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What's up with Star Trek Online?

Zonk posted more than 8 years ago | from the can-i-get-a-glass-of dept.

79

MMORPG.com has a piece talking with Daron Stinnett, producer for the preproduction-phase MMOG Star Trek Online. They discuss the decision to only include the Federation in the game's launch, the gameplay both on starships and planetside, and the many ideas still being nailed down for the title. From the article: "The uniforms are a good example of an area where we've needed to evolve the look of Star Trek to support the game. Star Trek uniforms from the shows tend to be very subtle in their variation, which of course works when you're filming close enough to make the actors themselves the stars of the show. But for an MMO, It's well understood that giving players the ability to customize their look as their character evolves is an important part of any MMO as is the ability to recognize player rank and specialty from a distance. So we have created new uniforms that are still very recognizable as Star Trek, but with recognition and customization features that will work well in our game world."

cancel ×

79 comments

They're... (2, Interesting)

thesandtiger (819476) | more than 8 years ago | (#14894893)

... called "UNIforms" for a reason. One form.

I agree, in a game they need to be a little more dynamic, look different etc. It'll be interesting to see how this gets pulled off.

Re:They're... (1)

SEWilco (27983) | more than 8 years ago | (#14894927)

Yeah, they're so uniform in appearance.

Re:They're... (1)

Impy the Impiuos Imp (442658) | more than 8 years ago | (#14896156)

So for years we had to play males in games because that's all they offered.

Then they finally introduced females, and for years that's all we played for the novelty.

Finally, it has come full circle. I can now play a male in a skirt. In a uniform skirt.

Re:They're... (1)

DigiShaman (671371) | more than 8 years ago | (#14900470)

I can now play a male in a skirt. In a uniform skirt.

Great Scotts! Your a member of a bagpipe brigade?

Re:They're... (1)

Impy the Impiuos Imp (442658) | more than 8 years ago | (#14902064)

No, this is an 00ber-dork reference to one of the very first episodes of TNG, wherein a male was briefly seen in the background in a female-style skirt outfit. Not a kilt, a skirt/dress thing similar to Uhura's.

Though I'm sure it was attempting some kind of openness in dressing styles, it was mocked heavily and was never seen again on anyone.

Sites that require cookies just to read them suck (-1, Redundant)

Rolan (20257) | more than 8 years ago | (#14894904)

Apparently the site won't even let you read an article without it being able to set a cookie, so here's the article, and delete goes the cookie. An interview with the driving force being Perpetual's flagship title Daron Stinnett is the Producer of Star Trek Online. This industry veteran was previously the subject of a developer profile on our site. Today, we have an interview with him that focuses in on what you truly want to know: Star Trek Online. To go with the interview we also have two screenshots from the game (which are also included in this article). MMORPG.com: You're obviously a long way away from retail launch. Can you give us a general update on where you are in production and when in a general sense you anticipated major milestones (alpha, beta, launch) will come? Daron Stinnett: We are an early phase of development where we are working on our design, prototyping our new ideas, laying down foundation for our tools and technology framework, and doing a lot of planning. We have quite a bit of company technology, tools, and processes to draw upon, so we expect to be in full scale production by this summer and begin our initial public beta tests in the summer of 2007. advertisement MMORPG.com: The Star Trek universe is filled with unique races and passionate fans will undoubtedly be extremely upset if any are skipped at launch. With the realities of a production in mind, obviously you cannot please everyone. What races are you going to concentrate on and why? Daron Stinnett: Playable races are those that you might expect to see on a Starfleet starship and will likely include Human, Vulcan, Klingon, Bajoran, Bolian, Trill, Tellarite, Andorian. The controversial issue is our decision to have Star Trek Online focus exclusively on Starfleet at launch. The immense scope of MMOs means that if you want to build a multi-faction game, then those factions had better be carbon copies of each other from a game mechanics point of view. But the "coat of paint" approach just doesn't work with Star Trek. Starfleet is very unique, as are the other factions and we didn't feel that anyone wanted a watered down experience in order to achieve a multi-faction game. Starfleet, with its focus on starship life, space combat, exploration, and away missions, presents a challenge to MMO conventions that has pushed us to come up with fresh ideas that will give players a very new online experience. And ultimately, innovative gameplay and respect for our license are the things that will provide the greatest value for players. MMORPG.com: By choosing to do space and land-based content, you're essentially making two games. Can you talk about your general goals in regards to the land-based aspects of the game? Daron Stinnett: We're committed to doing both space and ground for Star Trek Online because it is the right thing to do. But you're right to point this out as a challenge for the development team. Building two games at once is hardly a recipe for success, so we've put a lot of effort into figuring out how to unify the mechanics between the two environments, while maintaining the unique flavor of each. We also want to avoid creating two kinds of games from the player perspective, so we are building a world where players will feel equally capable in either arena. Just as it is in the series, we expect player characters to move freely between the two environments. This will enable us to weave space and ground gameplay together in a single mission. For example, its not hard to imagine mission that takes place within a derelict Borg Cube that allows the player to complete that mission either on foot or by ship, or a combination of both. The possibilities are endless and we're planning on giving players a lot more mission variety than they are used to. MMORPG.com: And in space? Daron Stinnett: Both space and ground combat have similar RPG style combat mechanics, but the similarities end there. Like a mount in land-based MMOs, your starship will speed you across the galaxy to destinations unknown. And of course starships are so much more than mounts since they are also upgradeable combat platforms that also happen to have accommodations for your friends. Players will have the choice to go it alone, group with other ships, or form a crew to maximize the combat power of any single ship. And at higher levels, Admirals will have the ability to form armadas that can be a combination of crewed capital ships and escort ships to tackle high level missions. MMORPG.com: Space combat is an issue I've seen many readers discuss. What are your plans in this area? Daron Stinnett: We made the decision a while ago to focus space combat on teamwork and strategy rather than the aerobatics of space flight. This has been a controversial decision, but its one we're sticking to because we don't want STO become a combat flight-sim, which would inevitably happen if we asked players to navigate with a full six degrees of freedom. MMORPG.com: "Realism" vs. Fun is often a debate in fantasy MMORPGs. With Star Trek you have a similar challenge. How do you intend to balance the creation of a "realistic" Star Trek universe vs. a fun game? Daron Stinnett: You've pointed to one of the most challenging aspects of making a Star Trek MMORPG. Part of the appeal of Star Trek is its realism. At the same time, we're committed to making a game that is entertaining regardless of your level of enthusiasm for Star Trek. This means that core gameplay features can never be considered fun just because they are modeled after Star Trek. In other words, our gameplay needs to stand on its own as a satisfying gameplay experience. Sometimes this goal drives us to bend or even break the established rules of Star Trek. But most of the time, our twin goals of achieving fun gameplay while respecting the values of Star Trek drives us to find truly unique solutions that both satisfy the needs of the license and happen to advance the genre. MMORPG.com: Licenses are a blessing and a curse. How much freedom does Perpetual Entertainment have in developing this game? Daron Stinnett: Paramount, and now CBS, have been wonderful to work with. They recognize that an MMORPG is one of the best ways to pay off on the Star Trek experience and they've been very supportive. Everyone understands that there are details of Star Trek that may have worked great for the show, but are a challenge for an MMORPG. To facilitate those changes, Paramount/CBS has put us in touch with the original show designers, like Mike Okuda and Andrew Probert, to update Star Trek to better meet the game's needs. Working with these guys has been a great experience and they are just as excited as we are to take Star Trek in a new direction. MMORPG.com: Artistically, I've noticed you've already made some style changes to Starfleet uniforms. Can you talk a bit about the themes of the game from the perspective of art direction? Daron Stinnett: The uniforms are a good example of an area where we've needed to evolve the look of Star Trek to support the game. Star Trek uniforms from the shows tend to be very subtle in their variation, which of course works when you're filming close enough to make the actors themselves the stars of the show. But for an MMO, It's well understood that giving players the ability to customize their look as their character evolves is an important part of any MMO as is the ability to recognize player rank and specialty from a distance. So we have created new uniforms that are still very recognizable as Star Trek, but with recognition and customization features that will work well in our game world. MMORPG.com: We've yet to see a screenshot from Star Trek Online. When do you believe screenshots will begin to make their way online? [Editor's Note: This question was obviously asked before the first screenshots began to flow.] Daron Stinnett: Recently, we've been focusing on look development, a process of creating real-time scenes that demonstrate the visual quality we expect for our various environments. The first environment we tackled was the interior of a starship and we've just recently released a few shots from that effort. Though it will likely be sometime towards the end of 2006 before we start releasing screenshots that show off gameplay. Star Trek is a powerful license and it's not hard to imagine why it will make for a very exciting MMO. So though we have a lot of great material to show, we're moving cautiously because we know there is plenty of time to generate a high level of awareness. We really enjoy having a dedicated fan community to discuss our ideas with, and while it's really tempting to feed our ego by showing great images, we don't want to make the mistake of growing the community to a size that's beyond our capability to support this early in development. Keeping a low profile while supporting an "inner circle" fan community for such a highly anticipated product is a tricky balancing act, but we're confident that we have time to get our message out to the gaming public and when we're ready to do so, we'll come out swinging. MMORPG.com: Given the early phase of production, there are assuredly still a lot of design decisions to be made. How much do you listen to your fans and how can those interested get their ideas seen? Daron Stinnett: We're already actively involved with our fan community. They've been a great source of ideas and an opportunity for us to get feedback on our plans. When I started last summer, the fan forums were populated mainly by hard core Star Trek fans. And it's been really enjoyable to see the community grow and become more diverse as more casual Star Trek fans and MMORPG players have joined the mix. We haven't started up our own forums yet but there are some great fan sites out there that do have forums where anyone can discuss the game. We tend to frequent the most active sites by responding to posts and following the discussions. Many of the ideas floated in the discussions have influenced our thinking and to facilitate feedback, I've been writing a development update on our site (www.startrekonline.com) that gives everyone a preview of the design issues we'll be working on next. It is a great opportunity to get involved early and influence a game's design, learn more about the game development process, and see a game come together in real-time. Releasing information and involving the community this early has been a risk for us though. Our fans will have to wait longer than usual to play the game they've been following. But we feel like the strategy has paid off by helping us design a better game and in continuing the long standing tradition of a close relationship between the fans and Star Trek. Thank you to Daron for taking the time. We'll continue to bring you up-to-date coverage of Star Trek Online, including more coverage from GDC in a few weeks. If you want to comment on this article, you can do so here and on their hype meter. Article By: Dana Massey Created On: March 09, 2006

