-Drexel-: After we blow up an enemy ship do we have to still deal with the massive explosion of the warp core or is it simply aesthetic?
Yes, the warp core breaches delivering a massive explosion. The bigger the ship, the bigger the explosion. You have several seconds to get out of the way, and I suggest you do so – especially if you shields are down at the time.
GrandPotato, eddie: Will there be boarding parties? If so, can you capture vessels, or does that just disable them or something?
Yes there are boarding parties. It's a Bridge Officer skill that launches shuttles at a target. The more crew you have (bigger ships have bigger crew), the more shuttles you launch. The shuttles can be shot down, and if that happens, you will lose those crewmen. If they make it to the target, the boarding party may damage and disable the ship's crew, and systems. They will then transport back to your ship (so don't blow up the target ship when your boarding party is on board). There is also a security team skill that can be use to repel boarding parties.
Descender: Will STO have a tactical feel similar to the old Starfleet Command games, where you could utilize almost everything on your ship, from ECMs to Tractor Beams? Or is it more focused on movement and shield management?
Space combat is entirely tactical. You will manage power, shields, position, firing arcs, engines, Bridge Officers as well as your own abilities. There are hundreds of player and Bridge Officer abilities from Tractor Beams, boarding parties, ejecting warp plasma, cloaking devices, emergency power, sensor scans, sensor jamming, deflector beams, attack patters, holograms, ramming speed, and on and on and on.
Mikx: How many bridge officer abilities do we have available in space combat (abilities per npc) and can we change them on the fly?
Well, you will start with one Bridge Officer with one ability and can eventually have up to 12 abilities active at one time on high end ships – about 5 or 6 seated Bridge Officers or various ranks. You can eventually have around 8 or 10 (still TBD) Bridge Officers total in your roster – each with 1-4 abilities each. You cannot change your bridge officers in combat, but you can change them any time between combat.
Phillip: How much of a destroyed ship will be available to loot?
Destroyed ships drop loot similar to other RPG or MMO games. Some will drop nothing, while others might drop rare items.
Mikx: In an interview, a developer stated that science vessels now innately target subsystems. Is that still the case, and how does that work?
Science vessels have the innate ability to target an enemies subsystems – weapons, shields, engines or auxiliary. When you activate this ability, your beam weapons will weaken, or "debuff", that subsystem. There is also a chance the attack will take that system offline for a short while. Some Bridge Officers also have a skill to target subsystem. These skills are better than the innate versions available to all science vessels, but they are limited to targeting a specific subsystem. So any ship can target subsystems if they have a Bridge Officer that has the skill, but you will need to dedicate 4 Bridge Officer skill slots to have access to all 4.
Reader Comments (26)
Posted: Nov 25th 2009 6:09PM ultimateq said
Wow that was a great read. There was some GOOD information there.
I'm curious to know if we can target specific systems, such as engines, weapons, etc, to disable the opponent ship. I guess I shoulda asked!
It was probably covered though, I'm just to lazy to search around.
Reply
I'm curious to know if we can target specific systems, such as engines, weapons, etc, to disable the opponent ship. I guess I shoulda asked!
It was probably covered though, I'm just to lazy to search around.
Posted: Nov 25th 2009 6:38PM CCon99 said
I really hate the Cryptic Death Penalty they put in their games. So basically they're telling us that if your ship is destroyed, you respawn in the zone, and then go back to attacking the ship that just killed you. Yeah that sounds like a ton of fun, just like CO's 5 person instances, the average player just dives in, kill as many as you can, respawn, dive back in and keep killing and respawning more till they're all gone. Then when you try to organize the group into using more tactics, then they just question you "why bother" since death doesn't matter and you can easily run back to the fight in 10 seconds.
It's really a shame that Cryptic keeps confusing the word fun with just making things far to easy and boring.
Reply
It's really a shame that Cryptic keeps confusing the word fun with just making things far to easy and boring.
Posted: Nov 29th 2009 10:07AM (Unverified) said
I think ur missing the concept of check points it sounds like any video or computer game u play. U have to complete certain things to get a checkpoint if u die u go back to that check point. I doubt that they would allow u to respawn in the middle of the battle more then likely at some point before it, to keep that element of fair and fun game play alive.
Reply
Posted: Nov 26th 2009 11:18AM (Unverified) said
Depends how far away the "spawn" points are.
In space, I feel they should be a fair amount away from where you died to prevent the instant-respawn issue you point out. Loosing crewmen (Red Shirts) hopefully will also cause a debuff like repair, energy recharge rate, repair, etc so after a few deaths you are pretty weakened. What we know for sure is loosing Red Shirts will effect your ability to repel boarding parties or launch your own.
