Author Topic: Star Trek Online?  (Read 2469 times)

Offline 68ZooM

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Re: Star Trek Online?
« Reply #45 on: January 27, 2010, 02:39:15 PM »
I tend to shy away from "preorders" that just tells me the game is no where near complete and need upfront cash to release it, I'll wait for 6 months then maybe look at it.
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Offline Enker

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Re: Star Trek Online?
« Reply #46 on: January 27, 2010, 02:49:42 PM »
...or... its a television show/movie/video game and the director wants to portray something that looks familiar to the audience.  In the absence of atmosphere, hearing the sound of lasers, phasers, etc, etc, is even more silly.  With no atmosphere to transmit the displacement made by sound waves, you wouldnt hear squat.... Buuuuuut, audiences like to hear their explosions.  ;)
Taking the re-imagined BSG Vipers as an example, I would think that during pressurized cockpit or inside-the-helmet shots, the audience would be able to hear the sounds of the cannons firing. The sound waves would be able to transfer through the wing, into the fuselage, into the human being attached to the fuselage, and then into the pressurized helmet/cockpit, where the atmosphere would be able to transmit the sound waves into the ear. Unless, I'm overestimating the distance that sound waves can travel through dense objects. Also, I would guess that the lack of sound, especially laser fire, would be disorienting to pilots in space due to the lack of feedback, so there is no reason why a futuristic society wouldn't be able to play recorded sounds into a cockpit/helmet in order to give the pilot a sense of firing lasers vs. not firing lasers. Of course, the sounds would be triggered only after the laser has fired/begun its spooling up process a la Star Wars, so that trigger pulls after the laser cannons had been disabled wouldn't trigger a firing sound and thus cause confusion for the pilot.

Of course, there is a reason why Science Fiction is called Science Fiction:frown:
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Offline Saurdaukar

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Re: Star Trek Online?
« Reply #47 on: January 27, 2010, 05:41:56 PM »
Taking the re-imagined BSG Vipers as an example, I would think that during pressurized cockpit or inside-the-helmet shots, the audience would be able to hear the sounds of the cannons firing. The sound waves would be able to transfer through the wing, into the fuselage, into the human being attached to the fuselage, and then into the pressurized helmet/cockpit, where the atmosphere would be able to transmit the sound waves into the ear. Unless, I'm overestimating the distance that sound waves can travel through dense objects.

I honestly have no idea whether or not this would be true, but it makes sense.

Since the cockpit and/or helmet would be pressurized, sound would obviously travel *in* it; otherwise we wouldn't have been able to hear Mr. Armstrong.  What I don't know is how an external sound would transmit *to* the pressurized area. 

The recent reboot of BSG had both if memory serves... I recall some scenes showcasing total silence ala 2001/2010, and some with plenty of crashing, banging and so on and so forth.

I bet if we tracked down some quality NASA footage we could answer the question.  If the physical structure of the craft is sufficient to communicate *direct* waves (as opposed to indirect; such as an event a few feet away, in vacuum, with no physical attachment to the shuttle) then we should be able to hear the nozzles firing when the shuttle maneuvers.

Offline Enker

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Re: Star Trek Online?
« Reply #48 on: January 27, 2010, 05:54:37 PM »
I honestly have no idea whether or not this would be true, but it makes sense.

Since the cockpit and/or helmet would be pressurized, sound would obviously travel *in* it; otherwise we wouldn't have been able to hear Mr. Armstrong.  What I don't know is how an external sound would transmit *to* the pressurized area. 

The recent reboot of BSG had both if memory serves... I recall some scenes showcasing total silence ala 2001/2010, and some with plenty of crashing, banging and so on and so forth.

I bet if we tracked down some quality NASA footage we could answer the question.  If the physical structure of the craft is sufficient to communicate *direct* waves (as opposed to indirect; such as an event a few feet away, in vacuum, with no physical attachment to the shuttle) then we should be able to hear the nozzles firing when the shuttle maneuvers.
Hmmm, well, during Apollo 13, weren't the astronauts able to hear the explosion of the oxygen tank as it wrenched apart the metal? Or was that just Hollywood being Hollywood?
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Offline OIO

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Re: Star Trek Online?
« Reply #49 on: January 27, 2010, 06:53:00 PM »
Thing is, SWG pre-NGE did so, so many new and innovative things RIGHT and didnt address the tiny things that started to accumulate and THEN they totally buttered it up with the NGE... sigh.. SOE made gaming history by setting a new low for the industry.

 

Offline Ack-Ack

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Re: Star Trek Online?
« Reply #50 on: January 27, 2010, 07:05:40 PM »
Thing is, SWG pre-NGE did so, so many new and innovative things RIGHT and didnt address the tiny things that started to accumulate and THEN they totally buttered it up with the NGE... sigh.. SOE made gaming history by setting a new low for the industry.

 

I always get a crack up reading how SOE is to blame for the CU revamp and later the NGE update when SOE really had nothing to do with the decision.  LucasArts made the decision for the CU revamp and made the decision for the NGE update and were also the ones responsible for releasing the Trials of Obi-wan expansion and then pulling the switch to the NGE shortly afterwards.  LucasArts had virtually complete control over SWG, SOE was basically the server host and provided the man power to code the game but all design decisions came from LucasArts.