Re:Sites that require cookies just to read them su (3, Informative)

Rolan (20257) | more than 8 years ago | (#14894917)

arg...that came out crappy, I hate missing the preview button and hitting submit.

An interview with the driving force being Perpetual's flagship title

Daron Stinnett is the Producer of Star Trek Online. This industry veteran was previously the subject of a developer profile on our site. Today, we have an interview with him that focuses in on what you truly want to know: Star Trek Online. To go with the interview we also have two screenshots from the game (which are also included in this article).

MMORPG.com: You're obviously a long way away from retail launch. Can you give us a general update on where you are in production and when in a general sense you anticipated major milestones (alpha, beta, launch) will come?
Daron Stinnett: We are an early phase of development where we are working on our design, prototyping our new ideas, laying down foundation for our tools and technology framework, and doing a lot of planning. We have quite a bit of company technology, tools, and processes to draw upon, so we expect to be in full scale production by this summer and begin our initial public beta tests in the summer of 2007.

MMORPG.com: The Star Trek universe is filled with unique races and passionate fans will undoubtedly be extremely upset if any are skipped at launch. With the realities of a production in mind, obviously you cannot please everyone. What races are you going to concentrate on and why?
Daron Stinnett: Playable races are those that you might expect to see on a Starfleet starship and will likely include Human, Vulcan, Klingon, Bajoran, Bolian, Trill, Tellarite, Andorian. The controversial issue is our decision to have Star Trek Online focus exclusively on Starfleet at launch. The immense scope of MMOs means that if you want to build a multi-faction game, then those factions had better be carbon copies of each other from a game mechanics point of view. But the "coat of paint" approach just doesn't work with Star Trek. Starfleet is very unique, as are the other factions and we didn't feel that anyone wanted a watered down experience in order to achieve a multi-faction game. Starfleet, with its focus on starship life, space combat, exploration, and away missions, presents a challenge to MMO conventions that has pushed us to come up with fresh ideas that will give players a very new online experience. And ultimately, innovative gameplay and respect for our license are the things that will provide the greatest value for players.

MMORPG.com: By choosing to do space and land-based content, you're essentially making two games. Can you talk about your general goals in regards to the land-based aspects of the game?
Daron Stinnett: We're committed to doing both space and ground for Star Trek Online because it is the right thing to do. But you're right to point this out as a challenge for the development team. Building two games at once is hardly a recipe for success, so we've put a lot of effort into figuring out how to unify the mechanics between the two environments, while maintaining the unique flavor of each.

We also want to avoid creating two kinds of games from the player perspective, so we are building a world where players will feel equally capable in either arena. Just as it is in the series, we expect player characters to move freely between the two environments. This will enable us to weave space and ground gameplay together in a single mission. For example, its not hard to imagine mission that takes place within a derelict Borg Cube that allows the player to complete that mission either on foot or by ship, or a combination of both. The possibilities are endless and we're planning on giving players a lot more mission variety than they are used to.

