(Topic ID: 84100)

Making STLE Star Trek better


By Eskaybee

5 years ago



Topic Stats

  • 117 posts
  • 36 Pinsiders participating
  • Latest reply 4 years ago by Kiwipinhead
  • Topic is favorited by 14 Pinsiders

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There are 117 posts in this topic. You are on page 3 of 3.
#101 5 years ago

Man, great news from the king. I'm really anxious to see what they do with the code!! the key things I imagine are more callouts that are also more coherent to what's happening (Karl Urban!), and sweet sweet combo buildup via callouts/sounds/rewards. This game is great and sounds like it's headed toward being fantastic!

#102 5 years ago

If they started out at a more reasonable price upon announcement it would of instantly been better.

#103 5 years ago
Quoted from Aurich:

Normally I'd agree with you, they really did hook it up, but I just watched that Monster Bash porno of yours, and so I cannot!

Still, STLE is pretty darn nice.

#104 5 years ago
Quoted from RobT:

Still, STLE is pretty darn nice.

» YouTube video

Looks great Rob thanks for the video! I wish they powder coated or chromed that shooter housing as well. But I know some of us pinheads (myself included) always want more.

#105 5 years ago

Been a long day for me but got a chance to chime in. Some great ideas and thoughts coming here. And one thought I had stemmed from another persons idea but, if the level 1 modes were toned down and there was a completion factor - what if when you completed it you are automatically sucked into level 2 and if that is the case the level 2 mode would be shorter than typically starting it by itself and if you complete that the level 3 mission for that mode automatically starts and is even easier than normal as well. So you could potentially slam through 3 missions in a couple mins of good play.

If this were the case, you would have to allow stacked supermodes between seperartes level missions to stack.

#106 5 years ago
Quoted from Eskaybee:

Been a long day for me but got a chance to chime in. Some great ideas and thoughts coming here. And one thought I had stemmed from another persons idea but, if the level 1 modes were toned down and there was a completion factor - what if when you completed it you are automatically sucked into level 2 and if that is the case the level 2 mode would be shorter than typically starting it by itself and if you complete that the level 3 mission for that mode automatically starts and is even easier than normal as well. So you could potentially slam through 3 missions in a couple mins of good play.
If this were the case, you would have to allow stacked supermodes between seperartes level missions to stack.

That said, and this is kind of a reiteration. Some thing I would really like to see are:

- enterprise amok qualified for completing two or three level 3 missions.
- 3 consecutive warp ramps light 2x multipliers.
- combo multiplier build ups: meaning, as you build up your combo the multiplier increases with it. So 2-way combo multiplier starts at 1.25, next combo 1.5x, then 2x, 2.5x, and so forth...with sound effects!
- black hole multiball. All lights out except the lasers!
- better intro to KM mb where it goes through each shot and its value earned.

#107 5 years ago
Quoted from Eskaybee:

That said, and this is kind of a reiteration. Some thing I would really like to see are:
- enterprise amok qualified for completing two or three level 3 missions.
- 3 consecutive warp ramps light 2x multipliers.
- combo multiplier build ups: meaning, as you build up your combo the multiplier increases with it. So 2-way combo multiplier starts at 1.25, next combo 1.5x, then 2x, 2.5x, and so forth...with sound effects!
- black hole multiball. All lights out except the lasers!
- better intro to KM mb where it goes through each shot and its value earned.

Cosign all of this. And I think the complete mode to get autosucked into the next one is an interesting thought. Maybe only if you hit the flashing final shot, you could kind of choose to do it or not by that.

#108 5 years ago
Quoted from Aurich:

Cosign all of this. And I think the complete mode to get autosucked into the next one is an interesting thought. Maybe only if you hit the flashing final shot, you could kind of choose to do it or not by that.

Good idea! But awarding a finished mode by making it's next level easier should also be considered. Both in the code and for a players strategy.

#109 5 years ago
Quoted from Eskaybee:

Ill edit my original post later when I get home. But I forgot to mention that you need to maximize the timers on the level 2 & 3 missions.

Is there a setting for the timer on level II and III missions? I configured my game per your settings in the original post but couldn't find where to look for those two sets of mission timers. . .TY!

#110 5 years ago
Quoted from Rush1169:

Is there a setting for the timer on level II and III missions? I configured my game per your settings in the original post but couldn't find where to look for those two sets of mission timers. . .TY!