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In space, I feel they should be a fair amount away from where you died to prevent the instant-respawn issue you point out. Loosing crewmen (Red Shirts) hopefully will also cause a debuff like repair, energy recharge rate, repair, etc so after a few deaths you are pretty weakened. What we know for sure is loosing Red Shirts will effect your ability to repel boarding parties or launch your own.
Posted: Nov 25th 2009 10:44PM davidarmstrong488 said
This is a game I'm really looking forward to.
Now see? I actually dl'd and PLAYED the Alganon open beta, but I'm still more excited over STO. Just goes to show, that hype is worth more than all the technology and quality in the world...
...except Alganon had none of that so lawl
Reply
Now see? I actually dl'd and PLAYED the Alganon open beta, but I'm still more excited over STO. Just goes to show, that hype is worth more than all the technology and quality in the world...
...except Alganon had none of that so lawl
Posted: Nov 25th 2009 7:43PM Lionhearted said
Interesting stuff, I'm satisfied with the question to my answer on the Klingon cloaking system. I'm still worried it'll be overbalancing, but we'll have to see. My question was truncated, so there was stuff I asked specifically about whether there were Federation pros (or Klingon cons) that would act as balancing tools for the cloaking device, we'll just have to see in the game.
Tangent: love the pic. I'm thinking that's a Nova Class fighting off their Type 7 non-federation type listed on the Ships of the Line. I wish they'd fill out some more of the ships, or even place captions with the screen caps, so we'd know what some of these new pictures were. I'm curious, gosh-darn-it!
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Tangent: love the pic. I'm thinking that's a Nova Class fighting off their Type 7 non-federation type listed on the Ships of the Line. I wish they'd fill out some more of the ships, or even place captions with the screen caps, so we'd know what some of these new pictures were. I'm curious, gosh-darn-it!
Posted: Nov 25th 2009 9:48PM ultimateq said
Not sure which picture your talking about, the 2nd picture (on the 2nd page) definitely looks like an intrepid class. The one on the front page, I'm not sure about. It's hard to tell well all you can see is the bottom.
But if I had to guess, judging by how the nasal's are being pointed down, I'd say the picture on the front page is probably a Yeager class.
Reply
But if I had to guess, judging by how the nasal's are being pointed down, I'd say the picture on the front page is probably a Yeager class.
Posted: Nov 25th 2009 9:55PM Lionhearted said
Sorry, UltimateQ, I had meant the picture on the first page. I googled the Yaeger, I still think it looks closer to the Nova... but who knows. More the reason for STO to update their Ships of the Line page! (LOL)
Reply
Posted: Nov 26th 2009 1:19AM ultimateq said
Amen! I like updates!
the only reason I don't think it's the nova class, is because of the Nascell positioning. If you notice on the Nova class, the nascells are usually attached from the bottom and above the ship, but on that ship they are attatched from the top and sort of hanging under the ship. I'm not to sure that it's the Yeager either. It could be some sort of refit.
I dunno, figuring it out is kind of fun though!
Reply
the only reason I don't think it's the nova class, is because of the Nascell positioning. If you notice on the Nova class, the nascells are usually attached from the bottom and above the ship, but on that ship they are attatched from the top and sort of hanging under the ship. I'm not to sure that it's the Yeager either. It could be some sort of refit.
I dunno, figuring it out is kind of fun though!
Posted: Nov 26th 2009 11:25AM (Unverified) said
Posted: Nov 26th 2009 5:54AM Snichy said
Good article and made me more excited about the game.
I dont know whether this has been covered elsewhere but Im still waiting for details about the size of the universe! I really want it to be like Eve where you can literally warp anywhere you want and there are thousands of systems to go to, so it feels like space (within reason - I understand the logistical restrictions of coding a whole universe!) and Im hoping we are not just sent to a small number of planets with no option to go anywhere else as that will just feel claustrophobic and not liike space at all :)
Space is big, it should feel that way...!
Reply
I dont know whether this has been covered elsewhere but Im still waiting for details about the size of the universe! I really want it to be like Eve where you can literally warp anywhere you want and there are thousands of systems to go to, so it feels like space (within reason - I understand the logistical restrictions of coding a whole universe!) and Im hoping we are not just sent to a small number of planets with no option to go anywhere else as that will just feel claustrophobic and not liike space at all :)
Space is big, it should feel that way...!
Posted: Nov 26th 2009 8:01AM (Unverified) said
I would like to pick up on CCon99's point about the total lack of consequences in the death system. Combat tactics are promoted as a key part of the game yet I have concerns that most people won't bother. Transfer energy systems, consider arc's of fire - why bother? Jump in do as much damage as possible and ram a few ships for good measure, rinse and repeat...
Thoughts?
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Thoughts?
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