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Offline OIO

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Re: Star Trek Online?
« Reply #51 on: January 27, 2010, 07:27:18 PM »
and you know this... how?


Offline Ack-Ack

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Re: Star Trek Online?
« Reply #52 on: January 27, 2010, 07:32:37 PM »
and you know this... how?



Because I used to work at SOE and was part of the community team while working on SWG specifically since it was in closed beta until I left SOE.


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Offline Warspawn

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Re: Star Trek Online?
« Reply #53 on: January 28, 2010, 03:08:24 AM »
Because I used to work at SOE and was part of the community team while working on SWG specifically since it was in closed beta until I left SOE.


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Nice!~   I had heard about the nuclear explosion at SOE when LucasArts did their thing; didn't alot of folks walk when it happened?  I saw several familiar people from the organization appear on other game boards shortly after the Trials of Obi-wan fiasco...
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Offline Ack-Ack

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Re: Star Trek Online?
« Reply #54 on: January 28, 2010, 03:52:37 AM »
Nice!~   I had heard about the nuclear explosion at SOE when LucasArts did their thing; didn't alot of folks walk when it happened?  I saw several familiar people from the organization appear on other game boards shortly after the Trials of Obi-wan fiasco...

Yep, a few left the SOE Austin studios around the time of the CU revamp.  Those were the ones that saw the writing on the wall earlier than most and got out before things got really ugly.  The majority that left did so around the time NGE was announced internally and after NGE was released.  LucasArts had so much control over what we did on SWG that we couldn't even post in the official SWG forums unless the marketing weazels from LA approved the post first. 

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Offline druski85

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Re: Star Trek Online?
« Reply #55 on: January 28, 2010, 08:19:26 AM »
I'd give a kidney (ok, maybe an appendix) to have a decent developer go back and try to make some changes and re-run SWG pre-NGE.  This thread has brought up some serious nostalgia for my days tracking rancors through the mountains of Dathomir, building camps larger than houses for myself and my compatriots.   :rock  Always had a surprisingly fun time with the crafting professions too, particularly with my master architect. 

Ugh, wheres my *stab LucasArts* emote...  :frown:

Offline Saurdaukar

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Re: Star Trek Online?
« Reply #56 on: January 28, 2010, 08:49:42 AM »

Offline bozon

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Re: Star Trek Online?
« Reply #57 on: January 28, 2010, 10:30:23 AM »
...
Also, I would guess that the lack of sound, especially laser fire, would be disorienting to pilots in space due to the lack of feedback, so there is no reason why a futuristic society wouldn't be able to play recorded sounds into a cockpit/helmet in order to give the pilot a sense of firing lasers vs. not firing lasers.
Vibrations in the aircraft will be felt by the pilot and also likely heard in a pressurized cabin. Projectile weapons have recoil and will create vibrations so the pilot is likely to have some feedback from his own guns. Lasers - a steady beam will not transfer vibrations back, but VERY strong pulses might: 1.21 gigawatt ;) pulse will have a kick of about 4 newton (400gr weight) which possibly will be felt. Anyway, the equipment that generates the beam will likely make some weak noise too.

Some external "sounds" can also be heard, but not in the normal sense of a traveling sound wave from a source to a receiver. An explosion will send many tiny debris and and expanding cloud of gas. A vessel entering the cloud will feel it even if the gas is already very thin not to mention thumping of the small debris. It is very likely that with the speeds involved in spaceflight, the vessel will be supersonic with respect to the gas sound speed and create a weak shock. The sudden jump in density, even a small one (but quite large relatively) may be felt.
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Offline Yeager

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Re: Star Trek Online?
« Reply #58 on: January 28, 2010, 10:57:18 AM »
I wish a small independent developer (team) would create a sci-fi MMO based on the principles of pre CU/NGE SWG.  A MMO that had all the basic features/professions that SWG (absolutely needs decay) had but without the need to be licensed to an external force of evil.

From what Ive seen of the new StarWars mmo all it is going to be is a cool looking squeeker Xbox combat game with voice over.
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Offline Ack-Ack

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Re: Star Trek Online?
« Reply #59 on: January 28, 2010, 12:50:55 PM »
I'd give a kidney (ok, maybe an appendix) to have a decent developer go back and try to make some changes and re-run SWG pre-NGE.  This thread has brought up some serious nostalgia for my days tracking rancors through the mountains of Dathomir, building camps larger than houses for myself and my compatriots.   :rock  Always had a surprisingly fun time with the crafting professions too, particularly with my master architect. 

Ugh, wheres my *stab LucasArts* emote...  :frown:

I know there are a lot that wish and wish for a pre-CU/NGE server but it's never going to happen.  One of the main reasons is that the game was broken ever since it launched.  This can still be seen in the current version, a lot of the bugs that exist today in the game have been there since launch day.  The reason why a lot of these issues have never been corrected is that the fixes would do more harm than good.

Personally, I myself also miss pre-CU SWG, I had a blast playing my Zabrak making him virtually unkillable as a master doctor/teras kasi.  It was fun being able to solo krait dragons and watch Jedi's get frustrated trying to kill me.  I stopped playing for the most part after the upgrade and completely stopped playing after the NGE update.  Another major failing was the lack of content for the space portion.  After they released the Jump to Lightspeed expansion, any new space content took a back seat to everything else which was a mistake because the space portion was extremely popular but the lack of content and attention made space a virtual ghost town.


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