Arachnidus: Also, as has been constantly stated, with diplomacy and scientific options being available in space combat, will those possibilities be applied to ground combat as well?
Diplomatic, exploration and scientific gameplay can occur in both gameplay modes, ground and space.
svetzBowman: What are the career paths and how will they play differently from one another?
There are 3 major professions that new players can select when they start a new character in STO, Tactical, Science and Engineer. These are very broad categories that have many different gameplay types within each.
One Tactical officer might choose a bunch of security skills and focus on defending your allies with abilities like Security Team, a power that beams down a few redshirts to guard a target. Another Tactical officer might specialize in Special ops abilities and will use their stealth module power to ensure they are always in position to maximize their flanking damage.
Each profession has a variety of specializations within it that will affect how each captain approaches a given encounter. Players are also free to experiment with abilities from multiple specializations within a profession so it almost impossible to say "tactical captains play like this" because we wanted to make sure to give players choice in how they built their captains.
Iaquinta: Can we swap friends out for Bridge officers as our ground crew?
Hey two questions from you! Is that allowed? (Yep, when they're good! -Editor)
Absolutely! This is one of the most exciting parts about ground play. If you are teamed and an episode sends you to a ground map you will beam down with the other player captains.
If you are in a group with less than 5 player captains the team leader will choose who gets to assign their bridge officers to the remaining slots on the away team.
curiousorange: Will there be wolves and will I be asked to kill 10 of them?
There won't be wolves but there are future space wolves and they bite pretty hard once they get their heads out of their breathing helmets .
There are some smaller patrol missions that can be seen as "go kill n number of these bad guys" but they are not the focus of the PvE content in STO.
The Episodes are where most players will spend the majority of their time doing PvE content and that content is very much not the "go here and click on N number of objects" type quests. Episodes in STO will send players to many different locations and have them do a variety of different tasks all within a single gameplay session.
Funnystuffz: Is it true that you are using the Champions Online programming for events such as being knocked off your feet etc? Will the animations be changed to not be a direct clone?
Star Trek Online and Champions Online are both developed on the Cryptic Engine, a proprietary MMO engine developed in house at Cryptic Studios, so by definition the two products share a lot of the same core features.
A huge advantage to working here at Cryptic has been the fact that we use the same engine across all of our games. We are able to have a designer mock up a whole bunch of ground combat features and assign the design some visuals, animations for example, before there was any direct animation support on the project. This allows us to get the game up and running a lot faster than we would be otherwise able to.
So to answer your question it is possible that at one point the animation that you saw in a screenshot or video was a identical to something that was in Champions Online but it will not look that way in the final game.
svetzBowman: Elaboration on how "found" items will be used in regards to increase knowledge? For example, does this mean there's some disassembly skill that will allow us to modify weapons or build better tricorders? If so, will we be able to share schematics with fleet members?
When players explore new systems and planets they might find some things like "alien artifacts" or "unknown alloys". Players can then take these objects to Memory Alpha, the central archive of knowledge for the Federation, to help the researchers there.
As players continue to help the researchers they can eventually unlock new equipment or merge one of their Starfleet compression rifles with one of these alien alloys and create something new and even more potent.
jrargalis: Can you use telepathy as an attack if you create a species with it or create a species in star trek that already has telepathy?
Yup!
There are a set of abilities that we call species traits. When you pick a Vulcan for example you will receive by default the Logical trait which offers resistance to mental abilities such as confuse or placate. If you create a race that you want to have some telepathic abilities you can choose the Telepathic trait which might help you detect stealthed enemies.
There are tons of traits that players can experiment with to really make their species unique.
Super Healer: Are we restricted on where and when we beam down to a planet? For example can we fly to some random far off planet and beam down to the planet for no other reason than curiosity, or are we only able to leave the ship in strict quest lines or episodes. I really hope the universe feels big (like Eve) and not claustrophobic with barriers about where you can go (unlike the real universe!). Space is big, it should feel that way!
This question seems to have 2 big issues wrapped up in it so I'll try to separate them out for some clarity.
Beaming down to planets will be restricted to places that have points of interest on them. However, this does not mean that it will only be available for quest lines and episodes. There will be plenty of systems that can be beamed to that are just for social and other reasons. You can imagine meeting up at the Pon Farr pits on Vulcan with your friends or just checking out the beaches of Risa if you are in the mood to just chill.
The universe of STO spans many many sectors and even sends players beyond the alpha quadrant, add in time travel and players will definitely feel like they are visiting all kinds of different places. Another thing to remember is that space is deep as well as wide, so you might find a star cluster that doesn't move its location but offers countless systems for players to explore.
Reader Comments (11)
Posted: Dec 9th 2009 6:51PM Lethality said
Is he fighting with a can of Red Bull?
Posted: Dec 9th 2009 7:22PM Luk said
I'll pick phaser energy builder and vulcan punch defense melee for 50 gold latinums...
Oops, wrong game.
But seriously, are we expected to run around on planet surface and punch Klingons in the faces to collect exp? More focus on ship combat less on this mortal kombat bs. A game should not try to be good at many things, just get one thing right. Look at Pirates of the Burning Seas, for an example, they had awesome ship combat and mediocre avatar combat (to appeal WoW tourists). In the end FLS keeps changing avcom every 6 months, probably because it was not right in the beginning and still not fun even after so many revamps.