MMORPG.com: And in space?
Daron Stinnett: Both space and ground combat have similar RPG style combat mechanics, but the similarities end there. Like a mount in land-based MMOs, your starship will speed you across the galaxy to destinations unknown. And of course starships are so much more than mounts since they are also upgradeable combat platforms that also happen to have accommodations for your friends. Players will have the choice to go it alone, group with other ships, or form a crew to maximize the combat power of any single ship. And at higher levels, Admirals will have the ability to form armadas that can be a combination of crewed capital ships and escort ships to tackle high level missions.

MMORPG.com: Space combat is an issue I've seen many readers discuss. What are your plans in this area?
Daron Stinnett: We made the decision a while ago to focus space combat on teamwork and strategy rather than the aerobatics of space flight. This has been a controversial decision, but its one we're sticking to because we don't want STO become a combat flight-sim, which would inevitably happen if we asked players to navigate with a full six degrees of freedom.

MMORPG.com: "Realism" vs. Fun is often a debate in fantasy MMORPGs. With Star Trek you have a similar challenge. How do you intend to balance the creation of a "realistic" Star Trek universe vs. a fun game?
Daron Stinnett: You've pointed to one of the most challenging aspects of making a Star Trek MMORPG. Part of the appeal of Star Trek is its realism. At the same time, we're committed to making a game that is entertaining regardless of your level of enthusiasm for Star Trek. This means that core gameplay features can never be considered fun just because they are modeled after Star Trek. In other words, our gameplay needs to stand on its own as a satisfying gameplay experience. Sometimes this goal drives us to bend or even break the established rules of Star Trek. But most of the time, our twin goals of achieving fun gameplay while respecting the values of Star Trek drives us to find truly unique solutions that both satisfy the needs of the license and happen to advance the genre.

MMORPG.com: Licenses are a blessing and a curse. How much freedom does Perpetual Entertainment have in developing this game?
Daron Stinnett: Paramount, and now CBS, have been wonderful to work with. They recognize that an MMORPG is one of the best ways to pay off on the Star Trek experience and they've been very supportive. Everyone understands that there are details of Star Trek that may have worked great for the show, but are a challenge for an MMORPG. To facilitate those changes, Paramount/CBS has put us in touch with the original show designers, like Mike Okuda and Andrew Probert, to update Star Trek to better meet the game's needs. Working with these guys has been a great experience and they are just as excited as we are to take Star Trek in a new direction.

MMORPG.com: Artistically, I've noticed you've already made some style changes to Starfleet uniforms. Can you talk a bit about the themes of the game from the perspective of art direction?
Daron Stinnett: The uniforms are a good example of an area where we've needed to evolve the look of Star Trek to support the game. Star Trek uniforms from the shows tend to be very subtle in their variation, which of course works when you're filming close enough to make the actors themselves the stars of the show. But for an MMO, It's well understood that giving players the ability to customize their look as their character evolves is an important part of any MMO as is the ability to recognize player rank and specialty from a distance. So we have created new uniforms that are still very recognizable as Star Trek, but with recognition and customization features that will work well in our game world.

MMORPG.com: We've yet to see a screenshot from Star Trek Online. When do you believe screenshots will begin to make their way online? [Editor's Note: This question was obviously asked before the first screenshots began to flow.]
Daron Stinnett: Recently, we've been focusing on look development, a process of creating real-time scenes that demonstrate the visual quality we expect for our various environments. The first environment we tackled was the interior of a starship and we've just recently released a few shots from that effort. Though it will likely be sometime towards the end of 2006 before we start releasing screenshots that show off gameplay.

Star Trek is a powerful license and it's not hard to imagine why it will make for a very exciting MMO. So though we have a lot of great material to show, we're moving cautiously because we know there is plenty of time to generate a high level of awareness. We really enjoy having a dedicated fan community to discuss our ideas with, and while it's really tempting to feed our ego by showing great images, we don't want to make the mistake of growing the community to a size that's beyond our capability to support this early in development. Keeping a low profile while supporting an "inner circle" fan community for such a highly anticipated product is a tricky balancing act, but we're confident that we have time to get our message out to the gaming public and when we're ready to do so, we'll come out swinging.

MMORPG.com: Given the early phase of production, there are assuredly still a lot of design decisions to be made. How much do you listen to your fans and how can those interested get their ideas seen?
Daron Stinnett: We're already actively involved with our fan community. They've been a great source of ideas and an opportunity for us to get feedback on our plans. When I started last summer, the fan forums were populated mainly by hard core Star Trek fans. And it's been really enjoyable to see the community grow and become more diverse as more casual Star Trek fans and MMORPG players have joined the mix.

We haven't started up our own forums yet but there are some great fan sites out there that do have forums where anyone can discuss the game. We tend to frequent the most active sites by responding to posts and following the discussions. Many of the ideas floated in the discussions have influenced our thinking and to facilitate feedback, I've been writing a development update on our site (www.startrekonline.com) that gives everyone a preview of the design issues we'll be working on next.

It is a great opportunity to get involved early and influence a game's design, learn more about the game development process, and see a game come together in real-time. Releasing information and involving the community this early has been a risk for us though. Our fans will have to wait longer than usual to play the game they've been following. But we feel like the strategy has paid off by helping us design a better game and in continuing the long standing tradition of a close relationship between the fans and Star Trek.

Thank you to Daron for taking the time.
We'll continue to bring you up-to-date coverage of Star Trek Online, including more coverage from GDC in a few weeks.

If you want to comment on this article, you can do so here and on their hype meter.

Article By: Dana Massey
Created On: March 09, 2006

Re:Sites that require cookies just to read them su (2, Funny)

iced_773 (857608) | more than 8 years ago | (#14895771)


I just find it amusing that you got modded Redundant the first time and Informative the second.

Re:Sites that require cookies just to read them su (0, Troll)

pugugly (152978) | more than 8 years ago | (#14897733)

So I can play a starship commander, sans space combat. Because, y'know, a space flight simulator isn't what Trekkies want. Trekkies would much rather be in the starfleet marines.

Okey dokey then.

Pug

Who needs a uniform... (5, Funny)

thewiz (24994) | more than 8 years ago | (#14894986)

when you play a Betazoid?

The REAL question... (0)

Anonymous Coward | more than 8 years ago | (#14895293)

Will it run on Linux?

Re:The REAL question... (1)

GundamFan (848341) | more than 8 years ago | (#14896448)

Surely you mean will linux run on it?

In Soviet Russia... (1)

I'm not a script, da (638454) | more than 8 years ago | (#14904470)

...Linuks runs on you!

