Space battles in Star Trek Online are going to be a big selling point for many a Trek fan. I recently got some hands-on time with the closed beta and found several interesting talking points to deliver like hot fresh delicious phasered pizza. I imagine some of you are quite up to snuff on the basics of combat in Star Trek Online, so if you find your interest waning I suggest skipping ahead into the analytical aspect of this feature.Starship movement is handled in a couple different ways. Engine thrust can be incresed or decreased via your 'Q' and 'E' keys or conversely by an on-screen indicator. Turning is handled by the classic WASD configuration or through clicking both mouse buttons simultaneously and directing the camera to the location of your desire. I found the WASD method to be favorable, although adjusting your ship's direction via mouse/camera can be useful for reestablishing your sense of direction.
Power distribution is handled in a couple ways as well. You can either use a UI that allows for presets for weapons, defense, engines or "balanced" which is the default setting. The other method allows you to switch to a slider system and manually adjust your power settings. Personally, I found the former system to be far more manageable in the midst of combat.
Phasers and photon torpedoes can be fired individually, but the best way is to use the spacebar to fire all available phasers and crtl-plus-spacebar to fire your torpedoes. There's no need to conserve ammo and much of you time is going to be spent judging tactical movements and the timed use of your bridge officer powers, which can be clicked through the GUI or activated via your 1-0 keys.
So it all sounds a little confusing, right? You're moving with your ship through space and around your enemeis, hitting the spacebar to fire your weapons and still have to use your bridge officer powers... This is why I prefer using the WASD configuration during combat, as it frees up your mouse hand to allow for bridge officer powers.
Yes, the controls take some getting used to, especially when you're fighting off several cruisers and fast attack ships. Then again, the three hours I played closed beta sped past so quickly that I barely even noticed my roommates had left. Indeed, I came out of my playsession with a kind of gaming amnesia. I couldn't really remember anything beyond adjusting power settings, maneuvering around bogeys and firing off countless weapons banks supplemented by bridge officer abilities.
Space combat may get to a point -- we're talking after release, here -- where players can do it so deftly that it becomes somewhat boring, but I kind of doubt it. Every battle offers different challenges depending on the configuration of the enemy forces. At the same time, it's easy enough to judge an opponent by their ship's setup -- at least to some degree.
I didn't get the chance to do any PvP, but from what I can gather by the looks of other players ships moving about space, it won't be too difficult to discern whether or not a foe is packing armor, weapons or advanced systems capable of support functions. However, considering I was playing as a tactical officer and had available to me a science officer who could drain enemy shields, it's probably never wise to assume your foe is limited in their capabilites.
While there's still plenty more to discuss concerning Star Trek Online, for now I'll have to keep you guessing at its deeper inner workings. The ways in which it handles partying, the greater travel through our galaxy and many other subjects will be making their way to your screens in the near future. For now, feel comforted knowing that those things are all covered and only serve to enhance the space combat that I so desperately wish I could return to at this very moment.
Reader Comments (23)
Posted: Dec 1st 2009 3:16PM (Unverified) said
Wow, that sounds pretty intense... any game that disengages a person from reality enough to forget about roommates has to be fantastic. Can't wait.
Posted: Dec 1st 2009 4:28PM pcgneurotic said
I like the sound of move+fire on the keys and personnel control on the mouse. Reminds me of the StarFleet Command games, wearing out my WASD keys trying to bank away from incoming torps, throwing shield power port and starboard... ahh... I think I'm going to go give SFCII another go now... :D
What you said about the power presets - are they fixed by the game, or can one define their own presets during idle moments via the sliders or something?
What you said about the power presets - are they fixed by the game, or can one define their own presets during idle moments via the sliders or something?
Posted: Dec 2nd 2009 12:42AM dudemanjac said
Yes you can. He mentioned it, "The other method allows you to switch to a slider system and manually adjust your power settings."
Reply
Posted: Dec 2nd 2009 3:40AM pcgneurotic said
Yah, but I kind of got the impression that that was a manual operation done at the time, whereas I want to know if you can programme your own presets, like how you can programme a car radio to store your favourite stations.
