010, 10:57:12 PM »
Oh, and I don't mean to be a pest, but just like the screenshot, I think the tricorder GUI should maintain the "lcarsy" feel as much as possible. Just a thought.

Offline MR_7

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Re: The tricorder
« Reply #13 on: May 10, 2010, 11:42:09 PM »
Oh, and I don't mean to be a pest, but just like the screenshot, I think the tricorder GUI should maintain the "lcarsy" feel as much as possible. Just a thought.

yee he said the UI wasn't staying (quoted below)

The UI is something ive put together, and most likley won't be staying, but it gives you the general idea, any questions about that are best directed towards our experts, minuteman and Merciless :P.

It could look more like the original but you have to look at the advancement in technology and also the style as the technology advances. This being the most modern era of Star Trek (excluding Star Trek XI) would fit a more slim-line style we're used to in real life. Just like the Ships, Galaxy class very 90's, Sovereign class very "nought-ies" (as people name 2000-2010. if you guys didn't get that :P).

It fits, in my opinion, and i'm sure the other tricorders will be in there aswell :D

Offline sman789

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Re: The tricorder
« Reply #14 on: May 11, 2010, 12:10:12 AM »
I love the new tricorder and would be happy to see it in game. I hated the ones used in the series because they were, quite fankly, the worst piece of prop design ever attempted. But this one you've made actually looks like something one might expect to see in the future...

Offline Luke

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Re: The tricorder
« Reply #15 on: May 11, 2010, 02:31:31 AM »
Thanks for the comments guys, some interesting stuff. :)
In terms of tricorder vs PADD, if you would rather see the personal messaging and comm stuff left to the padd then we'll have a look at doing that, but it might be a bit of an inconvenience switching between the two.

not very inspired ...
And copying an already existing design is? :P
If enough people say they want the nemesis tricorder then we'll do it, or it might even be modded in at a later time. Just trying to do something different.

I agree. I think that if the shell looked more like the screenshot by Toxa, (The one used in EF2) it would look more Trek and less iPhone.
I see where your coming from, what about something more chunky, more like what ive attached (minus the lcars screen and extra buttons)?

btw, feel free to post some fan designs, or your own designs/ drawings, allways food for thought.


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Offline sman789

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Re: The tricorder
« Reply #16 on: May 11, 2010, 05:05:29 AM »
That's cool, makes it easier to press the buttons when they're like that (if it were real, of course). As long an it has a big touch screen then it aught to be fine, but if it starts to look like the chucky useless VOY ones then it's probably not going to look good.

Offline MajorD

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Re: The tricorder
« Reply #17 on: May 11, 2010, 05:21:40 AM »
This is a great direction of the tricorder and the sort of thing I was hoping for both physically and for the interface.

Aesthetically, I think it needs work. I find it amusing that it's so close to the iPhone/iPod, but at the same time it misses the visual impact of those devices. In part, I believe the dark grey is the wrong direction and I think it should have as few physical buttons as possible. That's one thing about the iStuff that I like, that Steve Jobs always try to eliminate as many buttons as possible for as clean a look as possible. On the other hand, my first impression is it needs more shape to it. Your second version with the extension is a good attempt.

The tricorder will have emitting and receiving devices within it in the same way the iPhone or any cellular phone does. On my iPhone they allow for that with the black plastic at the bottom, since the rest of the devices is metal. In the same way, the transceiver end of the tricorder should be a different material forward and down. Unlike the iPhone, which has a mic and speakers on the bottom, as well as a female jack for charging and data transfer, the tricorder has nothing like that, so the screen should go all the way to the bottom. Put only buttons along the sides, pretty much as you have them, however, I wouldn't use rocker switches.

On the other hand, the Apple aesthetic is probably too modern for Star Trek. Following the Nemesis tricorder just a little may be worth while. Notice how it has an hour glass shape with rubberized grips. The flip out sensors on it is too fragile, so I would ignore that and go for the solid sensors extension like the one you have in the second attempt.

Feature wise, I think the tricorder should be able to handle everything, comms and PADD functions included. It's only logical. However, while all tricorders should be capable of those functions, all PADDs should not be capable of traditional tricorder functions. In this way, we would have the iPad/iPhone dichotomy, as a modern example. You don't need the complete sensors package for reading or interfacing with the ship's network, also we're not dealing with civilian devices, but things made for Starfleet. The civilian model may very well be a tricorder lite capable of holographic photography and projection.
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Offline Toxa

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Re: The tricorder
« Reply #18 on: May 11, 2010, 05:37:00 AM »
And copying an already existing design is? :P

is canon 8) :P

IMO the nemesis model is the best tricorder ever made  :D but your last model looks pretty good  :)
« Last Edit: May 11, 2010, 05:43:55 AM by Toxa »
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Offline MajorD

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Re: The tricorder
« Reply #19 on: May 11, 2010, 06:12:33 AM »
Secondary Abilities:

Comm

The tricorder should be able to handle comms, but by making it like an iPhone you actually make it more primitive than all commbadges. This is because the current commbadges handle perfect voice recognitiion and person to person connection. Either, you have to accept that you are making a more primitive system in order to keep a coherent in-universe placement of features, or you have to accept an out of context, but more advanced system for the traditional voice commbadge. I would accept either execution in this case, but I lean toward having a free floating out of context communications menu to reprisent the normal comm badge. I realize this means it being unlikely to have feature duplication through the tricorder. That's the reason why I'm ambivilant, the comm controls will look better through the tricorder and in its own way that is more important since comm control will be visual rather than verbal.

