-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 26th 2009 9:11AM dudemanjac said
Well I don't think that is going to be the way to go. But I have a little pride and have no desire to play in such a boring way. Maybe what's needed here isn't adeath penalty, but a life reward. I understad them not wanting to frustrate ppl by severly punishing them, but there needs to be something to encourage ppl to not die. maybe a reduced reward.
Why am I telling you guys? This needs to be on the forum.
Reply
Why am I telling you guys? This needs to be on the forum.
Posted: Nov 26th 2009 10:13AM Wensbane said
I'll be honest, the last thing I need is for STO to be anything like the familiar:
1. Wait at a "safe spot" for 2 hours so the "perfect fleet" can gather.
2. Warp to a tactical spot and wait there for another hour as we study enemy movement.
3. Warp to a gate and wait for the enemy to come to us, so we can engage at our "optimal range".
4. Watch as the enemy flies away, because their fleet had less "Science Vessels" and/or simply refused to fight where and how we want.
For that sort of thing, I have EVE. Which I happen to love, even with all it's flaws and it's many moments of complete and utter boredom.
The truth is that In games with extreme death penalties, most people won't fight unless they think they have a very good chance of winning. That is NOT what I want from STO!
What I do want from it is a LOT of easily accessible "pew pew", preferably with a "slowish" pace, so I can still take the time to sit back and carefully consider my tactical options. Something like Pirates of the Burning Sea in space, I suppose. Not something like Jumpgate and certainly not like EVE!
Reply
1. Wait at a "safe spot" for 2 hours so the "perfect fleet" can gather.
2. Warp to a tactical spot and wait there for another hour as we study enemy movement.
3. Warp to a gate and wait for the enemy to come to us, so we can engage at our "optimal range".
4. Watch as the enemy flies away, because their fleet had less "Science Vessels" and/or simply refused to fight where and how we want.
For that sort of thing, I have EVE. Which I happen to love, even with all it's flaws and it's many moments of complete and utter boredom.
The truth is that In games with extreme death penalties, most people won't fight unless they think they have a very good chance of winning. That is NOT what I want from STO!
What I do want from it is a LOT of easily accessible "pew pew", preferably with a "slowish" pace, so I can still take the time to sit back and carefully consider my tactical options. Something like Pirates of the Burning Sea in space, I suppose. Not something like Jumpgate and certainly not like EVE!
Posted: Nov 26th 2009 10:55AM Wensbane said
The learning curve in EVE really isn't as bad as most people think. Once you learn how to properly fit your ships, the entire PvE section of that game becomes easier than... basically any other MMO out there (yeap, THAT easy, you can literally finish a lot of the missions AFK, with the right ship).
In fleets you won't be asked to do a lot more than: ALIGN YOUR SHIP TO GATE X! WARP TO GATE X! ATTACK PLAYER Y!... ad nauseam. The fleet commander will even pick your shiptype for you, most of the time.
So unless you're thinking about a career as a solo pirate in low-security space, you can keep it pretty simple most of the time.
On the other hand, the UI is AWFUL and the tutorial, while a lot better than when I started, is still one of the worst I've ever encountered, and that's why so many people have problems adjusting at first.
If you want the whole "EVE experience" in Star Trek Online, you're probably better off just playing EVE instead. I really think STO will be a lot like PotBS - faster than EVE, slower than Jumpgate - and that sounds like a very refreshing addition to this ridiculously repetitive genre.
Reply
In fleets you won't be asked to do a lot more than: ALIGN YOUR SHIP TO GATE X! WARP TO GATE X! ATTACK PLAYER Y!... ad nauseam. The fleet commander will even pick your shiptype for you, most of the time.
So unless you're thinking about a career as a solo pirate in low-security space, you can keep it pretty simple most of the time.
On the other hand, the UI is AWFUL and the tutorial, while a lot better than when I started, is still one of the worst I've ever encountered, and that's why so many people have problems adjusting at first.
If you want the whole "EVE experience" in Star Trek Online, you're probably better off just playing EVE instead. I really think STO will be a lot like PotBS - faster than EVE, slower than Jumpgate - and that sounds like a very refreshing addition to this ridiculously repetitive genre.
Posted: Dec 1st 2009 8:54AM (Unverified) said
I think the death penalty will be sufficient. They said a while ago that your ship will operate at reduced efficiency the less crewman you have and everytime you die you lose crewman so you get weaker and weaker. It is my understanding that you have to go to a station or friendly planet to "recruit" more crewman to fill out your ranks so I see it as a pretty unique penalty.
Posted: Feb 19th 2010 10:18AM (Unverified) said
This is a Star Trek game guys, so let's give it a Star Trek solution.
Dying and being suddenly alive again has always felt fake - and too strict penalties will just put you off the game. So when players are just about at the point that they are going to be killed, why don't we have Q whip them away to some unchartered, unexplored sector far, far away, have a cut-scene with Q gloating that he's saved you yet again from your foolhardiness, you can't survive without him, you puny humans will never learn your lesson, etc, and then have the player work out where the hell Q has deposited him, find a way out and try to make his way back to wherever he was before, by which time it'd be too late to do anything about it and they lose any progress they'd made on the mission, and get a demerit point from Starfleet in their permannent record for being AWOL and not completing their mission ......
Dying and being suddenly alive again has always felt fake - and too strict penalties will just put you off the game. So when players are just about at the point that they are going to be killed, why don't we have Q whip them away to some unchartered, unexplored sector far, far away, have a cut-scene with Q gloating that he's saved you yet again from your foolhardiness, you can't survive without him, you puny humans will never learn your lesson, etc, and then have the player work out where the hell Q has deposited him, find a way out and try to make his way back to wherever he was before, by which time it'd be too late to do anything about it and they lose any progress they'd made on the mission, and get a demerit point from Starfleet in their permannent record for being AWOL and not completing their mission ......







