View Full Version : Personal weapons and inventory
Reinkaos
07-11-2009, 07:10 PM
Will our personal /inventory be limited, in STO? As in, can we only carry so much with us on away missions (therefore having to plan what to take with us)? Or, will our "inventory" be "as much as we can fit in our bags"? Should they appear by way of the mini-transporter system from Elite Force, or ought we have holstered weapons and equipment? Will our things just disappear when we change or holster them, or will they stay holstered and visible? :(
In Warcraft, for example, you can carry as much as you can fit in your bags. So you can have five staves in your bag and a great twohand sword on your back, not to mention multiple armour sets. Should we be able to do the equivalent in STO and carry five different phaser rifles, three different phasers, a few specialised tricorders and some specialised environment suits, "just in case"?
For example, lets say these Klingons (http://img.photobucket.com/albums/v521/MontgomeryGooo/klocky.jpg) are on a mission to destroy something - they need to bring explosives along for that, so that should mean one of the away team has one less slot to bring an other equipment. He may have to forgo bringing his Bat'leth, or disruptor or something in order to bring the explosives.
I would prefer it if we have a limited amount of things we could take with us on away missions, so that we have to prioritise, and don't just bring along something like an Isomagnetic Disintegrator (http://memory-alpha.org/en/wiki/Isomagnetic_disintegrator), "just in case".
Commander_Nate
07-11-2009, 08:00 PM
I hope it's more limited to a certain amount of slots or something like Oblivion was. Your abilities ought to affect and maybe increase certain types of items you can carry or something. Same goes for your bridge officers.
Messer_Macheath
07-11-2009, 08:19 PM
I really don't think the ground missions will call for 7 different weapons in your inventory. I doubt you'll have too many weapons to choose from, to be honest. This being a primarily space-flight game, I doubt there will be as many weapons to choose from as many people think, or are hoping for.
I was thinking they may have class-specific roles for you crew members. For example, maybe your engineers are the only people trained to use explosives, and therefore, if you need explosives for the mission, you will need to take an engineer crew member as part of your away team. If you are rescuing survivors, you'll need to take at least one medic. It wouldn't be about the items you bring, but rather about the composition of your away team.
It would be a risk/reward system when deciding who to take. There would be a modifier after the mission, that determined the amount of experience gained from that mission. Taking your best officers would yield the most experience after the mission (as your away team would logically perform better as a team of seasoned vets than a team of rookies) but you would also be exposing your best crew members to danger. If they did die on the mission, they would either die permanently, and need to be replaced, or they would at the very least need time to recover in the medical bay of your ship after the mission, thereby decreasing your ship's effectiveness while they are recovering (I would like to see them permanently die, for this system I am describing to really work well.) Taking some ensign who's never been on an away mission before would keep your chief's of staff out of harm's way, but that ensign might freeze up if a battle ensues, and he certainly wouldn't have the same expertise that your chief would have. It would take him longer to arm an explosive charge, or treat an injured refugee (or he might not be able to treat them at all, and the mission could fail!)
Also, taking more medics with you on a rescue mission makes sense, because you will be able to treat more civilians, faster, if any are injured. However, you have a limited medical personnel aboard your ship, and losing 2 or 3 doctors would put you at a serious disadvantage if you need to treat members of your crew after returning to your ship, be it in a future battle or random event. These medics would also be worse at combat than your security personnel, making the mission more challenging for you than if you, say, took an away team full of your best security officers, and only a single medical professional.
The way I see it, your crewmen are your items, your "phat loot" in the game. Choosing your team wisely will mean more than what phaser you take with you on an away mission. At least, that's my hope.
-Macheath.
TheDrifter
07-11-2009, 08:41 PM
My gut says there will be some finite limit how just how much stuff you can carry/collect, if for no other reason that to 1) encourage trade/selling/buying and 2) save data space.
Hoarders like me have it rough. Who knows when you might need some fused wiring and a diseased gel pack? :D
Zepath
07-11-2009, 10:35 PM
Here's the rub for Cryptic ... their only real competitor in the "Space MMO" arena is Eve.
Eve's inventory system is mind-blowing. That I'm aware of, its its actually limitless. You can have sooo much in your inventory and up for sale at the various star bases that it becomes impossible to track it all.