Outside of communicating with crew, the tricorder should have scientific communications options. I'm not sure what these features would be, but some would involve signal gain and breaking jamming, as well as directional signal detection and transmission, perhaps even signal recordering and transmission to the ship for code breaking. The tricorder can even be where dialog is archived.

Since everything should be networked, it should be possible to record what a commbadge hears through a remote tricorder.


Ship System Access

The tricorder should be capable of interfacing with every ship's systems, even the helm. It should be cumbersome since the interface is smaller, but it should possible to work every system. This would require a command code, the same thing Kirk used to defeat Khan. It wouldn't be something you manually input, instead an automated sequence would happen, your character speaks the code and it apears on screen as confirmed.

This would be a special command program that only the highest ranking officers have. Even abrieviated versions would be too much of a risk since they would need the ship code to work.

I came up with an idea for remote control of ship's weapons on the ground at the STO forum. I'll modify it for this to some extent.

Quote
Orbital Bombardment and Orbital Support Fire are attacks I almost desperately want for the game. I can think of several ways it can be done.

Orbital Bombardment

    * You get a world view centered on your current ground based location. It's much like Google Earth and it marks off everything of importance based on the zoom scale. You see this through the tricorder screen. This allows orbital bombardment on any scale.

This would be the tricorder linking to the ship's sensors and data banks, as well as its own sensors and storage to create the global view. Imagine you find a structure underground while you are in orbit and it is either shielded or so deep underground that transporters won't function. So, you open the map (either from the tricorder or a ship console) and target the specific structure, either dropping its shields or digging a whole. While on the ship, instead of the tricorder filling your view, the main view screen or whatever console you use will fill your view thanks to zooming. Or, an extremely hostile alien of great power, a virus, a parasite, or otherwise very hostile civilization. They have to be eliminated for the safety of your crew and of the Federation as whole. So, you target a large swath of land and wipe it off the world with a single torpedo set to max yield. The above situations have happened in various episodes to one extent or another giving all the more reason to have such abilities in the game.

Orbital Support Fire

    * You whip out a tricorder and use it to guide a narrow beam from orbit, allowing you to sweep the beam where ever you point the reticule.
    * You hold your tricorder on a particular target, be it a person, vehicle, or structure, and the ship automatically determines what is needed to kill the target.
    * You click and drag a circle with the tricorder to determine the radius of the phaser strike.
    * You target a person, vehicle, or structure and drag the radius of the circle, using the stationary or moving target as the center of the strike with an area effect of your choosing.

We've seen abilities similar to these in episodes and and movies which answers whether such powers can be in the game, why they should be in the game is because they would be awesome, fun, and useful.

The weaknesses of such attacks would be the minimal safe distance at which you can use those abilities. Starship weapons are extremely powerful, although, torpedoes do seem to be able to confine their energy to target shields without an area effect, so torpedoes would be good against hard targets such as vehicles and structures. Phasers have dangerous area effect, but would be faster responding and good against soft targets, people and unprotected vehicles, especially groups of soft targets. They too can be confined.

I think the real weakness of these attacks would be the fact that if you are setting up to use these, then you aren't firing on the enemy. It should take a few seconds to get these attacks going, and in that time all it will take is a few phaser hits to put you down. So, that will limit orbital support fire mostly to when you are fighting really large groups, or when you have the element of surprise so you can set up an orbital ambush. If you don't know where the enemy is, then you won't be able to use orbital support, although, with a general idea and a wide enough attack you could get some lucky hits. Even so, if most combat is indoors, it will simply be too dangerous to try using orbital support fire, since you could collapse the building on yourself, but it would be awesome if you did need to call support fire on yourself to get out of a shielded building or ship.

Contextual Control

In addition to control of systems as broken down by department, it should also be possible to point the tricorder at an object in order to see if you can gain access. Whatever the pertinent control is for that object should automatically activate. That way, if you are at a shield emitter in a hallway, you hit the easy access button on the side of the tricorder and it brings up that particular object's controls. Point it at a rock and you get geological analysis. Point it at a person and bioscan activates. Point it at a phaser and you get a tech scan option, and it would tell you have to set the thing for overload, as well as how much of a charge it has, and its settings and statistics. Point it at a safe and it will bring up an encryption breaking program. At alien text and it will provide a visual translation.  This would cut down on what could otherwise be endless searching through control hierarchies. None of this would mean those are the only options for those objects, but it would be the generally most useful option.

Beaming

Beaming should be under a single button with all beaming methods under that. But for quick beaming, there should be a single click beam button that will beam up whatever you are point at, as long as you are in beaming mode. One of the side buttons would take on this function, so there would be the contextual switching button, and the contextual use button. There should be a more advanced beam window that allows you to beam whatever you look at, but which has options for where on the ship the thing is beamed, be it the med bay, a cargo hold, brig, transporter pad, or space on a wide beam dispersal setting.
« Last Edit: May 11, 2010, 06:19:50 AM by MajorD »
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