Re:Who needs a uniform... (1)

SeeMyNuts! (955740) | more than 8 years ago | (#14895698)


Perhaps more importantly, how do they decide who gets to hook up with Troi and Crusher during trade disputes and shore leave to Risa?

Re:Who needs a uniform... (0)

Anonymous Coward | more than 8 years ago | (#14896002)

That would be up to the discretion of the 14-year-old male geek playing Troi or Crusher.

Re:Who needs a uniform... (2, Funny)

MagicDude (727944) | more than 8 years ago | (#14896011)

Have you ever seen the Risa episodes? All you need is a horgan statue, and the ladies will throw themselves at you.

Re:Who needs a uniform... (1)

elrous0 (869638) | more than 7 years ago | (#14910888)

who gets to hook up with Troi and Crusher

Depends. Wesley or Beverly?

-Eric

Man... (1)

GmAz (916505) | more than 8 years ago | (#14894990)

I would probably try the game if I could be a Klingon or a Furangi (spelling?). But I guess I will wait until they add that in, or if they add that in.

Re:Man... (1)

creimer (824291) | more than 8 years ago | (#14895113)

I don't think you want to play as a Fungi [tolweb.org] . Unless you don't mind being someone else's dinner or lab experiment.

Re:Man... (0)

Anonymous Coward | more than 8 years ago | (#14895160)

Tellarites and Andorians are the fun races to play!

Re:Man... (0)

Anonymous Coward | more than 8 years ago | (#14895994)

Klingons are in the game as a playable race.

Re:Man... (1)

Reignking (832642) | more than 8 years ago | (#14896288)

Can I be the Skin of Evil?

Re:Man... (1)

EnderWigginsXenocide (852478) | more than 8 years ago | (#14899259)


Re:Man...
(Score:1)
by Reignking (832642) Alter Relationship on Friday March 10, @10:19PM (#14896288)
Can I be the Skin of Evil?

RELPY:

YOU BASTARD YOU KILLED THE HOT BLONDE! (Yar, Tasha)

It's dead, Jim. (4, Funny)

Tackhead (54550) | more than 8 years ago | (#14895041)

NPC-Teacher: Your quest is to recover five Vulcan brains and re-implant them in their owners. Return here when your quest is complete for your payment of 100 quatloos.
Eym0rg: "Brain, brain, what is brain?"
CSR-Bones: "I'm a doctor, not a scriptwriter!"
JimmyTheKirk: "eym0rg ur hot! asl? cyb0rz?"
JimmyTheKirk adjusts his pants
CSR-Bones: "And from my observations, it seems they're bisexual, reproducting at will."
NPC-JamesTiberiusKirk: "I know, but really."
CSR-Bones submits his resignation. CSR-Bones: "It's dead, Jim."

Star Trek Online should take Shatner's warning... (2, Insightful)

creimer (824291) | more than 8 years ago | (#14895063)

As William Shatner said in a video clip for one early Star Trek game, "Space is boring."

and down the crapper. (1, Interesting)

Hakubi_Washu (594267) | more than 8 years ago | (#14895220)

Meticulously sticking to details on the lighting of the carpet, but the uniforms need to be redesigned, yeah. The ones in their gallery just look wrong (example http://startrek.perpetual.com/images/gallery/conce pts/large/1.gif [perpetual.com] ), like they have hard plastic pieces attached on shoulders and chest and added some giant boots. Looks stupid and certainly not different enough from a distance to justify it, sorry, they fail.

Uniforms! (1, Insightful)

fm6 (162816) | more than 8 years ago | (#14895389)

On that same note: I'm still waiting for an explanation of the sudden change in uniforms coincident with the "First Contact" movie. Not the real-world explanation, which is quite obvious: the old, brightly-colored uniforms didn't go with the somber mood they wanted for the movie. But I've yet to hear an official trekverse explanation. Something like, "Star Fleet Command Directive 33863: Although it has only been a year since we last redesigned our uniforms, it has come to our attention that a planet which recently joined the Federation, Depressazon, is offended by cheerful colors..."

Re:Uniforms! (1)

ChronoReverse (858838) | more than 8 years ago | (#14895471)

Probably because First Contact takes place during DS9. A surprisingly real-life reason too since they had to shift from peace-time uniforms to war-time uniforms.

Re:Uniforms! (1)

scaryjohn (120394) | more than 8 years ago | (#14895655)

Because the Navy dumped their post-cold-war peacetime uniforms for something more sinister when we went to war in Iraq. :-)

Re:Uniforms! (1)

elrous0 (869638) | more than 7 years ago | (#14911025)

Well, the Navy didn't. But the . [globalsecurity.org]

-Eric

Re:Uniforms! (1)

scaryjohn (120394) | more than 7 years ago | (#14911388)

If a Starfleet Marine Corps exists, then... and I was thinking about the ACU when I said navy.

Re:Uniforms! (1)

fm6 (162816) | more than 8 years ago | (#14895709)

Actually, there was already a uniform change for DS9 -- the thing with the cute little collars. My first thought was that this was supposed to be a "space station" uniform, since initially only the DS9 folks wore them. But later they became standard on Voyager, which held onto them until they came back, presumably because they don't get Starfleet GQ in the Delta Quadrant.

Re:Uniforms! (1)

saneman (899582) | more than 8 years ago | (#14896299)

The following should go without saying on these boards, but never the less:

NERD ALERT!

I think the show producers liked the idea of having different uniforms help give each series a different look just in case some Trekkie's brain explodes in the three seconds of confusion before realising what trek show is being shown. So DS9 looked different from TNG when they were on TV at the same time, and then when it was DS9 and Voyager they again choose to use different uniforms though I think there was some overlap her probably so save on money.

Re:Uniforms! (1)

GundamFan (848341) | more than 8 years ago | (#14896571)

Not a bad theory... you may be on to something there.

I think that the uniform change could be explained in cannon but I won't bother.

My guess is that as budgets got bigger they developed more elaborate uniforms (they made an effort to show a transition in Generations there where a few of both TNG and DS9 uniforms if I remember correctly) the origonal 2 TNG uniforms where rather simple and so was the first DS9/VOY uniform... when First Contact was made they redesigned the uniforms to fit with the style of the movie and also adopted those uniforms in DS9 for both continuity and styleistic reasons...

Basicaly I like the grey sholdered uniforms and the dress/capitan's (if that vest thing wasn't just an undershirt) uniforms that go with them, so I never really thought about it. I am really dissapointed that there isn't a continuation of the TNG time line on TV... well maybe some day.

Re:and down the crapper. (2, Funny)

ralphclark (11346) | more than 8 years ago | (#14895498)

I agree. But that's art folks for you. They're never satisfied to just give you what you WANTED.

