We've seen the questions that arose since our last Dev FAQ post and wanted to take a moment to first convey our gratitude for your feedback - after so long working in secrecy, the team is overjoyed to be able to talk about their work!
Here are some fresh questions we've seen you mention both here, in the Steam Community Hub and on the Bridge Crew subreddit:
Why did I have to download a large patch even if I haven’t purchased the DLC?
The patch brings everyone up to the newest version of the game client that includes the ability to add the DLC as well as a adding a bunch of bug fixes. It’s important to get everyone on the same version to support match making across the platforms
What if I want to play with a player who doesn’t have the DLC, but I do? What if someone joins a DLC game without actually owning the DLC?
A toggle in the UI enables players who own the DLC to select whether they want to enter matchmaking with the DLC active (which will search for other players with DLC set active) or if they would prefer to play with any players (including players who do not own the DLC). This toggle will automatically be set to off if the player does not own the DLC.
How can players help the Developers find and address bugs?
We try to catch posts people make on forums, subreddits, etc but we can’t watch everywhere and some will fall through the cracks this way. The best way to bring them to our attention is to file a support ticket via https://support.ubi.com and provide as much detail as you can. Adding any links to videos you may have taken of the issue help greatly as they provide a lot more information and context to help our QA staff recreate the problem to investigate it.
Note: duplicate submissions don’t help and, if anything, get in the way, but if you don’t know if something has been submitted already or not by all means put in a ticket. When a ticket comes in for a bug it goes to QA staff who will check if we already have something on it, will record it (JIRA) with all the details. They will work to recreate the issue and will add information on that to the entry so the developers have concrete steps to recreate the issue and know any and all factors going into it. Then the development team gets it and tries to determine if something is wrong and what can be done about it.
Some notes on a few select things that have already been posted:
“…while playing, we entered one system where none of the Klingon ships were firing at us. It was during one of the save the Suribatchi missions. It seemed almost like an anomaly ithe system had totally disabled their ships, but this seemed like a bug”
Yes indeed, anomalies affecting enemies is intended and can have interesting consequences…
“…two exclamation points appear at the same time on the Warp map (Possibly from helm)”
This can happen during Research and Rescue missions.
- During A Research mission, after scanning enough anomalies to turn in, an exclamation point will appear at the new warp location. If the player has triggered and yet to complete the optional objective (rescuing civilians), an exclamation point will remain in the current system.
- During A Rescue mission (especially the space station version) after transporting at least 1 person aboard the ship, an exclamation point will appear at the new warp location. If the player has not yet transported all remaining survivors, an exclamation point will remain in the current system.
1. “…T'Nar on the Aegis and Enterprise (TOS) is still playing with power levels previously set by a player when no player engineer is in game.”
T'Nar will not change power nodes on her own. However, all crew-wide orders, and select orders to other bots, will make T'Nar reallocate power. i.e. Avoid / Evade Target for instance will cause engineer to set 5 engine, 3 shield, 2 phaser.
We are looking to put together a dev blog or post in the near future with more information on voice commands and how they work which will help to better explain interactions like this
“…You've added 'Stand Down' on the Enterprise Captain's holographic on-screen command list, but it doesn't turn off Red Alert. We haven't found that it does anything at all!?”
The stand down command is identical to the “Reduce Detection range” command found on the Aegis. To that affect this is what happens:
- Reset any impulse/warp command to off
- Power settings phaser 3, engines 4 (notably this is to ensure we don’t fly at above 4000 speed), shields 3
- Stop shooting
- Lower shields
- Disarm torpedoes
The Red Alert button remains a manual interaction for the Captain to torment/alert her crew with.
If you submitted a bug report and don't see it here, rest assured that we are recording and investigating each one! We'll have more updates in the future!
We've seen the questions that arose since our last Dev FAQ post and wanted to take a moment to first convey our gratitude for your feedback - after so long working in secrecy, the team is overjoyed to be able to talk about their work!
Here are some fresh questions we've seen you mention both here, in the Steam Community Hub and on the Bridge Crew subreddit:
Why did I have to download a large patch even if I haven’t purchased the DLC?
The patch brings everyone up to the newest version of the game client that includes the ability to add the DLC as well as a adding a bunch of bug fixes. It’s important to get everyone on the same version to support match making across the platforms
What if I want to play with a player who doesn’t have the DLC, but I do? What if someone joins a DLC game without actually owning the DLC?
A toggle in the UI enables players who own the DLC to select whether they want to enter matchmaking with the DLC active (which will search for other players with DLC set active) or if they would prefer to play with any players (including players who do not own the DLC). This toggle will automatically be set to off if the player does not own the DLC.
How can players help the Developers find and address bugs?
We try to catch posts people make on forums, subreddits, etc but we can’t watch everywhere and some will fall through the cracks this way. The best way to bring them to our attention is to file a support ticket via https://support.ubi.com and provide as much detail as you can. Adding any links to videos you may have taken of the issue help greatly as they provide a lot more information and context to help our QA staff recreate the problem to investigate it.
Note: duplicate submissions don’t help and, if anything, get in the way, but if you don’t know if something has been submitted already or not by all means put in a ticket. When a ticket comes in for a bug it goes to QA staff who will check if we already have something on it, will record it (JIRA) with all the details. They will work to recreate the issue and will add information on that to the entry so the developers have concrete steps to recreate the issue and know any and all factors going into it. Then the development team gets it and tries to determine if something is wrong and what can be done about it.