Reply
Posted: Dec 1st 2009 4:34PM (Unverified) said
Very cool. I have to agree with djomg. I'm not a fan of reality. :p
Posted: Dec 1st 2009 6:39PM (Unverified) said
New info on STO is always nice to read about.
Posted: Dec 1st 2009 8:48PM CCon99 said
Space, the final frontier. These are the......*smacks head on invisible zone wall of space instance 2,227*
Posted: Dec 1st 2009 10:33PM (Unverified) said
The game seems very attractive to me. However. The graphics look to be 10+ years old. Have they seen EvE or X3 or Black Prophecy? Give us AA, smoke/gas/plama, particle effects, shine and reflection on metal, heat waves and CRAZY EXPLOSIONS that scale and screen flash relative to the type or size of the thing blown up. And the speed of space combat shouldn't result in kinked, crazy looking blue and red contrails...that indicates to me that the ship is too maneuverable for it's size or is going WAY too slow (which means real tactics for positioning are moot). The lack of full control for the ships is concerning as well as not being able to carry out predetermined attack movements like in the series. Not all players should be Captains from the beginning (what does that even mean?)...the way it works is you start at Ensign and end at Admiral. If you have Command Authority of a ship, you are known as the Commanding Officer (CO) not matter what rank you are. That would sort out away mission/character rank conflicts and simplify the progression. The ground combat should be as polished and fun to play as Halo, and right now it looks rough. At this point, I'm not sure if the game is sorted enough for me to buy for a debut in Feb. I hope they prove me wrong...
-Osk
-Osk
Posted: Dec 2nd 2009 12:42AM dudemanjac said
Picture 80 of 86. Big explosions and heat waves.
And how much more control do you want over your ship than ... having full control over your ship. You start the game as a Lt. and work your way up. I believe the details of that situation would have to be gotten from someone who is bound by a NDA.
I don't know any mmo that comes close to Halo so you are probably out of luck there.
You may want to check out the Star Trek boards.
Reply
And how much more control do you want over your ship than ... having full control over your ship. You start the game as a Lt. and work your way up. I believe the details of that situation would have to be gotten from someone who is bound by a NDA.
I don't know any mmo that comes close to Halo so you are probably out of luck there.
You may want to check out the Star Trek boards.
Posted: Dec 17th 2009 1:35PM (Unverified) said
I think they are depending on fans to sub 1st and then have some room to wow people later and get more people playing BUTwith sub every month imo they got to be top of the line to be worthy of $15 a month. So there is no way I'm going to play it.
Only think about EVE though is it is harder then it should be to see everything that's in space, some things are too bright and some things meld into eachother, it is a pain. And STO seems to look brighter and easyer to see what's going on it looks like.
Reply
Only think about EVE though is it is harder then it should be to see everything that's in space, some things are too bright and some things meld into eachother, it is a pain. And STO seems to look brighter and easyer to see what's going on it looks like.
Posted: Dec 2nd 2009 12:27AM Gel214th said
I think that there should be a fixed camera view system. So that when you lock onto a target the camera sets itself to a Player to Target view where you see your ship in the foreground, and the enemy you are targeting in the background.
That will allow you to use the WASD to position your ship without having to use the mouse all the time to reposition the camera.
That will allow you to use the WASD to position your ship without having to use the mouse all the time to reposition the camera.
Posted: Dec 2nd 2009 1:30AM (Unverified) said
WOW! Did someone forgot that they signed a NDA?
Posted: Dec 2nd 2009 2:07AM Dread said
Flight via keyboard?? WTF??
This isn't another Freelancer console style abortion is it?
This isn't another Freelancer console style abortion is it?