Some of them have timers, some don't...but all must be completed by hitting a certain amount of shots. The timed Level 2's allow you to continue where you left off if you time out before completion...the timed Level 3's you gotta hit all the shots in one go!

#111 5 years ago
Quoted from Eskaybee:

Hey guys, news comes in from the man himself. Enjoy:

"Tanio, myself and others on the team are reading the Pinside ST threads, especially “Star Trek= Work. Proposed Solutions Inside”. What we really like is that you are all conducting yourselves like intelligent gentlemen, carefully describing your feelings on how we could make the code more fun and exciting. We are taking in everything, and we’re grateful for your input. The ST problems you have described will be our focal points for solutions and creating fun, rewarding change is our goal.”
“I read Pinside every day, and there’s usually a lot of hate mixed in with some constructive and interesting points. I saw no hate anywhere in this thread, and it goes a long way toward taking Pinside seriously. If you want your needs and concerns addressed, this is the model way to present your thoughts. Thanks.”

Steve Ritchie

Wow! I don't know how I missed this. My confidence in Steve to deliver an amazing finished product has never wavered, but it's still great to hear such encouraging words directly from the man himself.

#112 5 years ago

I just made these changes and played a game. That was really enjoyable seeing all lthe modes I had not reached before.

10 months later
#113 4 years ago
Quoted from Eskaybee:

Hey guys, news comes in from the man himself. Enjoy:

"Tanio, myself and others on the team are reading the Pinside ST threads, especially “Star Trek= Work. Proposed Solutions Inside”. What we really like is that you are all conducting yourselves like intelligent gentlemen, carefully describing your feelings on how we could make the code more fun and exciting. We are taking in everything, and we’re grateful for your input. The ST problems you have described will be our focal points for solutions and creating fun, rewarding change is our goal.”
“I read Pinside every day, and there’s usually a lot of hate mixed in with some constructive and interesting points. I saw no hate anywhere in this thread, and it goes a long way toward taking Pinside seriously. If you want your needs and concerns addressed, this is the model way to present your thoughts. Thanks.”
Steve Ritchie

Quoted from gweempose:

Wow! I don't know how I missed this. My confidence in Steve to deliver an amazing finished product has never wavered, but it's still great to hear such encouraging words directly from the man himself.

Ahhhhhh wasn't it encouraging nearly 10 MONTHS AGO all the positive input! Total $hit that it takes this long for code.

Stern put out a bunch of feel good messages here and on Facebook about caring about code and then went right back to not delivering, SO frustrating. Sorry to revive an old thread was just in it looking at something else and saw some of these last few comments and had to post again.

#114 4 years ago
Quoted from Aurich:

Cosign all of this. And I think the complete mode to get autosucked into the next one is an interesting thought. Maybe only if you hit the flashing final shot, you could kind of choose to do it or not by that.

Quoted from Eskaybee:

Good idea! But awarding a finished mode by making it's next level easier should also be considered. Both in the code and for a players strategy.

agree, but also It'd be nice for there to be a menu option something on/off so that people could elect to play it one way or not..

I know for X-Men it's great that some people can stack everything or nothing in between whatever they like and we can experiment and experience the game differently by a few menu options.

In this way, I can play XM with stacking all on for an easier way to get to DR but after a bit I can take the training wheels off and progress without stacking.

I believe that in the home environment it's great to have these menu options and I can't think it adds much to the code work.

#115 4 years ago

I think whatever happens with ST, either finally getting code or eventually confirming the ball was dropped, it will go down in history. I think it's piss poor management to let it go this long.

#116 4 years ago
Quoted from bemmett:

Ahhhhhh wasn't it encouraging nearly 10 MONTHS AGO all the positive input! Total $hit that it takes this long for code.
Stern put out a bunch of feel good messages here and on Facebook about caring about code and then went right back to not delivering, SO frustrating. Sorry to revive an old thread was just in it looking at something else and saw some of these last few comments and had to post again.

Quoted from spidey:

I think whatever happens with ST, either finally getting code or eventually confirming the ball was dropped, it will go down in history. I think it's piss poor management to let it go this long.

Agree. And I'm a two time loser, having bought XMLE. Still like both games, but the code updates are horrible as far as timeliness'.

#117 4 years ago

ST is such a great layout. SR must be pissed off

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