And the Eve developers are proud of it ... the game is designed around, and designed such that it encourages you to get insane.
Now I don't expect Cryptic to do an Eve type system, but I certainly would challenge them to knock down this phony-baloney limit that MMO's have today so that people aren't creating "mules" and using the in-game email to kite things they can't store.
Do a Microsoft thing .... figure out how much the average player will need ... then multiply it by 10.
As it is, we're going to have this stable of ships that all have cargo holds .... kind of difficult to explain away why you can only store 60 items in your vault when you have 5 Star Fleet ships of the line at your disposal. LOL!
Zepath
07-11-2009, 10:44 PM
My gut says there will be some finite limit how just how much stuff you can carry/collect, if for no other reason that to 1) encourage trade/selling/buying and 2) save data space.
Hoarders like me have it rough. Who knows when you might need some fused wiring and a diseased gel pack? :D
You encourage trade/selling/buying by being serious about your crafting system and the various types of drops that in the game.
As much as I am over WoW, Blizzard did an excellent job (relative to other MMO's) of maintaining their player economy and crafting system.
I have friends who I used to work with who now work for Blizzard. Blizzard has an entire team dedicated just to their crating system.
They also have a team who does nothing but manage the economy (set prices, set drop rates, monitor player habits, monitor farming, monitor resource node usage, monitor how much money the average player has, how much is going into the game vs. how much is being taken out, etc). Yes, they even track how much gold is coming in from Gold Spammers.
And Blizzard takes both these teams seriously.
Unfortunately most MMO developers don't think a crafting system or the economy is all that important ... and its usually an after-thought.
MajorD
07-11-2009, 10:48 PM
I hope our ground load is rather limited, combat wise. At most we should be able to carry to the ground are a primary weapon, secondary weapon, special device, and mission specific item. Then there could be space for miscellaneous mission items you pick up throughout the mission, which shouldn't have a limit. That means the combat load is limited, but you don't have to juggle items while in a ground mission. I'm something of a pack rat and hate having to decide what to throw away just because I'm collecting stuff faster than I can sell it.
For instance, a team member might have a phaser rifle, dagger, tricorder, and the shaft of Plumbbob needed to for a diplomatic mission. Or, a phaser Type I, shoulder fired anti-shield micro-photon torpedo launcher, and three photon grenades.
One way to handle it is to have items that aren't part of your primary load get transported to and from your ship. That leaves only the truly important things to be carried around all the time. There shouldn't be an actual item limit since we have the cargo bays of an entire ship to store stuff, as well as our captain's quarters. If you can't beam out, then you just carry stuff without a limit until you can beam out. The inventory is going to need a good organization chart so we can look at things by type, name, value, etc.
Well, not no limit. It would be nice if items come two varieties, bulk and individual. Bulk would be capable of filling up cargo space, individual would fill an office or private collection. If you have enough of the same individual item, then it would take up a bulk unit. But over all, it would be nice if there is a tradable material used industrially that it be sold in large portions, such as by the barrel, and that valuable equipment be relatively large or manufactured in large quantity. There would be exceptions of high value luxury type materials and items such as one of a kind originals and latinum, but it would be nice for those to be the minority. I don't want to be collecting and trading in mere handfuls of material when I can literally carry thousands of tons and cubic meters in my ship.
rjc_foxtrot
07-11-2009, 11:00 PM
I couldn't really imagine much of an inventory system in place beyond items of interest (quest items) when on away missions, not much use in picking up those Basilisk Spines to take the vendor :D On your person, you'd have a tricorder, phaser, commbadge, then a toolkit or medical case for those archetypes. If it's more in-depth than that though, I'd venture they'd take a similar approach that was done in Elite Force where there's a personal transporter buffer strapped onto your belt. How that's handled in the UI wouldn't be any different from opening a bag in another RPG and the size would perhaps be dictated by the energy capacity of the buffer.
Starship inventory wouldn't be too hard to figure out though. Size and class of your ship dictates what you'd have room for in the way of cargo space, also done through a simple UI bag principle.
Tribbler
07-12-2009, 03:07 AM
I am all for a limitless inventory and Auction hall sale system.