Why does medical have steel toed boots? (1)

khasim (1285) | more than 8 years ago | (#14895565)

For engineering, I can see that.

But wouldn't the boots for medical be the same as the boots for Conn?

And why is security wearing a girdle?

Re:Why does medical have steel toed boots? (1)

Tim Browse (9263) | more than 8 years ago | (#14897610)

Well, it's bad enough if you drop a normal scalpel - imagine dropping a magic torch scalpel from the futar!

As for the girdle, dunno. The whole thing does tend to remind me of an article in Gama Sutra (by Toby Gard, I think) once about how to design a character. They showed an 'enhanced' version of Lara Croft. Basically she had too many accessories and gubbins, and just looked too 'busy'. The security uniform in particular reminds me of it. Those boots don't look very practical, for instance.

Tragic result of having no ideas at all (1)

cliffski (65094) | more than 8 years ago | (#14897144)

This looks shit. And why? Because "customising your uniform is a big part of MMOs"
BULLSHIT
Just because its a big part of EverCrack or whatever MMO is trendy this week doesnt mean its carved into a fucking stone tablet that all MMORPGS must be the same. The concept on an MMORPG is great, but its totally ruined by:
Different servers, I cant play with my buddies
Leveling-up. Who gives a shit, some of us have a lfie and dont want to be outgunned as a result
Grinding - I have a day job thanks, no need for another one.
Everyone making an MMORPG has NO ideas and is copying the people who went before them, its really very sad. Why not get some people who
a) Have some ideas on how to do an original and fresh MMORPG and
b) are die hard trekkies who would laugh customisable uniforms out the room

Im such a trekkie I use a Klingon daqh-tagh as an orange peeler, and no way will I be playing this. They lost my vote the moment I realised you couldnt be a ferengi.

Re:Tragic result of having no ideas at all (1)

Jarnis (266190) | more than 8 years ago | (#14897171)

Maybe you should play EVE online then?

- Everyone plays in a single huge server
- There are no levels
- You gain skill over time. Meaning you set a skill to train, and it trains - even when you are offline. Instead of 'grinding exp' it becomes 'optimize your skill train choices and train time'. Yes, it also means you won't be uber in two weeks if you madly whack the bunnies, but thankfully you can do lots of stuff in EVE just after couple of days of training (and learn the ropes from the get go). You, however, won't be flying a shiny dreadnought popping player built stations anytime soon :)

Now, getting money and/or materials for manufacturing can be considered as 'grinding' in EVE, but to be honest, it's not _that_ bad. After 6 months of playing, I need to 'grind' (well, obtain cash to fund my ship losses) maybe one evening per week. And if you feel like playing a little trading/manufacturing tycoon, after a while you can run a business that will fund your PvP losses with little issue - you just need some business skills (real life ones, including knowing how to identify a good business opportunity in the game) and little bit of initial investment.

Re:Tragic result of having no ideas at all (1)

cliffski (65094) | more than 8 years ago | (#14897416)

Absolutely. Eve is the closest I've seen to a proper MMORPG, and I've played it on-and-off for years. The only negative thing it has is the way in which you can be so massively outgunned. Gate camping means that fairly newbie players literally have no chance. an ultimatum of "2million isk or we pod you" isnt much gameplay-wise when you dont have the cash.
But eve is pretty good, and something other MMOPRGS should learn from.

Re:Tragic result of having no ideas at all (1)

Jarnis (266190) | more than 8 years ago | (#14897430)

So, you bring 10 friends and blow the wannabe pirate gatecamp to bits.

I Do agree that EVE sucks if you want to play your _multiplayer games_ alone. However, as a cooperative game, in big corp belonging to a 0.0 alliance, it just rocks. Sure, you need to have some social skills, and be willing to play with others towards common goals, but if you don't want that, why play multiplayer games at all?

Re:Tragic result of having no ideas at all (1)

pugugly (152978) | more than 8 years ago | (#14897674)

To escape my Drab, dreary life in a large moving universe in which I can operate independently and explore?

No wait - the inability to simply do that and have fun is why I *don't* do MMORPG's . . .

Dammit, when's Oblivion coming out again?

Re:Tragic result of having no ideas at all (1)

SanityInAnarchy (655584) | more than 8 years ago | (#14899688)

So, what 10 friends do you have when you're truly a newbie player?

At least when skill = time, or skill = real skill + time, you never have the problem of "I am your God because I've been here since Beta."

I like Nexus. I'll never have a Legend mark that says "Born before the Great Shift" (translation: been here since Beta), but I always have a chance to become more powerful than the guy who has.

Re:Tragic result of having no ideas at all (1)

Maserati (8679) | more than 8 years ago | (#14897980)

One other bump for EVE in recognition of the GP's opening point: it has an extremely rich portrait creator. When I had an active account I only used two character slots. I kept the third so I could play with making faces. I'd pay $15 for the facemaker software to use as a party game.

I suppose some could complain that you can't do much with the look of your ship, but I certainly wouldn't want every detail of my configuration available to anyone who can get a visual scan on me.

Re:Tragic result of having no ideas at all (1)

Hakubi_Washu (594267) | more than 8 years ago | (#14897510)

Hm, Ferengi... Imagine the trouble, rating-wise, they could maneuver themselves into when allowing players to stay on Ferenginar :-D Or a Betazoid wedding... That's R for no-nipples-nations like the USA I bet (though I wouldn't mind making the thing M, as long as players are expelled from starfleet (aka their account) for "gross public indecency" :-P)

Instead of something interesting the aim for "Elite Force Online" (The plastic harnesses were crappy there, too, but at least they wore standard uniforms under those), it seems. Grrr. Makes one hack off their {qIvon}, doesn't it? :-)

Re:Tragic result of having no ideas at all (3, Insightful)

cgenman (325138) | more than 8 years ago | (#14899083)

Everyone making an MMORPG has NO ideas and is copying the people who went before them, its really very sad. Why not get some people who
a) Have some ideas on how to do an original and fresh MMORPG and
b) are die hard trekkies who would laugh customisable uniforms out the room


Because when a financer sees a 30 million dollar MMORPG development price tag, they want to ensure that the game will be a financial success by copying everyone else's financial successes (doesn't work, sadly). They want lots of control over who gets into positions of power in the game development team, and largely put in other toothbrush salesmen who also don't know the industry. These people generally hire the kinds of people who will do their bidding like a good employee, and listen too much to the marketing department.

With so much money riding on the line, the project generally changes direction in a major way a few times over its life, depending upon the nervous whims of the leader or financers. Workflow and cost considerations ensure that the moment-to-moment content for the game is created by interns with no shipped titles under their belts. Employees get quickly burned out like some resource to be expended.