Some notes on a few select things that have already been posted:
“…while playing, we entered one system where none of the Klingon ships were firing at us. It was during one of the save the Suribatchi missions. It seemed almost like an anomaly ithe system had totally disabled their ships, but this seemed like a bug”
Yes indeed, anomalies affecting enemies is intended and can have interesting consequences…
“…two exclamation points appear at the same time on the Warp map (Possibly from helm)”
This can happen during Research and Rescue missions.
- During A Research mission, after scanning enough anomalies to turn in, an exclamation point will appear at the new warp location. If the player has triggered and yet to complete the optional objective (rescuing civilians), an exclamation point will remain in the current system.
- During A Rescue mission (especially the space station version) after transporting at least 1 person aboard the ship, an exclamation point will appear at the new warp location. If the player has not yet transported all remaining survivors, an exclamation point will remain in the current system.
1. “…T'Nar on the Aegis and Enterprise (TOS) is still playing with power levels previously set by a player when no player engineer is in game.”
T'Nar will not change power nodes on her own. However, all crew-wide orders, and select orders to other bots, will make T'Nar reallocate power. i.e. Avoid / Evade Target for instance will cause engineer to set 5 engine, 3 shield, 2 phaser.
We are looking to put together a dev blog or post in the near future with more information on voice commands and how they work which will help to better explain interactions like this
“…You've added 'Stand Down' on the Enterprise Captain's holographic on-screen command list, but it doesn't turn off Red Alert. We haven't found that it does anything at all!?”
The stand down command is identical to the “Reduce Detection range” command found on the Aegis. To that affect this is what happens:
- Reset any impulse/warp command to off
- Power settings phaser 3, engines 4 (notably this is to ensure we don’t fly at above 4000 speed), shields 3
- Stop shooting
- Lower shields
- Disarm torpedoes
The Red Alert button remains a manual interaction for the Captain to torment/alert her crew with.
If you submitted a bug report and don't see it here, rest assured that we are recording and investigating each one! We'll have more updates in the future!
" - after so long working in secrecy, " quote
you realize this is the reason the game got very empty ? we felt abandonned for 1 year
at least thanks for the new stuff and please, do real major upograde to the game in the futur, especially gameplay (some skillfull mecanic , shields arc etc.) new very hard misson for good players
oh and the 2 month late PC DLC is annoying (thanks to sony i guess), i hope you will use that time to give us nice extra stuff :P
we all want for this game to be great, more popular , both apealign to casual and hardcore player, and live it to its full potential
Here's the full quote: "after so long working in secrecy, the team is overjoyed to be able to talk about their work"
In other words, the DEVs were not responsible for the comms blackout for the TNG DLC, Ubisoft management or execs were. Possibly as a license/contract condition. The devs were probably busting at the seams wishing they could tell the world what they were working on.
It sucks, it really sucks, that we were left hanging for so long, but ire should be directed at the right party... or at least, not directed at the wrong party.
love the game but after playing the ongoing missions quite a few times they became repetitive what is needed in this game is group missions (4 crew on 1 ship communicating to other crews on other ships) to fight off enemies as a fleet effort also i know it's taken a year to get 1 extra ship (the enterprise D) but voyager defiant and other ships also in single play the ability to rename your ship, earn credits buy new ship engines, weapons, shields, rcs thrusters, torpedoes, quantum torpedoes hand weapons (for enemies beaming on to the bridge so we can have fire fights on the bridge).
stories that are ongoing with missions not repetitive, problem solving missions, in fleet engagements with the enemy to be not to be destroyed just disabled so we can watch the battle unfold and depending on how damaged your ship is if it can be fixed by your engineering team and put you back in the fight this way the shields and weapons you purchase can be fixed and a random selection of ships of even one ship that is selected to do a side mission to collect a piece of tech or information that can turn the tide in a mission but they have to leave the battle mid game play so they could be damaged at this time so fixing there ship while looking for the item or information could can slow down progress, and depending on how fast the systems are fixed you can get back to half a fleet still fighting or you can be on your own which is going to be just as hard .
and last thing would be communication to other ships to invite them to your mission in single play the more invites the higher the difficulty of the mission
this game can be just as good or better than star trek online with the right story line's and a good starbase (personally flying out of spacedock would be an amazing experience) and earning credits to fix your ship after a hefty battle and seeing worker bees flying round doing the work, i think most of the people would agree that they would be stoked
This is a complete misunderstanding of your own game design / mechanics.Originally Posted by UbiGabe Go to original post
The Aegis has magical 'hand-wavey' stealth technology, which allows her to reduce her emissions and reduce her detection range.
The Enterprise does not.
The Enterprise is detectable by all vessels / sensors at 40km REGARDLESS of what you do to shields, torpedoes or engine power.
Therefore adding a 'stand down' to just turn these systems off is pointless.
If you know anything about military or Star Trek mechanics, STAND DOWN is a command to turn off red alert and combat / defensive systems.
Therefore your implementation is incorrect and flawed.
The Enterprise gains ZERO effectiveness from reducing 'emissions'. UNLESS you have reduced her signature on the quiet in Patch 1.05, however experience with her, has proven otherwise.
Preliminary testing on the Enterprise D, seems to indicate that regardless of power, shields and torpedoes do nothing to reduce range on the Enterprise D. However, it seems that it's not until 38km that she's detected?
It might still be the usual 40, as of Enterprise - I'll do more testing this week.