Taken from Darren_Kitlor’s “PROJECT: Starfleet & KDF Intelligence versus Section 31 and other Fringe Groups”:
1) Urban Environments
Urban landscapes (while not the final frontier) are curiously absent in Star Trek Online. These environments would be remarkably suited for diplomatic and intelligence matters (and such environments exist in Champions Online). A solid question exists – how do you create a city at random?
A temporay solution, until the community finds something better, are developing an array of tilesets for major factions (i.e. Klingon Buildings, Romulan Buildings, Federation Buildings, Cardassian Buildings). Assets already exist in the game for many exterior building structures.
The trick with Urban environments is that they are both horizontal AND vertical spaces.
To add building diversity, structures could have catwalks and stairs, allowing players to move between them (and possibly avoiding detection, i.e. aggro distance).
There are a number of missions that could fall under the umbrella of intelligence/espionage: from sabotage/theft/hacking, to convincing contacts, to personal level intelligence gathering.
How can multiplayer be implemented?
3) Faction Cities
Using art assets already in-game or developed in part 1 (and developing just enough to give the “feel” of iconic cities in Star Trek), the developers could quickly roll-out iconic cities from the series.
Examples of canon Capital City Layouts:
* Old Quarter – Qo’noS – Klingon ( – see here – )
* Administrative District – Romulus – Romulan ( – see here – )
* Capital City – Bajor – Bajor ( – see here – )
Many development concerns exist: in-game performance issues, lengthy development time, and whether it’d actually be useful to gameplay/socialization/etc. Here’s some ideas (whether used already or not – just as background).
Performance &/or Development Time Tricks:
* Occlusion – hiding objects behind other ones (fencing/siderails as in Qo’noS).
* Skybox – using a pre-rendered texture box to give the illusion of depth.
* “Invisible” walls – used to prevent access to unfinished areas.
* LoD buildings – used in conjunction with 3, LoD can give the appearance
Note: Using existing assets will help speed up city development.
Suggested wards, burroughs, or cantons to each city:
* Trade Ward: (culture specific and faction-common items, exchange)
* Bars/Clubs: (social hubs)
* Embassy Row: diplomatic missions from your faction (also where intelligence assignments can be given by factions).
* Starport: (ship items, courier/dignitary transport from faction official)
* Instanced housing: players could have a private (on planet) meeting place, perhaps with a pre-rendered skybox of the city out the window, assuming the faction has property laws.
With the ability to eventually create our own custom environments, I think it’s about time to propose a project for UGC creators to build a few cities. Darren’s thread has a few ideas in creating urban (environments) but I thought I’d open it up to suggestions on cities that should be made first. Obvious choice for Earth are:
- San Francisco, US
- Paris, France
- Any suggestion that wins the most votes on Earth (New York City, Las Vegas, etc)
Unfortunately, we should only pick one Federation allied city and work on that until completion (unless we have the manpower to have multiple Federation cities being worked on). Having one city complete and ready to be used for mission making would prove to be a useful benchmark in the creation of other popular locales. It would be rather embarrassing on our part to use cities that are half-baked or mostly incomplete for the variety of missions that will be created for them.
But I also propose we not forget our Klingon counterparts/colleagues. We should also begin a Klingon city proposal. Since there is hardly mention of Klingon cities and even fewer actual pictures of Klingon cities, collaborators will have to get a little creative. I have included a list of cities named in Star Trek lore from Memory Alpha so we can vote on the particular city we should work on first.
Cities of Qo’noS