On the other hand, you really do need some degree of visual customization of your avatar in a mmporpg, much more so than in a regular game. Otherwise the world quickly becomes a creepy endeavor of bumping into your long lost twins.

Oh, it does anyway... (1)

SanityInAnarchy (655584) | more than 8 years ago | (#14899667)

And so is reality.

There's always going to be someone dressed exactly like you, with the same haircut, who generally creeps you out.

But anyway, if you really want this to be customizable, do it with the faces, and have the build react to what the player is doing (so we don't all have super-hunks/bimbos).

Leave the uniform the hell alone.

Re:Oh, it does anyway... (0)

Anonymous Coward | more than 8 years ago | (#14901351)

"There's always going to be someone dressed exactly like you, with the same haircut, who generally creeps you out."

You've never seen me, huh?

Re:and down the crapper. (1)

master_p (608214) | more than 8 years ago | (#14898833)

The uniforms are not Star Trek material. The 24th century is supposed to be an era where humanity has overcome the "look important" sydrome.

Smedley is watching... (1)

ringbarer (545020) | more than 8 years ago | (#14895434)

The chance to fuck up Gods and Heroes will be too strong for donut-boy. By then Perpetual, desperate to recoup their investment, will have sold the rights for STO off to Sony as well. Thus the game will end up as sterile and barren as Star Wars Galaxies [putfile.com] .

Face facts, Perpetual. Sleep with the Devil, and you get the Horn.

Cue Sealab 2021 clip (4, Funny)

Rob T Firefly (844560) | more than 8 years ago | (#14895940)

Dug up a script from my old Sealab fansite for this...
Marco: So, are you married to orange for those jumpsuits, or what? Because I'd really like to wear blue, for a change.

Sparks: The thing is, I already bought, like, five thousand orange ones.

Marco: Because, when I wear blue, I am like the wind! A hot, Latin, wind! Whistling down the -

Sparks: Look man, it's a uniform. Everybody looks the same? It's more terrifying that way.

Marco: Could my pants at least have a boot cut? I'll pay for it!.

Oblig. Family Guy (4, Funny)

Dachannien (617929) | more than 8 years ago | (#14896370)

Picard: Number One?
Riker: Yes, Captain?
Picard: Let me ask you something. If I whispered in your ear that Commander Worf's head looks like a fanny, would you join me in a laugh?
Riker: Yeah, I could get in on that.
Picard: All right! Here it comes. (out loud) Commander Worf's head looks like a fanny!
(Bridge crew laughs, except for Worf)
Worf: You can both suck my ridges!

suggestions: (4, Interesting)

cgenman (325138) | more than 8 years ago | (#14896554)

Allow all characters to participate in space combat in a meaningful way. If you have a minor ship, you may have to hide behind a major ship to keep from getting squished, but you should still be somewhat useful. Likewise, a swarm of 10 or 20 low-level ships should still be able to take down a high-level ship. Play the packs of rabble rousers against the single monolythic guardians.

No single overarching "level." If players have engineering experience, they have engineering experience. If they make money and can afford a larger ship, their status in ship size is better. But no player should be "level 19" or "Level 105" or level anything overall.

Put showmanship into your missions. Don't hire entry-level game designers to setup missions: hire entry-level film students.

Shake up the world. The satisfying climax of Star Wars is the transformation of the galaxy. The interesting parts of Bound are the ones where the rug is pulled out from underneath you. When the player doesn't expect it, transport him to an alternate universe. Or temporarily dissolve the fedaration council, allowing him to get attacked with impunity. Or do any one of a number of things to alter the course of history. Maybe it is for everyone, like AC, or maybe it is just for them... like Guild Wars.

Re:suggestions: (2, Insightful)

jdubois79 (227349) | more than 8 years ago | (#14898115)

The satisfying climax of Star Wars is the transformation of the galaxy

Are you just trying to start a fight or something?

Trekkies have killed for less than that.

Re:suggestions: (1)

elrous0 (869638) | more than 7 years ago | (#14910914)

Trekkies have killed for less than that.

As slow as those phasers are, I doubt I'll have any trouble dodging out of the way.

-Eric

Re:suggestions: (2, Insightful)

GundamFan (848341) | more than 8 years ago | (#14899162)

There should not be "money" or "XP" involved with Starfleet advancement.

Here is the way I see it:

1. First day(s) of the game you start as a first class cadet on earth (A kind of tutorial but after a while it becomes more open to free play), and work your way towards graduation.

2. After sufficient time at the academy (40 hours or so depending on the player) the player should have accumulated enough credit (advancement points) to graduate and take the rank of ensign.

3a. At this point the player can take an NPC assignment to a starbase (or an NPC starship) and pilot small craft, go on away missions, build ships, treat injuries or perform research (all likely mission driven content at first) earning accommodations for good work (points towards the next rank*)

3b. At some point (perhaps right out of the academy) instead of working with NPC content the player may "request a transfer" to a player run crew or fleet (taking the place of guilds) once accepted (maybe NPC can block your transfer if you have an open mission but nothing to harsh) your advancement becomes part of the player's Capitan's responsibilities.

4. The ranking officer of the ship (or fleet) can take missions for the whole "guild" to try to complete possibly joining with other ships to for "groups" earning perks and accommodations for the whole crew and using most of the different class skills in every mission. There would be at least some involvement from each but some missions may focus on security, diplomacy or medical for example.

5. The Capitan and the senior staff in your chain of command would be able to see the player's list of accomplishments and make recommendations to Starfleet HQ for promotions (the Capitan has more leeway on this... he/she can promote someone who does not quite meet the requirements for the next rank**)

6. Some players may want to form a "guild" that runs a space station/starbase (like a DS9 environment) servicing other ships that pass through and with a collection of small craft for mission running but I would think space station/starbase play would be less NPC driven for those who like to create there own content. Every ship needs engineers but some may want to go down the construction road or a science officer would want to research artifacts and alien tech brought to them by other players for example. This may open up the possibilities for civilian classes in the future think of Quark from DS9.

7. Any Starfleet officer should be able to use a tricorder or a phaser for example but a science officer should have access to better or more specialized tricorders and Security should have access to better or more advanced weapons. All classes should have specialties like this.

8. A player should be able to transfer from one section to another (essentially multi-classing, becoming a beginner at the new "class" and keeping there old skills) this would be harder at higher ranks.

9. There should be a limited disciplinary system (reducing ranks) but subject to some kind of review. (There would need to be a "black mark" on the player's record)

10. For extra super special actions (saving the ship or a planet) there should be special non rank perks that can be awarded. (Medals for your dress uniform for instance.)

11. At some point player Admirals*** should have the ability to take information collected by players and make missions out of it, for example sending a star ship to a planet that has a unique NPC culture or artifacts. Captains would be able to accept multi-player/"guild" missions while solo (or small group) players could take solo (or small group) missions keeping the solo( and small group) content interesting and involved with other players.

