Star Trek Online Battle
What's your favourite episode? How is romulan ale brewed? - Star Trek in general :-)
posted on February 17th, 2011, 11:04 pm
by too slow i meant lasted too long cos phasers were so weak and ran out of batteries too fast.
ships movement was generally acceptable in BC
ships movement was generally acceptable in BC
posted on February 17th, 2011, 11:09 pm
I'd prefer them too weak over too string; battles may take a while, but at least you don't kill the enemy too fast. Not that mods were much better, most of them shred the enemy in a few shots.
posted on February 18th, 2011, 4:13 am
Jan wrote:Myles, STO is an MMORPG. Such games usually have relatively low graphical quality when comparing them to single player games (with more or less online involvement). You can'T just set a high res graphics for such massiv online games. Servers would break down cos of trafic overload. Unfortunately that's why MMOs ususally look more clunky and not realistic.
why would that overload game servers?
shouldn't your PC deal with graphic? server should just send info about when where what to load from your hard drive.. etc and coordinate your actions with others
you should not load textures and models from server during play
at least thats what i thought
posted on February 18th, 2011, 4:55 pm
Last edited by Atlantisbase on February 18th, 2011, 4:58 pm, edited 1 time in total.
First off WTF is with that bridge. It looks like a ballroom in Versailles or something.
Second, why do the engines have contrails?!?!
That makes absolutely no sense, from any stand point.
Third, while in principle, firing multiple phasers at once isn't odd, didn't the Enterprise do that in Nemesis? But firing multiple beams from points very near each other targeting the same spot, doesn't make any sense. Why not just fire a single more powerful beam? Multi-beam firing only makes sense if you're going to use multiple arrays over a larger area or multiple targets.
I'm also curious as to why it should matter. All of the models, textures, etc. should be stored locally, unless this is a browser game or something silly like that. All the server should be dealing with is locations, events, etc.
I agree though that BC's weapons may have been just a little under powered, especially relative to ship size. So battles did drag out a little bit. Since I know nothing about STO, I can't comment on whether the weapons are overpowered, but I'd rather have weapons be slightly above than slightly below.
Second, why do the engines have contrails?!?!

Third, while in principle, firing multiple phasers at once isn't odd, didn't the Enterprise do that in Nemesis? But firing multiple beams from points very near each other targeting the same spot, doesn't make any sense. Why not just fire a single more powerful beam? Multi-beam firing only makes sense if you're going to use multiple arrays over a larger area or multiple targets.
Mort wrote:why would that overload game servers?
shouldn't your PC deal with graphic? server should just send info about when where what to load from your hard drive.. etc and coordinate your actions with others
you should not load textures and models from server during play
at least thats what i thought
I'm also curious as to why it should matter. All of the models, textures, etc. should be stored locally, unless this is a browser game or something silly like that. All the server should be dealing with is locations, events, etc.
I agree though that BC's weapons may have been just a little under powered, especially relative to ship size. So battles did drag out a little bit. Since I know nothing about STO, I can't comment on whether the weapons are overpowered, but I'd rather have weapons be slightly above than slightly below.
posted on February 18th, 2011, 5:58 pm
Atlantisbase wrote:First off WTF is with that bridge. It looks like a ballroom in Versailles or something.
All sets are that way. They have to be. At any given time there could be well over a hundred people in the same room.
posted on February 18th, 2011, 8:33 pm
086gf wrote:All sets are that way. They have to be. At any given time there could be well over a hundred people in the same room.
WTF? why would 100 people be on 1 bridge?
posted on February 18th, 2011, 10:14 pm
posted on February 18th, 2011, 10:19 pm
Nice replay, they could give FO commentators a bit of competition.
posted on February 18th, 2011, 10:45 pm
Mort that's what I heard and it sounded reasonable. For example: Why do devs insist of having low poly count models? Each bit of important information has to be shared to all players in a network. Have 8 people and it's fine - have 100000 and you have a problem...
posted on February 18th, 2011, 11:06 pm
Jan wrote:Mort that's what I heard and it sounded reasonable. For example: Why do devs insist of having low poly count models? Each bit of important information has to be shared to all players in a network. Have 8 people and it's fine - have 100000 and you have a problem...
Using low poly models has nothing to do with network performance, unless the game is programmed in a completely silly way or is streaming data - generally the data will be downloaded beforehand. They don't send model or texture data over the network, just positional and logic information used to recreate the scene on each client which is generally a very small amount of data.
Using less demanding model will improve performance but only because it will take less time to render. They'll use lower detail models as lower requirements means people with less powerful systems can play the game, so more subscribers and more money.
posted on February 18th, 2011, 11:16 pm
I take it back, HERE's your spaceship battle.
YouTube
- Eve Online - AT7 Day 4 - Laconian Syndicate Vs The Important Internet Spaceship League
YouTube
- Eve Online - AT7 Day 4 - Laconian Syndicate Vs The Important Internet Spaceship League
posted on February 19th, 2011, 2:27 am
Myles wrote:WTF? why would 100 people be on 1 bridge?
Yeah, and why should it have to be three stories tall. What are they going to do, stand on top of each other?
posted on February 20th, 2011, 1:16 am
Atlantisbase wrote:Yeah, and why should it have to be three stories tall. What are they going to do, stand on top of each other?
i guess thats because of camera.. some ppl might like camera to be far away and instead of transparent sealing.. interiors are awfully HUUUUGGGGGGEEEEEE

bdw have you seen engineering? or just corridors.. i think i could fly with shuttle in there

posted on February 20th, 2011, 1:20 am
Last edited by Tyler on February 20th, 2011, 1:22 am, edited 1 time in total.
The interiors is mainly an Acceptable break from Canon. If you're going to have multiple people around (player or NPC), you'd need room.
Not that canon designs had shown much issue with that...
Not that canon designs had shown much issue with that...
posted on February 20th, 2011, 1:50 am
Last edited by Anonymous on February 20th, 2011, 1:52 am, edited 1 time in total.
off-topic but something i find that might not be true in certain circumstances
hmm why should that be impossible?
ships are usually equipped with life-support systems.. which means Oxygen for crew to breathe and/or as part of fuel
or in STO plasma grenade explodes beneath you and you are just like.. "hmm warm.. tingling"
Explosions In Space
Should be impossible...
hmm why should that be impossible?
ships are usually equipped with life-support systems.. which means Oxygen for crew to breathe and/or as part of fuel
or in STO plasma grenade explodes beneath you and you are just like.. "hmm warm.. tingling"
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