Author Topic: Interior & Exterior Gameplay Integration  (Read 4042 times)

Offline ES_Archer

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Re: Interior & Exterior Gameplay Integration
« Reply #60 on: January 07, 2012, 07:21:18 PM »
Yawns and comes around for a moment.

Yep.  That's how it's going.  Been looking into many aspects, from MP coding, to the terminal prime function layouts. 

@Jon,

You have barked up the same tree I have been climbing all along with this thread.  Level 1 was what seem to get everyone else confrontational.  It irritates me, actually, when people argue over what has been seen and shown on the series/movies.  I laugh every now and then when people finally come to the same conclusion I have reached long ago.  I think I will go back to sleep now.  No need to get all worked up again.

oh oh....I think I was a litle missunderstood...
I didnt mean anything insulting or to get anyone worked up. I was just curious...
I'm a big fan of modding and I look forward not only for this game but for a mod than not only makes it MP but maybe tturn it into a MMO...Kinda like Freeworlds 2.0
Is doing for Freelancer.
I am a Lifetime member in that fail trek game STO ...sigh I know...I was an :idiot, but hey...fool you once...shame on you...
I am a big fan of BC and I always defended that STO should have been a mix of BC and Eliteforce 2 and thats what it seems to be the case with ST:E.
Hopefully with modding it will be the STO that we TREKKIES always wanted.
Again, I was just curious on how you were building a mod without having...the source code to start with.

 :hide

Offline Poseidon

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Re: Interior & Exterior Gameplay Integration
« Reply #61 on: January 08, 2012, 02:02:20 AM »
No No,

Your post did not offend.  Being an STO fan is not a problem at all.  I was hoping that they would create a world much like you describe actually.  Sad that they didn't.

You see, that is what Trek fans want IMHO.  They want more than ships blowing each other apart.  They want intelligent game play.  They want to figure out how to scan an object using over 20 basic scan types, then combining those scan types to utilize over 200 different scan variations.  They can operate bridge terminals that can keep you on your toes with functionality, as well as immerse you into what we see on the series/movies.  It is time we reach that level of complexity in a Star Trek game.  ST:E will only go so far.  The level of complexity I have in mind is much farther then what they have in mind.  I am talking about this becoming a simulation.  Or at least, as close as it can get.  Computers are at that level now where we can get this accomplished.  It will take quite some time, but is doable and should be worth the effort.

Thank you for your post.  I feel there are many out there that want this kind of immersion into the Star Trek world.  I have completed my designs for bridge terminals and main system interfaces.  Hope to produce a proto type scan terminal for you all to play with soon.  It will be limited, but it will give you the idea of what I am attempting to accomplish.
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Offline ES_Archer

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Re: Interior & Exterior Gameplay Integration
« Reply #62 on: January 08, 2012, 08:00:57 AM »
No No,

Your post did not offend.  Being an STO fan is not a problem at all.  I was hoping that they would create a world much like you describe actually.  Sad that they didn't.

You see, that is what Trek fans want IMHO.  They want more than ships blowing each other apart.  They want intelligent game play.  They want to figure out how to scan an object using over 20 basic scan types, then combining those scan types to utilize over 200 different scan variations.  They can operate bridge terminals that can keep you on your toes with functionality, as well as immerse you into what we see on the series/movies.  It is time we reach that level of complexity in a Star Trek game.  ST:E will only go so far.  The level of complexity I have in mind is much farther then what they have in mind.  I am talking about this becoming a simulation.  Or at least, as close as it can get.  Computers are at that level now where we can get this accomplished.  It will take quite some time, but is doable and should be worth the effort.

Thank you for your post.  I feel there are many out there that want this kind of immersion into the Star Trek world. I have completed my designs for bridge terminals and main system interfaces.  Hope to produce a proto type scan terminal for you all to play with soon.  It will be limited, but it will give you the idea of what I am attempting to accomplish.

That right there made me giggle...in antecipation. And you are right, I am tired of STarTrek Games, everyone is just doing ST games, well it is about time we get an actual Simulation of the Trek universe.
THATS what many of us hardcore silent majority want and have been waitting for a long time.
Like I said, Big prop for the team doing ST:E, and even bigger props for adding the mod tools, so we can make it even better.

PS: can I have a peek at your design  :P

Offline AricwithanA

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Re: Interior & Exterior Gameplay Integration
« Reply #63 on: January 08, 2012, 07:44:15 PM »
Aric, I like your reasoning there. Its also canon :)

As I see it what you have is a number of layers, which for ease I've divided into Functionality (Hardware and Software), Security (Hardware and Software), and Display.

1st level is Hardware Functionality: Is the console hardware capable of performing the required function? (Yes/No)
2nd level is Software Functionality: Is the console software capable of performing the required function? (Yes/No)
3rd level is Hardware Security: Is the hardware authorised to perform the function (e.g. hardwired command lockouts)? (Yes/No)
4th level is Software Security: Is the user authorised to perform the function? (Yes/No)
5th level is Display: Is the screen capable of displaying the information (e.g. is it big enough)? (Yes/No)

So to perform a specific function, all the above have to be true (Yes), for it to work.

As I mentioned before, very simple logic flow here. :)

That works perfectly!

1st:  We'd have formfactors like Terminal, Wall Panel, PADD, Tricorder, Desktop Swivel Terminal.  Damage could be factored in to this level, as in, is the terminal too damaged to function.

2nd:  This for me, should mostly apply if the main computer is either down or locked out with some fractal encryption.

3rd:  That is exactly how I see it.  While almost all terminals can do the same thing, SF:Regulations do not allow for it.

4th:  Same as the 3rd layer just with software!  lol  Agreed.

5th:  This makes sense, and canon we never saw a "mobile version", though we do also know custom UI can be created and used via canon so if planned ahead, Terminal UI's could have a different layout depending on screen size. 

That logic flow makes perfect, logical sense and works perfectly with canon!  I love it! 
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