12. Ongoing player content (endgame content if you will) should involve diplomacy, trade or conflict with neighboring aliens... I see this as more of a group activity tying in player created missions (to get others to do part of your mission for you) but not as "episodic" as simpler missions taking days or week and several different sub missions to complete.

* Higher Rank would grant players perks like more flexibility in uniforms, better quarters or access to higher duties and better equipment aboard the ship or within a "guild".

**Captains would be able to promote players meeting lower requirements for the next rank but they would not be able to promote a player again until they meet the lower requirements for the next rank, so a Captain couldn't promote someone all the way to commander on there first day. On the other hand if someone meets the full requirements for a rank they may request a promotion from "Starfleet".

*** Admiral would be a rank that can only be earned by meeting the NPC requirements.

Re:suggestions: (1)

cgenman (325138) | more than 8 years ago | (#14900998)

12. Ongoing player content (endgame content if you will) should involve diplomacy, trade or conflict with neighboring aliens...

This reminds me a lot of MULE. I could see doing something where players are Klingon, Vulcan, or Human aligned and any of the three factions can enter battle with any other one, then strip the loser for supplies. But all 3 would need supplies that only the other races can provide. Add in some feedback systems which encouraged a degree of pilfering without going overboard, and it could be an interesting, dangerous universe.

11. At some point player Admirals*** should have the ability to take information collected by players and make missions out of it, for example sending a star ship to a planet that has a unique NPC culture or artifacts.

And / or the endgame IS creating missions for players, using the content creation tools of the developers. This setup worked very well for MUDs, and ensured that lots of unique content went into those systems, keeping players hooked for years.

I like your potential flow, though it seems to me like things could be sped up a bit.

The inherent problem with MMORPG's is that you need to have enough there to engage the player for literally thousands of hours. Most do this through advancement hooks and other addiction qualities which, while compelling, can't really be described as "fun." The gameplay itself is largely incidental to the experience.

Star Trek has two unique additional problems:
1. The problem resolution mechanisms in the series hardly ever involve having superior firepower. Picard realizes that Farpoint Station is a living creature, and feeds it power until it can escape. Beverly finds everyone around her disappearing, until she realizes that she is trapped in a collapsing warp bubble and the traveller helps her to escape. Moriarty tricks Picard into leaving from the fake holodeck onto the real holodeck, but Picard tricks Moriarty into leaving from the real holodeck onto a fake one. This is all compelling watching, but how do you structure a game around it?

2. There are a whole lot of people in the show who don't really do anything in particular. What, exactly, does the comm-ops officer do during a battle? You have navigation, who makes sure the ship is pointed at the bad guys. You have a battle station attendant, who pushes an orange button to lock onto a ship and pushes a red one to fire. And you have everyone else sitting there waiting for a chance to go on an away mission and get some screen time.

So what you need is a system that doesn't rely upon combat to be entertaining, still gives all of the players something to do, and yet remains fun from moment-to-moment over months.

The closest design that I can think of which satisfies all of these criteria is Puzzle Pirates.

Re:suggestions: (1)

GundamFan (848341) | more than 8 years ago | (#14902351)

I agree, conflict is rare in Star Trek (unless they intend to set this game during some kind of war) so shooting back and forth should be only one way to solve a mission... But then again, the game would need to be inclusive to everyone including security.

The trick would be to make a system where all classes are fun, people will fill all of the roles by them selves the Developer's role would be to make it so people don't regret those choices. For example: someone who is attracted to Science Officer should be presented with the kind of game play that that tipe of gamer tends to like.

The hard part is making the content inclusive of all of this game play... no small task.

Honestly I hope Perpetual gets it right, this game has great potential.

Re:suggestions: (1)

elrous0 (869638) | more than 7 years ago | (#14910946)

40 hours for the TUTORIAL?!? Wow, even Trekkies aren't THAT obsessed.

-Eric

Re:suggestions: (1)

SanityInAnarchy (655584) | more than 8 years ago | (#14899724)

Seems alright, but let's remember, not everyone should get to be a Starship captain.

You could make it like any Star trek episode, where most of the noticeable characters are on the bridge, and each has their part to play in combat, and each can be part of a landing party.

And one more thing: To make it at all like the series/movies/whatever, you're going to need a hell of a lot of content. That alone would separate it from being yet another WoW/EQ: To boldy go where, truly, no man has gone before, and have there actually be something there that's unlike where all the other men are going. To actually discover something.

But like I said, a hell of a lot of content, especially considering much of it may never be used.

Re:suggestions: (1)

GundamFan (848341) | more than 8 years ago | (#14900010)

Exactly... the game should not be a "tread mill to Capitan" any rank should be fully palyable.

Having said that... knowing gamers many would personaly set there goals to become a Capitan and "win".

Re:suggestions: (0)

Anonymous Coward | more than 7 years ago | (#14908561)

Impossible to implement - everyone will want to be "Captain" and everyone should have the right and ability to become Captain. Captains will be just like the Jedi in SWG...just wait...

Re:suggestions: (0)

Anonymous Coward | more than 7 years ago | (#14906997)

I'm not sure about anyone else, but for me, the interesting parts of Bound involved Jennifer Tilly and Gina Gershon.

total waste of an opportunity (1)

0biter (915407) | more than 8 years ago | (#14896689)

this just goes to show that the producers are wasting a great opportunity to innovate in the MMO market. this bit of news tells me that they are reproducing the standard MMO. big mistake. and quite boring.

if this is emblematic of the kind of imagination going into designing this game, i can already assure you that it will be a failure.

It's still Star Trek (1)

komodo9 (577710) | more than 8 years ago | (#14897148)

I'd play it. :D

Red shirt? (2, Funny)

Anonymous Coward | more than 8 years ago | (#14898327)


If you want to see some real action in the game, choose a red shirt....you won't last long though.

Off topic: what is a good star-trek to get into? (-1, Offtopic)

Anonymous Coward | more than 8 years ago | (#14898753)

I'm into battlestar gallactica and stargate, but I have never seen any star-trek. What is a good series to get into?

Re:Off topic: what is a good star-trek to get into (0)

Anonymous Coward | more than 8 years ago | (#14898940)

I'd suggest Star Trek: The Next Original Deep Space Voyaging Enterprise.