Posted: Dec 2nd 2009 3:54AM pcgneurotic said
Keyboard control of flight works extremely well for big, heavy, slow manoeuvring ships like in Trek. Try any of the StarFleet Command games and you'll get the idea. This is not bloody Space Invaders you know. ;)
Reply
Posted: Dec 2nd 2009 3:55AM (Unverified) said
All I meant really was that something needs to be tweaked in the FX department, because the ships are comng off a bit flat in all the videos out so far, while the landscapes and planets/space environment looks amazing by comparison. My first guess is it is a shadow/metallic reflection issue. Secondly, I want to have the ability to pitch and yaw in every dimension...and they should have different response characteristics depending on their size/category ie big = lethargic and small = nimble. If all the ships can just turn on a dime, then my fear is this is going to make every battle against a non-NPC ship a constant circle. There should be a trial of the game before people buy it. If most of these questions can only be answered/demonstrated in game, then we should be able to preview it before putting down our money. The videos have not impressed me with respect to explosions, effects and ship looks, and I'm not really talking about explosion heat effects (since it's space right?), but just general effects being different for each type of explosion. I am impressed with the customization level for ship and crew. Some of the gallery pics look amazing and some look cartoonish and over-lighted (or the shadows, if they do exist, are going in weird directions contrary to local light/star sources of light). I am going to wait and see. They have time to take feedback and make some changes before it goes live in Feb, so I'll withhold judgment for now since the videos are somewhat raw.
Posted: Dec 2nd 2009 4:53AM pcgneurotic said
Bear in mind those are 'in development' shots. Possibly there will be more tweaks and fx in the final release.
Shame Turbine aren't doing it, you know it would be the most jaw-dropping cosmos ever then. :D
Reply
Shame Turbine aren't doing it, you know it would be the most jaw-dropping cosmos ever then. :D
Posted: Dec 2nd 2009 4:28AM (Unverified) said
What I meant really was that something needs to be tweaked in the FX department, because the ships are coming off a bit flat in all the videos out so far, while the landscapes and planets/space environment look amazing by comparison. My first guess is it is a shadow/metallic reflection issue. Secondly, I want to have the ability to pitch and yaw in every dimension...and they should have different response characteristics depending on their size/category ie big = lethargic and small = nimble. If all the ships can just turn on a dime, then my fear is this is going to make every battle against a non-NPC ship a constant circle. There should be a trial of the game before people buy it. If most of these questions can only be answered/demonstrated in game, then we should be able to preview it before putting down our money, because these videos aren't really showing the effects they need to have to be competitive with space games already on the market. The videos have not impressed me with respect to explosions, effects and ship looks, and I'm not really talking about explosion heat effects (since it's space right?), but just general effects being different for each type of explosion. I am impressed with the customization level for ship and crew. Some of the gallery pics look amazing and some look cartoonish and over-lighted (or the shadows, if they do exist, are going in weird directions contrary to local light/star sources of light). I am going to wait and see. They have time to take feedback and make some changes before it goes live in Feb, so I'll withhold judgment for now since the videos are somewhat raw.
Posted: Dec 2nd 2009 10:01AM dudemanjac said
From the vids I have seen and the things I have read, size is an issue. Big ships do not turn fast. Hey writer guy. Can you tell us more about the turn radius of whatever ship you were using?
Reply
Posted: Dec 8th 2009 2:54PM (Unverified) said
Assuming you're not in the beta and have never played the game, it's difficult to make comments about the behavior of systems you've not used. If you are in the beta, this is not the forum in which to air such grievances and might even be a violation of your NDA.
However, one thing to keep in mind is game development is that the "finer" effects are never out in the early rounds of beta testing.That comes later. WoW was the same way. Go back and look at all the other UI and graphics they had prior to WoW's release. Some of it was just downright scary and pathetic.
I'm in the closed beta and so I can't really say much, but what I can say is that each patch has generally improved the game play. The UI continues to evolve, usually for the better. The space combat is truly my favorite part. I've found it to be 90% to 95% intuitive and the remaining "oddities" did not take much time to understand, figure out and generally master.
Reply
However, one thing to keep in mind is game development is that the "finer" effects are never out in the early rounds of beta testing.That comes later. WoW was the same way. Go back and look at all the other UI and graphics they had prior to WoW's release. Some of it was just downright scary and pathetic.
I'm in the closed beta and so I can't really say much, but what I can say is that each patch has generally improved the game play. The UI continues to evolve, usually for the better. The space combat is truly my favorite part. I've found it to be 90% to 95% intuitive and the remaining "oddities" did not take much time to understand, figure out and generally master.