Oops, wrong game.
But seriously, are we expected to run around on planet surface and punch Klingons in the faces to collect exp? More focus on ship combat less on this mortal kombat bs. A game should not try to be good at many things, just get one thing right. Look at Pirates of the Burning Seas, for an example, they had awesome ship combat and mediocre avatar combat (to appeal WoW tourists). In the end FLS keeps changing avcom every 6 months, probably because it was not right in the beginning and still not fun even after so many revamps.
Posted: Dec 9th 2009 8:53PM Loki1 said
I love Cryptic's striving to make it as much faithful to the series(the best one, TNG) as possible. That's the right track, that's clearly what people want. In MMO designing of licensed brands there's only adaptation, because MMO is not a genre, it literally has no standards of gameplay mechanics, there's just persistancy and massivety, everything is welcome.
I love reading about episodes, about diplomacy, about gathering historical data AND THEN attempt to solve the situation. THIS is star trek, nothing else, it's problems, it's a range of decisions and a range of outcomes.
BUT it should be more simulative than how it sounds to... at the moment i don't see it so. It should simulate the life of a starfleet officer(or not, even!). I shouldn't be able to control a whole ship and, well, i might push this too far but i don't even like to see my ship from above, i wanna look at things from deck screens... if i really must be the only player in a ship at least the computer-controlled fellow officers should be well-rounded characters, with emotions, goals and principles... with possible conflicts during the missions... so the typical character relations we've seen in many great RPGs.
Simulation is the keypoint to a TRULY ground-breaking experience of a licensed virtual world.
I believe.
I love reading about episodes, about diplomacy, about gathering historical data AND THEN attempt to solve the situation. THIS is star trek, nothing else, it's problems, it's a range of decisions and a range of outcomes.
BUT it should be more simulative than how it sounds to... at the moment i don't see it so. It should simulate the life of a starfleet officer(or not, even!). I shouldn't be able to control a whole ship and, well, i might push this too far but i don't even like to see my ship from above, i wanna look at things from deck screens... if i really must be the only player in a ship at least the computer-controlled fellow officers should be well-rounded characters, with emotions, goals and principles... with possible conflicts during the missions... so the typical character relations we've seen in many great RPGs.
Simulation is the keypoint to a TRULY ground-breaking experience of a licensed virtual world.
I believe.
Posted: Dec 10th 2009 11:34AM (Unverified) said
Yeah, from my point of view that is going a bit too far, lol. I understand your point, you're really focusing on the immersion factor. Cryptic has made no attempt to hide that they were aiming for "fun first" which leads more down the arcade path than the sim style path, much to the chagrin of a lot of people. It really is a can of worms, I don't envy the developers.
Alot of the sim style things that people want help from a role playing perspective but hinder actual game playing (since they're obviously not tested in the current game environment). I think the bridges/ship interiors are going to be just that...a place to role play, if you're so inclined, but I don't expect them to introduce much of it into the actual game experience.
Anyways, I know it's not going to be perfect, no game ever is. Hopefully what we get will be enough to make both crowds happy.
Reply
Alot of the sim style things that people want help from a role playing perspective but hinder actual game playing (since they're obviously not tested in the current game environment). I think the bridges/ship interiors are going to be just that...a place to role play, if you're so inclined, but I don't expect them to introduce much of it into the actual game experience.
Anyways, I know it's not going to be perfect, no game ever is. Hopefully what we get will be enough to make both crowds happy.
Posted: Dec 9th 2009 9:15PM (Unverified) said
Risa! That makes me happy.
Posted: Dec 9th 2009 9:49PM ultimateq said
I just happened to read on that last question.... "Time Travel".... Causality is a painful thing to wrap one's head around. Wonder how it will work in the game, since going back in time will inevitably change the timeline.
Posted: Dec 9th 2009 10:04PM davidarmstrong488 said
Maybe the timeline needs you to change it - maybe that's the way it's supposed to be.
Reply
Posted: Dec 11th 2009 12:52AM Saerain said
The simplest solution would be to return the player to the 'timeline' they came from, rather than the same point in time in the alternate timeline.
Quantum physics has demonstrated for a long time that time travel, were it possible, wouldn't work like Back to the Future. Changing the past would not exactly change the future, but create a new future; the future you came from would in no way cease to be, you just wouldn't be headed toward it any longer. Star Trek has slowly adapted to that, the recent film finally embracing it fully. No need to regress now.
Reply
Quantum physics has demonstrated for a long time that time travel, were it possible, wouldn't work like Back to the Future. Changing the past would not exactly change the future, but create a new future; the future you came from would in no way cease to be, you just wouldn't be headed toward it any longer. Star Trek has slowly adapted to that, the recent film finally embracing it fully. No need to regress now.
Posted: Dec 11th 2009 6:53PM Luk said
are you asking about about STO away team combat or POTBS avcom changes?
It looks like both games have similar ship to ship combat dynamics, i would hate to see STO to have similar avatar combat problems.
It looks like both games have similar ship to ship combat dynamics, i would hate to see STO to have similar avatar combat problems.