Re:Off topic: what is a good star-trek to get into (1)

eugene_t00ms (599365) | more than 8 years ago | (#14899384)

Deep Space Nine has best characters, action, and arc storyline...in my INFINITELY humble opinion...the best of trek

Re:Off topic: what is a good star-trek to get into (1, Offtopic)

Scrameustache (459504) | more than 8 years ago | (#14899661)

Deep Space Nine has best characters, action, and arc storyline...in my INFINITELY humble opinion...the best of trek

It wasn't Trek. It had the name, the trademark, but it wasn't Star Trek. It was the first of the Rick Berman Space Shows, it disavowed the vision of a future where humanity outgrew it's current shortcommings and ventured forth to explore.
You might have liked it, but by that time, it wasn't Star Trek anymore.

/opinion of mine

Re:Off topic: what is a good star-trek to get into (1)

Mike570 (884414) | more than 8 years ago | (#14900099)

I have to agree. Rick Berman took Gene Roddenberry's vision and went in the completely opposite direction. I know alot of people loved the last three or four seasons of DS9 with the Dominion War but I hated it. It was like Star Trek for people with ADD. It was all about destroying ships and killing. I know I may get lynched for this but I felt that Voyager was a much better series because it was more about exploration and meeting new species. Sometimes there were even character driven plots. They did over do the time travel thing and the last episode SUCKED, though. I hate time travel episodes because they make me think in neverending circles. Like if Janeway came back in time to help her younger self get home faster, she would be changing the time line so much that she would never go back in time in the future under the same circumstances, if at all.

Re:Off topic: what is a good star-trek to get into (1)

Scrameustache (459504) | more than 8 years ago | (#14903052)

the last three or four seasons of DS9 with the Dominion War but I hated it. It was like Star Trek for people with ADD. It was all about destroying ships and killing. I know I may get lynched for this but I felt that Voyager was a much better series because it was more about exploration and meeting new species. Sometimes there were even character driven plots. They did over do the time travel thing and the last episode SUCKED

I agree, but... odly enough, some of the Voyager shows I liked the most were the ones surrounding the "Year of Hell" episode, which were all about time travel.
But yeah, out of the first 4 episodes of Voy, 3 didn't really happen because they went back in time and used the magical reset button. That sucked.

On Topic:

For the games' uniform, they could have just gone back to a more TOS and TNG style, where it WAS obvious from afar what department you were in, because the colours were the big visible part of your shirt.
Rick "the devil" Berman had them take away as much colour as he could and got them in black and grey with just a hint of variety, and now it's coming back to bite him. Ah!

The trouble with... (2, Funny)

chigun (770799) | more than 8 years ago | (#14899148)

I want to play as a tribble.

Re:The trouble with... (0)

Anonymous Coward | more than 8 years ago | (#14900976)

The only reason is you can have sex as much as you want.

Ask Q, the GM (1)

DigiShaman (671371) | more than 8 years ago | (#14900593)

Gamer: Ok crew, let's explore the galaxy!

(moments later...)

Gamer: Damn, our warpdrive failed and we have no impulse. Will someone send a petition to the GM?

*FLASH*

Gamer: OMG, it's Q.

GM: No, it's just the GM. Because I have God-like powers, I take the form of Q.

Gamer: Well, can you restore WD and IMP for us?

GM: *snaps fingers* It's done.

Gamer: Dude, your so 1337! Ok, last request. Sends our crew someplace awsome that will give us uber EXP real quick.

GM: *snap fingers and vanishes*

Gamer: What the hell is that greenish-black cube thingy. This will be easy I bet. Lets attack it...

I can't wait... (1)

Kingrames (858416) | more than 8 years ago | (#14904460)

I, for one, can't wait to entertain my holodeck addiction.

Interesting Guild possibilities (1)

RobinH (124750) | more than 7 years ago | (#14908843)

Games like this would tend to have everyone piloting their own starship, so a guild would form a small fleet and do things together, but I could imagine another idea where ships over a certain size (like runabouts and up) allow you to have multiple crew onboard, and only become truly effective when staffed with multiple guildmates.

For instance, one person could command the enterprise with computer assistance to do everything, but you can only concentrate on one thing at a time. However, someone with tactical skill could take over at tactical and manage the weaponry, someone with engineering skill could handle the prioritization of battle damage (some kind of mini-game that simulates how you would manage dwindling resources to keep required systems running, etc.) and in the event of a boarding (once shields are down), everyone can pull out their phasers and fight off the boarding party, with people that specifically have security skill being better equipped with weaponry, etc.

I can imagine some amazing space battles where capital ships duke it out until the shields go down on one ship, or the engines are disabled, and then they start sending over boarding parties. The objective is to either disable critical systems like weapons, engines, or to capture areas like the transporter room which acts like a spawn point. The battle for control of a big capital ship could last over half an hour as you advance down the corridors and through cargo bays capturing and defending spawn points, disabling internal sensors and force fields, even capturing and stealing supplies (to create an active privateer faction). Obviously, the bridge would be one spawn point, perhaps engineering another.

It lends itself very well to instancing. Different ships have different layouts that you could learn. Wow I'm actually interested.

Too bad it's actually going to be a game where you have to kill 800 tribbles before you can level up to a phaser of pwnage.

Re:Interesting Guild possibilities (0)

Anonymous Coward | more than 7 years ago | (#14909054)

I very much like the idea of including mini-games to simulate the different actions. Something like that would work well for Doctor/medic types as well. How a doctor should work is that you have to go to the wounded person, perform a diagnosis of some sort, and then play a mini-game to simulate killing the virus or repairing a wound.

Being a doctor in Star Trek online should NOT be like playing a healer in every other game, where I wave my magical tricorder (+5 to xenobiology knowledge) at the affected person and they're healed for a percentage of their hitpoints.

Re:Interesting Guild possibilities (1)

RobinH (124750) | more than 7 years ago | (#14910643)

That kind of point and click gameplay always sucks. Successful imaginations of healers always let you do something else along with being a healer, like you still carry a decent weapon in BF2 or Planetside, or healing is one of many "spells" that you can cast, so you're not stuck following your mates around clicking on them when they get hit.

I don't know how easy it would be to make a minigame for a medic, but for engineering I think it would be easy. The mini-game is resource management.

Perhaps as a medical character you should be able to setup a field hospital where people can go to get healed automatically. Also, have the ability to do combat evacuations ("emergency medical beamouts") where you can pull a fallen soldier back to the field hospital you've setup using transporter technology. That's the equivalent of a resurrection in other games. So you're fighting along, see someone fall, you have to fight your way to them (or have team-mates help you) and then place a transponder on them that automatically beams them back to the medical point/sickbay, whatever.

Another cool idea is combat on the outer hull of the ship, like in First Contact. You could suit up, go out a hatch, and fight across the outside to get to another airlock and attack from an unexpected direction.

One of the critical systems that could be knocked out is artificial gravity, which would really mess up movement ability unless you had "gravity boots" like in ST VI.
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"ecode" can be used for code snippets, for example:

<ecode>    while(1) { do_something(); } </ecode>
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