Too many MMo's do not explain what exactly it is that I just looted, what it is for and how it may be used in the future, so I am forever being a "pack rat" until I can get a definitive answer on this item.
Then with a limited backpack, you have to really think hard what is invaluable and just clutter and what is worthy to keep.
Takes away from the adventure and reminds me of when I am cleaning out my garage.
Boooo! Hsssss!
Reinkaos
07-12-2009, 05:08 AM
Some great ideas here :) I can't remember how often they beam random things down that a crewmember suddenly needs though, unless it was something very mission-specific, and I personally wouldn't like that "explanation" in-game.
I think a phaser and tricorder will be our standard inventory and we'll always have that with us, and "specialists" will get extra space for engineering tools or medkits, phaser rifles and whatnot.. but I just can't imagine having an unlimited inventory all the time, to the effect that we're on the planet Brunnis finding out just what it is the Borg are so interested in, and in a bit of downtime you pull out your Resskian flute and /party. Sure, we should be able to do this while wondering around Deep Space 9 or Risa if we wish, as we might be carrying those sorts of items.. but on an away mission? :confused:
Ship inventory should be relative to its size too, I agree, although a Defiant will be pitifully lacking in that :o
Tribbler
07-12-2009, 05:33 AM
Some great ideas here :) I can't remember how often they beam random things down that a crewmember suddenly needs though, unless it was something very mission-specific, and I personally wouldn't like that "explanation" in-game.
I think a phaser and tricorder will be our standard inventory and we'll always have that with us, and "specialists" will get extra space for engineering tools or medkits, phaser rifles and whatnot.. but I just can't imagine having an unlimited inventory all the time, to the effect that we're on the planet Brunnis finding out just what it is the Borg are so interested in, and in a bit of downtime you pull out your Resskian flute and /party. Sure, we should be able to do this while wondering around Deep Space 9 or Risa if we wish, as we might be carrying those sorts of items.. but on an away mission? :confused:
Ship inventory should be relative to its size too, I agree, although a Defiant will be pitifully lacking in that :o
There will be an Auction House as confirmed by the devs, so there will need to be more than 1000 sales of the same thing.
In order to warrant an AH, it would suggest that there will be various items you will need to create to sell. and the recipe along with the ingrediants too.
I imagine I would want to be a grape farmer in France (All good things) so I can sell fine wines on the interplanetary market.
Saurian Brandy, oh and Romulan Ale FTW!
Meehile
07-12-2009, 05:45 AM
I would favor a reasonable bag storage system for on ground elements. Something like 1 or 2 Warcraft backpack's worth of space.
For ships, storage should be much larger, with the largets ships able to hold a thousand items or more. I think our ships should hold enough for us to not have to need the ubiquitous bank that is in every MMO it seems.
I have a side concerns about vendor loot. Its typically cashed in to any vendor. This is a standard option, and I have no problem with it, however, I would like alternatives as well. Perhaps a system where vendor and other types of no longer wanted loot can be broken down to its basic chemical elements and stored. These can be used to craft future items or even sold via auction or player to player sales.
Reinkaos
07-12-2009, 06:54 AM
I have a side concerns about vendor loot. Its typically cashed in to any vendor. This is a standard option, and I have no problem with it, however, I would like alternatives as well. Perhaps a system where vendor and other types of no longer wanted loot can be broken down to its basic chemical elements and stored. These can be used to craft future items or even sold via auction or player to player sales.
I love this, it could be used to create more matter for the replicator systems for crafting and things :)
Dacrimara
07-12-2009, 07:28 AM
Don't forget... if you are in one of those situations where you cannot beam in/out.. matter transport of items will be inhibited as well. If you didn't bring some mission specific item with you, then your mission is likely to fail unless you can find another solution (like find the needed item laying around or have an engineer that can cobble something together from spare pieces).
As far as I remember, nobody seemed to have pockets (until DS9 and Voyager). So, my take is... the inventory system on away missions should be limited to standard uniform items and whatever you can carry in a tool kit or other small container.
Each member of the away team should be able to carry either two small containers or one big one. The larger box could hold an object that would be too large for a small box and still leave room for a few extra items. Then again, who's to say you can't leave that big item from the big toolbox on the surface so you can gather more of what you find in-mission.
