First, I really enjoy ST and how it shoots. But I agree it has SOOOO much more potential. I love a bunch of these ideas, namely a Warp MB, Klingon SJP increase, and creating more distinction between modes.
To put my additional input as succinctly as possible, the biggest shortcoming to ST right now is lack of breadth to gameplay and scoring options. This borrows from a phrase Keefer has used in the past to describe the key characteristics of gameplay/code (breadth, depth, length). "Breadth" = multiple play progression and scoring avenues available at any given time. Essentially, different avenues to play the game at any given moment. Having different choices of which ST missions to choose aren't really different avenues because the sequence doesn't impact each other outside of Super Modes.
Currently, at any given time we have:
A) Start/play a mission mode.
B) Qualify/start Vengeance MB/mode -- able to stack on top of a running mission. (but the second two levels aren't worth the risk/reward)
C) Qualify/start Klingon MB -- able to stack on top of a running mission.
D*) Shoot warp ramps to qualify an EB (hopefully set to good points in tourney setting) and get Warp 9.9 add-a-ball (lame reward for the performance & risk required).
That's it!! Sorry, but in their current implementation, spinner and pops don't count.
* Warp Ramp is currently only worth it for the EB.
BOTTOM LINE: to me, ST has a "breadth" of only 3 options, and the Vengeance Option isn't all that valid for levels 2 and 3 except to get back to another Vengeance MB. This creates a VERY narrow game.
- Super Modes (ramps, spinner, pops) do lay over the top of all of this, but it takes a bit to get there, and they really represent a combination of depth from the missions with some breadth. So I'll call it a 3+.
- Kobayashi, Enterprise Amok, etc are mini-wizard modes and represent "depth" -- not breadth.
Let's contrast it with, say, STNNG, which has:
A) Start/play a mission mode. (whose missions have a distinct -- and sometimes multiple -- rewards in artifacts. Not just points. Further, the modes are much more distinct from one another)
B) Quality/start Neutral Zone MB/mode.
C) Qualify/start Borg MB.
D) Shoot warp ramp combos for Warp Levels that grant you meaningful rewards that lay over the top of other PF/game features. And a Warp Factor 9 mode that is fun and thrilling.
E) 5Millon/10Million, etc combo shots.
F) Qualify/play shuttle video mode.
G) Advance in rank.
H) I'm sure I'm missing some more here...
Much of ST's breadth problems could be solved with:
- giving meaningful gameplay rewards to Warp Ramp to justify going for it.
- distinction between modes in terms of the shot focus, while keeping the reward mechanisms for hitting combos (because hitting combos is where this pin really shines)
- some side-modes or specific shot rewards (such as a Combo MB that started once you have combo'd each shot a certain # of times, or perhaps advancing in Rank, or Combo hurry-ups) that are eligible during any single ball play, and possibly multiball play.
One item to add to ST's depth and strategy associated with Super Modes:
- Have the points scored in a second/third level mission count toward the first level Super Ramps/Spinner/Pops. This would add a cool element of scoring strategy to play some of the second/third level missions prior to gaining your 1st level 3-in-a-row, and thus, breaks the single lane highway to Kobayashi as a standard sequence to score big points.
Stern/Steve/Tanio: Thanks for reading these and at least considering some of the ideas we've presented. I look forward to ST taking the next leap in terms of gameplay quality!