The number of items you could *carry* would then be limited by the number of active away team members you have with you. Should one of your B.O.s be taken out of the action... you would be required to reshuffle the AWAY inventory before he/she (and the *bag*) is taken back to the ship...
The other option will be to have one person control the entire AWAY inventory and not worry about whether or not you lose a team member on the surface of a planet.
NOTE: we have already been told that bridge officers won't die, but will instead be beamed to sickbay and taken out of the action for short period of time.
...just my two strips of GPL
Tribbler
07-12-2009, 07:36 AM
Don't forget... if you are in one of those situations where you cannot beam in/out.. matter transport of items will be inhibited as well. If you didn't bring some mission specific item with you, then your mission is likely to fail unless you can find another solution (like find the needed item laying around or have an engineer that can cobble something together from spare pieces).
As far as I remember, nobody seemed to have pockets (until DS9 and Voyager). So, my take is... the inventory system on away missions should be limited to standard uniform items and whatever you can carry in a tool kit or other small container.
Each member of the away team should be able to carry either two small containers or one big one. The larger box could hold an object that would be too large for a small box and still leave room for a few extra items. Then again, who's to say you can't leave that big item from the big toolbox on the surface so you can gather more of what you find in-mission.
The number of items you could *carry* would then be limited by the number of active away team members you have with you. Should one of your B.O.s be taken out of the action... you would be required to reshuffle the AWAY inventory before he/she (and the *bag*) is taken back to the ship...
The other option will be to have one person control the entire AWAY inventory and not worry about whether or not you lose a team member on the surface of a planet.
NOTE: we have already been told that bridge officers won't die, but will instead be beamed to sickbay and taken out of the action for short period of time.
...just my two strips of GPL
If you remember, there was an episode where Picard, Worf, and Dr. Crusher were on an away mission and went into a cavern, where Picard was captured by Cardassians.
They were wearing Backpacks. There are only 4 Lights!
Loekii
07-12-2009, 07:39 AM
There will be an Auction House as confirmed by the devs, so there will need to be more than 1000 sales of the same thing.
In order to warrant an AH, it would suggest that there will be various items you will need to create to sell. and the recipe along with the ingrediants too.
I imagine I would want to be a grape farmer in France (All good things) so I can sell fine wines on the interplanetary market.
Saurian Brandy, oh and Romulan Ale FTW!
While they have said there will be an AH and possibly a Black Market, they have not explained the economy, nor how things will work.
If the focus/power of the economy break away from the Typical WoW/Eve model, then we might see a marked decrease in 'farming', which means people will not be hording items to 'sell', because it exceeds the utility of the economy.
In otherwords, if 'wealthy' is as meaningless as it has been portrayed in Star Trek, but then accumulation of it will be just as meaningless. People will use the AH/BM for specific items (like a shopping list), rather than as a means to gain wealth/power.
So the Economies affect on Inventory space is still to be determined.
Loekii
07-12-2009, 07:45 AM
Overall, I am hoping to see some 'limited' system, that requires people to make choices about 'what equipment to bring' -- instead of allowing people to bring everything and the kitchen sink.
Imo, bottomless bags/inventory, is just another example of 'dumbing down' games by removing the need to actually think about what equipment to bring, and allowing you to always have an easy solution.
I think going with standard packs, would be sufficient -- which is still overkill, imo.
Reinkaos
07-12-2009, 07:47 AM
If you remember, there was an episode where Picard, Worf, and Dr. Crusher were on an away mission and went into a cavern, where Picard was captured by Cardassians.
They were wearing Backpacks. There are only 4 Lights!
AND ninja-spandex. I don't recall them ever using the spandex though. I mean backpacks :o
Tribbler
07-12-2009, 07:57 AM
While they have said there will be an AH and possibly a Black Market, they have not explained the economy, nor how things will work.
If the focus/power of the economy break away from the Typical WoW/Eve model, then we might see a marked decrease in 'farming', which means people will not be hording items to 'sell', because it exceeds the utility of the economy.
In otherwords, if 'wealthy' is as meaningless as it has been portrayed in Star Trek, but then accumulation of it will be just as meaningless. People will use the AH/BM for specific items (like a shopping list), rather than as a means to gain wealth/power.
So the Economies affect on Inventory space is still to be determined.
Understandably, in times of exploration and normal Federation needs, AH's would not be a fundamental necessity.
Ther Federation is at war, everything needs to be utilized, interraction between shady races will be needed, and all bets are off when at war.
The Klingons have taken off their gloves, and so shall the Federation. The Federation & Klingon races will be seeking help from everyone, and everyone will be using a currency to barter.
The Federation as you once knew it, no longer exists. Watch "Yesterday's Enterprise", even the Enterprises power was no longer used on insignificant luxuries. Everything was utilized to enhance the war effort.
Again, all bets are off. Cryptic is writing this section of the Universe based on the Star Trek genre.
MajorD
07-12-2009, 09:30 AM
Don't forget... if you are in one of those situations where you cannot beam in/out.. matter transport of items will be inhibited as well. If you didn't bring some mission specific item with you, then your mission is likely to fail unless you can find another solution (like find the needed item laying around or have an engineer that can cobble something together from spare pieces).
As far as I remember, nobody seemed to have pockets (until DS9 and Voyager). So, my take is... the inventory system on away missions should be limited to standard uniform items and whatever you can carry in a tool kit or other small container.
Each member of the away team should be able to carry either two small containers or one big one. The larger box could hold an object that would be too large for a small box and still leave room for a few extra items. Then again, who's to say you can't leave that big item from the big toolbox on the surface so you can gather more of what you find in-mission.
The number of items you could *carry* would then be limited by the number of active away team members you have with you. Should one of your B.O.s be taken out of the action... you would be required to reshuffle the AWAY inventory before he/she (and the *bag*) is taken back to the ship...
The other option will be to have one person control the entire AWAY inventory and not worry about whether or not you lose a team member on the surface of a planet.
NOTE: we have already been told that bridge officers won't die, but will instead be beamed to sickbay and taken out of the action for short period of time.
...just my two strips of GPL
They have pockets in TNG, they are just hidden along seems very carefully. Over all, Starfleet personnel travel very light and generally don't need anything they don't carry from the start. They can either scan what they need, or take a small sample.
We have an instance where an item is transported up immediately, when Voyager's processing core was stolen Janeway tagged it with a comm badge and beamed it back up on its own.
Voyager also beamed down large tanks of water.
It's true, there will be instances where transport will be blocked, but that's not really a situation where you want to be thinking about, oooh prety. What should be done in a situation like that is you either tag the item with a transporter booster, or knock out the transport inhibitor, or shield which will then allow transport out.
So, one way to handle the looting of loot is to tag the stuff, automatically, and have it all beamed up at the end of a stage. That would be extremely convenient. If the place is too deep to beam out, then there should be a transporter relay item, actually any transporter platform should be able to work that way and all shuttles have at least an emergency transporter.
Loekii
07-12-2009, 11:37 AM
Understandably, in times of exploration and normal Federation needs, AH's would not be a fundamental necessity.
Ther Federation is at war, everything needs to be utilized, interraction between shady races will be needed, and all bets are off when at war.
The Klingons have taken off their gloves, and so shall the Federation. The Federation & Klingon races will be seeking help from everyone, and everyone will be using a currency to barter.
The Federation as you once knew it, no longer exists. Watch "Yesterday's Enterprise", even the Enterprises power was no longer used on insignificant luxuries. Everything was utilized to enhance the war effort.
Again, all bets are off. Cryptic is writing this section of the Universe based on the Star Trek genre.
Just to clarify, all this is your interpretation and projection.
The Developers have never said any of this, nor have they implied any dependence on 'shady races' and 'anyone that can help'.
Again, we simply do not have the details about how the economy will turn out in STO.
Tribbler
07-12-2009, 01:13 PM
Just to clarify, all this is your interpretation and projection.
The Developers have never said any of this, nor have they implied any dependence on 'shady races' and 'anyone that can help'.
Again, we simply do not have the details about how the economy will turn out in STO.
Your right of course Loekii.
I am hoping however, that Cryptic uses past episodes, common sense, and understanding of wartime industry/economics to set the proper Auction House & Inventory system into STO. :D